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Tartan
08-24-10, 05:05 AM
I am just gathering what sculptris to zbrush sketches I have done together into 1 thread. Having Sculptris and Z4 as new outlets for my imagination rocks. This one was inspired by Lotet. I wanted a mechanical/organic look. I like it on some levels but will go back and try something else. Overall fail but still fun to do. The clothes were mainly done with move ring and movethin brushes.
MechanicShot01.jpg
simple.jpg

Tartan
08-24-10, 05:09 AM
This is the first Sculptris to Z I did. I didnt have to worry about fingers and remesh tool on this one. :)
BopShot00.jpg

Tartan
08-24-10, 05:13 AM
Another failed idea but still fun to do. Its posted elsewhere on the forum in a more vociferous form :) It was supposed to be an attempt at making an alien referee for Bop. Looks too damn happy to me:confused:
RefereeShot00.jpg

Tartan
08-25-10, 06:31 AM
Of large Pizzas in the sky:D
Noname2.jpg

Tartan
08-25-10, 09:18 AM
Refined his face further. I dont want to get too realistic. And bringing his body out. He sure is heavy. He has been been eating too much pizza. ;)
Vitobody00.jpg

feeb
08-25-10, 10:42 AM
This is so inspiring. I'm n00bish to Zbrush, and have yet to try bringing my model over from Sculptris. I suspect monstrous potential.

Huge thanks for sharing, and I really am loving every bit of character you cram into these sculpts. Kudos. :)

Tartan
08-25-10, 01:40 PM
Thx Feeb :)

This last one hasnt seen Z yet but I am sure he will eventually. I want to do his body first in Sculptris and fini him here but in Z I will be adding clothes etc. I read a comment in another thread that said the combination of Sculptris and Zbrush working together was gamebreaking. And it is. I much much prefer to do my shapes in Sculptris rather than Z. I never really lked Z spheres although I can use them fairly handily. I have been playing so much with Sculptris I havent had time to explore Z4 as well as I should. I will get to Shadowboxing one day:tu:

Mr.T
08-26-10, 03:18 AM
It's a solid start, I think you could tweak the lips just a little bit :tu:

Tartan
08-26-10, 03:56 AM
Thx T,

Vito originally started out as a cartoonish type figure and I over emphasized his lips. After I refined his head he started to look more real so I may change my thinking on him and go back and tweak them.

Now this guys lips dont look too sporty to me either but they are better than Vitos lol. I am finding it really hard staying on one thing in this program. It's so easy to pop from idea to idea.:)

Hmm lessee I have a centaur to finish, a Vito to finish and a satyr to make a body for. I need to stop there lol

Satyr.jpg

Tartan
08-26-10, 05:56 AM
I wish I had more time for sculpting but I get to go to the doctor! Yippee! :D I think I would rather chew glass:confused: I am going to keep some of the comic proportions but I went back and redid his lips. I am beginning to hate lips lol
changedvito.jpg

dreamz
08-26-10, 08:49 AM
I really enjoy looking at your work, Tartan. I particularly like the mechanical/organic style; it has a precision to it, as if it's machine-made. My favourite piece so far is the satyr. I wonder how big a challenge it would be to give the horns a spiral twist (if that makes sense. No it doesn't, Dreamz. It's tautological...I like that word. ) along their length. And it looks to me like your lip sculpts are improving rapidly. Nice work.:tu:

andreseloy
08-27-10, 12:01 PM
Hi Tartan this is a very inspirational start for me because when Pixologic released thei gift for us, really i was disappointed or confused thinking in the role or the space that this app will take...now you are opening my eyes special is the things that ZB dont do(for me incredible!) or are more easy in this app.
So keep posting and help meto open my eyes BTW always admire your design and aproach!
cheers

Tartan
08-27-10, 12:24 PM
Thanks Mario! Sculptris has really beome a very important part of my tool box. Its so fluid and dynamic. I am waiting for Bas and you to play with it. I want to see if you both like it as much as I do. Sooo POST! POST! POST :D :tu:

Bas Mazur
08-30-10, 04:13 AM
Hey Tom, nice start!
Aaaaaarghhh, no Mac version :cry:

SpiritDreamer
08-30-10, 10:58 AM
Hi Tartan..:)
I'm keeping an eye on your thread in here ...I like what I'm seeing...Nice looking centaur..:tu: ..Like the way you added the body as a balloon.
This sculptris program really is a trip isn't it..:D Seems so easy and is a relief after fighting with those stupid meshes in ZBRUSH for so long, at least for me anyway.:)
Anyway...Have a Great One.and Happy Sculpting.:tu:

Bas Mazur
08-31-10, 12:11 AM
Hey Tom, nice start!
Aaaaaarghhh, no Mac version :cry:

Hehehe, thanks Tom! Works fine on a Mac now!! :D
screenshot_01.jpg

Mr.T
08-31-10, 05:07 AM
Great work on the Satyr Tartan, I liked the flat idea :lol:

Bas Mazur: Mind sharing how you made it work on mac? (windows emulation?)

Bas Mazur
08-31-10, 08:20 AM
Mr T, latest version of X11 and a wonderful link from Tartan ;)

Tartan
08-31-10, 10:17 AM
@ Dreams, Thx for your comments. Tautological is such a tight word hehe I think spiraling the horn is beyond me right now but I Did think about it :) On the lips , I am Still trying LOL
@ Mario, Man I want to see you POST! I miss seeing your work and if you post in the Main Z forum it will get lost too fast :cry: This program is suited to us :idea: :tu: Take a little of Sculptris and a little of Z and create! and ummmm POST! POST! POST! :D
@ Spiritdreamer Thx for the comments Spirit. I will be getting back to the centaur but I am still doing sketches of horse anatomy trying to get a feel for it. I suck at hooves altho my last attempt on the Satyr came out a Little better. I Hate fighting meshes also and as I said before that yes I can use Zspheres fairly handily but this program fits me better on form. It's somewhat liberating isnt it? :D :tu:
@ Mr. T Thx for the comment on It's a Balloon. I am taking it back into the fold over in this thread. I will be doing more work on him but right now I am testing various mesh imports into Sculptris and trying to reproduce bugs in the hopes that it will help. I may have to take a break from that and start something new. Btw the Link to the Mac version Bas is using came from this very forum and I will bump it and keep bumping it for any stray Mac users and I am hoping that Pixilogic puts out a Mac version soon. Hopefully they will allow the version here to stay alive until then. Be Sure and thank LetoAtrell the Mac programmer. I dont use Mac being a PC user but I appreciate the work he has put n to the community:tu: :tu: http://www.zbrushcentral.com/showthread.php?t=91628

@ Bas Man I Knew the Moment that you got your hands onto Sculptris that good things were going to happen. You are very welcome. That sculpt I know didnt take long at all and its already prime. The way you suggest form and muscle underneath skin shows that classic artistic background you hail from. And if you did that in just a little while man.. I can see in my Minds Eye the future :D


I am just taking the Satyr back into the fold over in this thread. I enjoyed my small joke with him and hope that others got a laugh as well :lol:

satyr 1.jpg
satyr 2.jpg

dreamz
09-01-10, 03:58 AM
Is the above a screen grab from an aerobics video for mythological creatures or something? lol. What next? Gymnatsics for gorgons? A bench-pressing mermaid feeling the burn? I like it.

That's a great head sculpt too, full of character. :tu:

Tartan
09-22-10, 03:59 AM
No Dreamz,
Its mating season for Cyclops! I was just doodling and this popped out. Must have been the lingering vestiges of a blind date I had once. Wait I have used that joke before :D
Untitled-1.jpg

CaptainNemo
09-24-10, 01:31 AM
Is it really a man Tartan ? ... :D
may be in Cyclops land ...
:)

Tartan
09-24-10, 03:59 AM
Hey Captain,

I think I may have confused people. That cyclops is Meant to be a female. I put "Its a Man!) on its title because it reminded me of an old 30's or 40's cartoon where this incredibly man hungry woman spots the hero and runs towards him shouting," It's a Man!" :D May have been Pop Eye but I cant remember :cry: Anyway it was a lot of fun doodling that :lol:

blueferret
10-01-10, 03:23 PM
What kind of a chart is that in your backgrounds and what does it do for you :qu:

Tartan
10-01-10, 04:21 PM
Hey Blue. When I first started playing with Sculptris I wanted a layout so I could see where the sculpt was going. The very center of that background image is dead center in Sculptris. If I am symetrical modeling a head or full body, I can always drag the model back to full front and center. When you add a sphere to a new scene it bulleyes the target. I dont use it much anymore.

blueferret
10-02-10, 02:22 PM
feel like sharing your chart, might be useful for newbies like me ?

Tartan
10-02-10, 04:16 PM
Sure Blue,

You will need to resize this to fit the resolution on your screen. Mine is 1920x1080 so I am not sure if it will work for you. let me know if it does. If so use the center line in it with the symetrical model line :) This is the space shuttle I have been working on. I am afraid its time for me to take it into Z to get some really mechanical lines into it. . I didnt like the first shuttle in Postcards at all. I guess I am not done with it yet.:confused:
Grid 00.jpg
shuttle3.jpg

dreamz
10-03-10, 01:39 PM
I really love the shape of your space shuttle! A nice blend of mechanical and organic. It looks so sleek. :D:tu:

[/url][url="http://www.zbrushcentral.com/showthread.php?t=95622"]VOTE! (http://http://www.zbrushcentral.com/showthread.php?t=95622)

blueferret
10-04-10, 12:08 AM
Yeah That works for me seeing as I am running 1920x1080n also.....Thanks a bunch will try it out tomorrow......:cool:

piz
10-04-10, 12:53 AM
I agree with Dreamz, nice shapes! :cool: :tu:

Tartan
07-17-11, 01:06 PM
I havent posted in awhile but got inspired at seeing the great work that the Beta testers have done. Obviously a lot more detail can be added here so the sculpting isnt done. Beyond that a lot more work on the body, hands and feet. Then 3dc for a retopo with Zbrush being the next stop for more detailing and texture. I tried to experiment with texturing but for some reason when I would mask an object like the body, portions of the mask would appear on his robe. I couldnt fill the object without the same thing happening. This had to have happened when the map was being built.
Monk Vito 00.jpg
Monk Vito.jpg
Monk Vito 01.jpg

JoseConseco
07-17-11, 03:47 PM
Looks ok, just remember that eyes go in the middle of head height. U need bring them down something like 1 'eye height'. Also from 3/4 view the right most point on skull should be above ear not below, ;). Hope this helps

Tartan
07-17-11, 05:23 PM
Hey Jose,

I think you are looking at it wrong lol. If you notice I have sculpted his face looking up instead of dead on. Originally he was the model I have on the 1st page of this thread and I had been attempting to make him look more comical with exaggerated features. It didn't work but I still wanted to continue with him. I just wish I had chosen a dead even sculpt instead of looking up :confused: Once you put him full frontal and even his pose a bit, it gives you a better idea. Also the beard can make things look off. I do agree with you about the 3/4 view but thats something I wasnt concerned about addressing because of the robe and hood and because the ears are so horribly bad :lol: Now I will have to go correct it :tu:
Noname00.jpg

belbe
07-18-11, 12:07 AM
Wow i really like a lot of your works! I wish i was as good as you :cry: .
How do you make the hair? i cant make it work.
Really good job!! :tu: :D

Tartan
07-18-11, 07:54 AM
I don't really think I am that much better than you Belbe. When I started out in Zbrush in 2004, my early models were primitive. I am assuming that these are your first 3d models where you had complete control over the sculpting/fashioning of the model. If it werent for the box modeling I have done off and on it would be the same for me when I got Zbrush (Zbrush is hands down the best single 3d investment I have ever made) Even so when I compare your early models to mine I see that it just wont take long for you to be up and running.

On the hair I created enough mass around the edges of Jawline to the chin and also his eyebrows to give me something to work with. Then I used a lot of Crease tool with smooth tool in some cases and more sparingly Inflate and Draw using Draw in both positive and negative modes to build up and dig down. I am still not satisfied with it so on my next attempt I will use the masking tool and then come back with Crease etc. I dont know how Bas did it but the Hair he did was what I used as inspiration. http://www.zbrushcentral.com/showthread.php?t=143508

Look at some of the other Beta testers like Jose and Michalis etc. More prime examples. And not just the Beta Testers but the regulars here. Patience is Key! :D

Thomas Sankt
07-18-11, 04:22 PM
What is that thing in the background - a golden cut?

Tartan
07-19-11, 07:01 AM
Hey Thomas,

You had me confused as to the reference to the golden cut. I am assuming you mean the background as a reference background for proportions. If so yes. If you read on seceond page of the thread you will see me discussing it with Blue Ferret. Its an aid I threw together to help me visualize proportions and give me an idea of where the sculpt is going. No need to be exact just rough as all humans are different. For instance if my leg proportions matched my torso proportions I would be 6'4" or 5" instead of 6' 1" :)

Knacki
07-19-11, 08:02 AM
German pupil were tortured with theory about "golden cut" or "golden ratio"
http://en.wikipedia.org/wiki/Golden_cut

Not bad to know - but better to store basics in your belly to keep your had free for art ;)

SpiritDreamer
07-19-11, 08:52 AM
Hi Tartan.:) .Hey nice going so far on this last character..:tu:

http://forums.cgsociety.org/showthread.php?f=199&t=313809&page=9&pp=15

http://forums.cgsociety.org/showthread.php?f=200&t=290076&highlight=BONES+SKETCHBOOK

Above are a couple of links that I think you might enjoy..If you haven't already seen his works that is...His sketchbook,..the bottom link is loaded with all kinks of useful knowlage concerning the human figure..Some great stuff in there...:) Enjoy..

Thomas Sankt
07-19-11, 01:21 PM
Hey Thomas,

You had me confused as to the reference to the golden cut. I am assuming you mean the background as a reference background for proportions. If so yes. If you read on seceond page of the thread you will see me discussing it with Blue Ferret. Its an aid I threw together to help me visualize proportions and give me an idea of where the sculpt is going. No need to be exact just rough as all humans are different. For instance if my leg proportions matched my torso proportions I would be 6'4" or 5" instead of 6' 1" :)
I correct myself: It is not the "golden cut", it is "golden ratio(Sectio aurea) or golden rule or golden section" what I am talking about. Where did you get this background from and do you have a more detailed - but simple ;) - explaination on how to use it?

Tartan
07-20-11, 04:37 PM
Thomas I think I will answer that in another thread. I want to start one that those of us who are more experienced at art in general can help beginners with tips on anatomy etc. I will cover how to use that background in Sculptris to shape a basic head. It will take me a couple of days to write it though. I put it together out of a unit circle, a numbered grid and the rulers from Photoshop CS2. I will be dropping the rulers as they are pretty much useless.

Thanks Knacki, that was a fascinating read. It recalled to my aging head about the Golden Ratio and the Egyptians :idea: I can see where a student could be tortured with it LOL

Thanks Spirit those are both very good links. Maybe he can help me solve the problems I have with ears :D . When I start that thread I was talking about I will be sure and relink them because they are useful for both beginners and experienced.:tu:

Thomas Sankt
07-21-11, 02:41 AM
Thomas I think I will answer that in another thread. I want to start one that those of us who are more experienced at art in general can help beginners with tips on anatomy etc. I will cover how to use that background in Sculptris to shape a basic head. It will take me a couple of days to write it though.
Please update here when you'll have finished it for me to be notified via eMail.

Tartan
08-02-11, 05:06 AM
Hey Thomas. I decided to keep this in my thread. I know its long and drawn out but hopefully it will help you and maybe others.

When I first picked up Sculptris I needed to exercise my rusty sense of proportion again and I put this rough indicator together. It is made of a trignometric chart called the Unit Circle and a simple line graph and I used it to give me a rough idea of how the proportions needed to be. The axes indicate angles which I should have assigned degrees to. I went back and remade it but it is Not perfect. Just save picture and enable as background in options. You will need to resize it if you are running at a lower or higher resolution.

What I am doing here is creating a base shape to evolve a generic head from. Very simple thing to do. The X axes indicates the eye line. There are a handful of different approaches to measuring the human faces average proportion from Leonardos http://www.2d-digital-art-guide.com/face-proportions.html to various links off this page http://www.google.com/search?q=face+proportions&hl=en&rls=com.microsoft:en-us:IE-SearchBox&prmd=ivns&tbm=isch&tbo=u&source=univ&sa=X&ei=ZBk0TpmNO4jVgQedioWgDw&ved=0CBgQsAQ&biw=1280&bih=632 . One useful one is found here and this is the general system I learned as a boy http://fc01.deviantart.net/fs40/f/2009/030/6/6/Face_Proportions_by_buktopgicha.jpg

First thing to remember is to cut off detail and do Not scroll the ball in and out of perspective. Its just easier to do without zooming in and out. All thats needed in movement here is Front and Right Side. Use either your traditional Sculptris keys or Zbrush keys and mouse to lock the camera on Front or Right. Last, make sure that the Mesh is showing and center line is enabled in options.

The only thing we are really trying to do is a rough shape for a human head. Something to start with. If you look at the beginning sketches of some pros they block out their subject to get their pose and lay out proportions and they always use a roughly Oval head with lines indicating where the eyes nose mouth etc should go.

Starting with fig 1 increase the size of your Move brush as high as it will go and center it at the North pole, then bring it down to the second circle as shown in fig 2. Repeat with the south pole. On the West pole you will need to work it differently. Try and maintain the center mesh line of the ball along the X axes and work the mesh in to the Third circle. You will need to realign the brush several times, just maintain the center line of the mesh east to west. Maintaining the X will keep your meshs head in a neutral pose. Not looking up or down as I did in this threads beginning with Vito and then the use of Vito as a base to get my monk from.

In figure 3 in order to maintain your generic head and produce the oval bring the bottom sides in.

From there turn the model to the right side. Time to rough the profile. Fig 4 shows what your mesh should look like at this point. In Fig 5 bring in the west side to about -8 on the X axis and work the chin out a bit. Then bring the back of the head to the third circle (+10 on the graph). Then bring the bottom of the mesh up to about -9 on Y axis. Turn it back to the Front. The south side of the model (Fig 6) may need to be brought down again so you maintain the rough proportions (Fig 7).

From here you are set to start modeling the front but remember that you are bound by the rule of rough proportion. The eyes will always be on the X axes of the graph etc. The exception is cartooning and caricatures but you should still have a firm understanding of proportion.
Tutorial 00.jpg

Grid 01.jpg

Bas Mazur
08-02-11, 06:02 AM
Hey Tartan, interesting :tu:

Tartan
08-02-11, 06:11 AM
Thanks Bas but its not like You need it hehe. You can do Blind what it takes me to do with glasses and I dont generally wear them :D Its something that might help out beginners:tu:

Tartan
08-02-11, 06:23 AM
ok Now for the fun I have been having :)

I have always loved black and white imagery and have been exploring Sculptris and Incendia with that in mind. The first experiment was to render a scene in Incendia in black and white then use it as a background in Sculptris applying a black and white mat to my space shuttle, then taking a screenshot. It composited fairly well.
City 000.jpg

The second is a very rough sculpted Hammerhead shark I made in Sculptris and imported into Incendia as an stl file. I rendered it at 3200. Basic shape is there but the fins got distorted. I will correct that when I get my new Intuos drawing tablet :D
Sculptris Hammer.jpg (http://javascript%3cb%3e%3c/b%3E:zb_insimg('265230','Sculptris%20Hammer.jpg',1 ,0))
Hammer Scene 000a.jpg

Bas Mazur
08-02-11, 06:26 AM
Hey dude, love that last one! Time for a new tutorial? ;)

Tartan
08-03-11, 04:28 AM
I can point you to the tutorial I used Bas :D To keep an element from multiplying keep the base detail at 0. That way you can do scenes.http://www.incendia.net/wiki/index.php/Working_with_Baseshapes
The results of stl files imported into Incendia seems to be very Uneven. It distorts the geometry. Here is the castle I was putting together in Silo imported in. See how jagged the edges are? Take a close look at the Hammerheads fins and head. The geometry was distorted there also. When I get my new Intuos, it wont be a problem because I can Painter 12 it. But it does produce more problems with the castle than it did the Hammerhead. I can probably find a good fractal combination with the castle in it but it looks to me like it would be better to find the right Incendia setting and Then import the castle into it as i did with the Hammer. Results are so unpredictable but thats where the fun comes in :):tu:

michalis
08-03-11, 06:02 AM
I love your B/W sketches. Especially this with the shark.
Well done. What about a comic? I have some ideas BTW
And already constructed some shaders for this.

Tartan
08-03-11, 08:47 AM
Thx Michalis,
The shark did come in well for the most part but as noted needs to be cleaned a bit in Painter, not much. It was a fun one to do. On comics. I considered going down that road back in 07 and again with the inimitable Dreamz with me as the writer. Heres an old thread I just dug up using Zbrush. http://www.zbrushcentral.com/showthread.php?t=44447 What did you have in mind? :)

michalis
08-03-11, 10:12 AM
Fiction but a real story after all.
A great philosopher of the 20th century, Ludvig Wittgenstein (my favorite). Based on a real story. In front line WW1, "no mans land". There in the middle of no man, he started writing his famous book "tractatus logico-philosophicus"
This book drives me to the most dark places (and the most brilliant) of human soul. As many parallel realities you like. This is how we think, but it also makes us say "it makes sense" "senses" sense. Senses save us. Our humble 5 senses. More than enough.

http://en.wikipedia.org/wiki/Tractatus_Logico-Philosophicus

Tartan
08-03-11, 12:58 PM
Fascinating man Michalis but a very troubled man as well apparently. It seems like he retracted some of his conclusions in Tracatus in his posthumous work. I can see using it as the theme of a story arc of an ongoing series not based on him but incorporating his story as part of it's background. Something Neil Gaiman or Alan Moore (League of Extraordinary Gentlemen) could handle with ease. It would also make him a contemporary of H.G Wells and Rudyard Kipling among many others. The fact he was at the same school as Hitler opens up story ideas also leading into Hitlers obsession with the occult and obscure philosophies. I doubt Hitler knew he was a Jew by ancestry. His relationship with Bertrand Russell opens up possibilities as well as the suicides of 3 of his brothers. But there needs to be a focal point and a framework outside of him. Something more to carry the story arc along in an entertaining if somewhat dark philosophical manner.

michalis
08-03-11, 03:08 PM
I could start posting some stuff but I'll spoil your thread. Any better option?
What about an open project thread? Start it and I'll follow.

Tartan
08-04-11, 03:06 AM
I will be sending you a message on that Michalis :)

JoseConseco
08-04-11, 05:22 AM
Those b&w render are very cool. I also googled Incendia and it is interesting little app. Thanks for sharing.

Tartan
08-09-11, 04:46 PM
Thx Jose :) Yes Incendia is very fun but sucks up system resources. I can tell the difference when I am in Sculptris while Incendia is rendering. It has its limitations but sometimes if you hunt hard enough you can set a scene up. Its a shame that the meshes come in looking so distorted except for the shark and a few other experiments I have done. Other times it just looks cool with completely unexpected results.

Tartan
08-11-11, 04:49 AM
Just doodling a bit.
doodle00.jpg (http://javascript%3cb%3e%3c/b%3E:zb_insimg('267062','doodle00.jpg',1,0))

Tartan
08-25-11, 03:14 PM
Just going back to an old idea. I was thinking about making the old Avenger's foe Ultron and it traveled an entirely different direction. 00 is the model after it came out of Sculptris. I was trying for a variety of different planes. I masked a number of areas. Pulled them out, smoothed and flattened them down, then I took it to Z. Looking at what came out in 01 there are a number of changes I would be making like rerouting some power lines but it was a fun doodle.:)
Robo Shot 00.jpg
Robot 02.jpg

Tartan
08-26-11, 11:26 AM
Experimenting with forms while I try and home in on a final of this variation. All the base forms came out of sculptris except the headpiece and midsection which was an extract from the hip and duplicated 3 times, then merged in Z.
Robot 03.jpg

Tartan
08-26-11, 01:51 PM
I see the person who rates peoples works with low stars and Never gives out decent feedback or a reason why has struck again. I never thought of my work as top anyway. This subject has been approached before :D http://www.zbrushcentral.com/showthread.php?t=32140

sculptrisnewb
08-26-11, 04:20 PM
Tartan, I cant understand why you are so disturbed by someone not rating your works with stars you think appropriate. Why worry? as you said yourself you belive your work was not worthy of top marks anyway. Opinions of peoples sculpts conflict all the time when leaving feedback and all I can say from my own personal experience is some feedback good or bad is better than no feedback at all. At least you are not left guessing if your sculpt is crap or not:D. Try not to lose heart in what others rate or say just keep enjoying what you do. Oh and im liking the way your droid is coming along.

Tartan
08-26-11, 05:06 PM
Sculpt what bothers me is the lack of constructive criticism not given. Go to that thread I referred to. Back in 2006 I was disturbed at a friends reaction and I had never even used the star system. Good thread though both pro and con.
Anyway thx Sculpt:) :tu:

sculptrisnewb
08-26-11, 05:36 PM
I can understand a lot more now after reading the linked thread thoroughly :o
I'd say 99% of the whole community are in it for the critiques and helpful suggestions and me personally I become a bit of a hermit when I post a model that nobody comments on and hide my model in the unfinished folder and go to sleep feeling unworthy to post ever.....ever again:D

But seriously come on guys if you think work deserves the 1 star tell the sculptor why you felt it desrved it, we are all here to improve on what we do.

keep on keeping on Tartan :tu:

michalis
08-27-11, 02:36 AM
I see the person who rates peoples works with low stars and Never gives out decent feedback

What can I say? My thread started with *2. It's *4 now, enough for me, I guess.

Into topic now. Hard surfacing... last night I was trying something. I'll never be good on this LOL, I don't have the appropriate imagination, I guess so. But learning is always good. I came to this, starting in blender or elsewhere, then to sculptris. I could choose zbrush but I like dynamic tessellation. A splines guided tool is missing.

SpiritDreamer
08-27-11, 02:43 AM
http://www.google.com/search?q=starry+starry+night&rls=com.microsoft:*:IE-SearchBox&ie=UTF-8&oe=UTF-8&sourceid=ie7&rlz=1I7ADFA_en

Stars are much more beautiful in the heavens, which is where they belong, and should always stay..rather than being down here on Earth where it's just a starry starry game we play.:D

One persons garbage may be another persons treasure, and visa versa..relatively speaking..:)

Lose the ego, lose the stars...Art is about Spirit, and the force of nature that brings it into play...:)

The people who painted the bison and other animals on those cave walls many years ago..didn't need stars to know if they were doing it right or wrong...they just knew that they needed to do what they were doing...and they went about doing it... Art as something Sacred embodying Spirit has been lost along the way...It's been replaced by a Souless false star that shines during the day, while leading the world astray... .....
Starry Starry Night..:)

michalis
08-27-11, 04:32 AM
SD +1
Sculptris forum doesn't need rating. Neither top row.

Let me post the opposite opinion now. :lol:
Ego is great. Belonging to a community means to accept this. A continuous war then. There's one only magical idea here. A miracle. Changing this "war" to creative peace has turned all these human creatures to individuals. Is this an utopia? No, this was what changed the world. Democracy. The only needed is to speak, to be logical and convincing as possible. There're rules in democracy though.
A forum, they say, isn't a democracy... who says so? A forum created democracy once upon a time... This democracy changed art actually, they adopted a 2000 years old great great sculpture and changed it in 80 years to the Elgin marbles (Feidias, athens acropolis). Egyptian figures stand beautifully on the ground but 80 years were enough to make them fly.


A gift to tartan (ant to all of you of course) for his nice hardsurface try.
metalM.jpg metalM#2.jpg
It looks like this (just a nonsense for demonstration)
ScMatTest.jpg

Tartan
08-28-11, 08:04 AM
Thx Sculptrisnewb,

That thread if read through has a lot of good points pro and con for sure. I will keep on keeping on indeed :)

That was beautifully expressed and written Spirit. Yah art comes from inside. If it was all tech Grandma Moses would never have been popular and her paintings worth as much as they are. I think she had a lot in common with the cave men even though I prefer caveman lol

I was going to wait til I had something to post Michalis but I have been busy the past day, I wanted to thank you for the words and the material, I really do think you have succeeded in mastering hard surface. This one looks like a part from an automobile:) :tu:

Tartan
09-19-11, 10:08 AM
A little surface modeling for props for Z and Sculptris while we wait on the new release. All done in Silo pro. I think I will try Michalis mat really soon.
272373

Tartan
09-27-11, 09:10 AM
I did a quick test to see how well Dynamesh and Sculptris work together. I had to go with a 512 rez dynamesh setting but really for best results 1024 which is highest Dynamesh can go. I will be going about things differently and will be slicing this model up. Increasing mesh rez in the areas that really need it etc. After I imported into Z I created a duplicate mesh in the sub tool palette and that was the one I dynameshed. Then I project all'ed it. Obviously it still needs work. Still overall I am thinking who needs retop especially if one stays in Z. I upgraded to Poser 2012 which now has weight map rigging. I will be specifically using a dynamesh with areas of different resolutions to test the process and see if its workable in that program. I expect the ability to weight map will enable me to do things I never dreamed of.
1st image is the sculptris mesh.. second is dynamesh.
274172274173

blueferret
11-15-12, 01:51 PM
Here isi an update to Maggy as a woodcut and a link for som really good brushes and tutorials.....\

http://www.badking.com.au/site/

332371

Tartan
11-15-12, 03:24 PM
maggie looks good as a wood cut Blue :D I need to start taking pictures of my dog sprite and try that out. Thanks for the link to Bad King. Its a very good one. :tu: I have been rigging a base figure I created in Silo. No face features as such it's mainly been a test. I am trying to get the nerve to start the process with some of my sculptris projects but that means retopo. O well :o) I have just gotten him to the point to go to Z so some kind of mechanical texture. So far he has great movement :o)


332377

maciej
11-16-12, 09:40 PM
I did a quick test to see how well Dynamesh and Sculptris work together. I had to go with a 512 rez dynamesh setting but really for best results 1024 which is highest Dynamesh can go. I will be going about things differently and will be slicing this model up. Increasing mesh rez in the areas that really need it etc. After I imported into Z I created a duplicate mesh in the sub tool palette and that was the one I dynameshed. Then I project all'ed it. Obviously it still needs work. Still overall I am thinking who needs retop especially if one stays in Z. I upgraded to Poser 2012 which now has weight map rigging. I will be specifically using a dynamesh with areas of different resolutions to test the process and see if its workable in that program. I expect the ability to weight map will enable me to do things I never dreamed of.
1st image is the sculptris mesh.. second is dynamesh.
274172274173

Hi,

Cool idea there. I'm not sure if you're aware but you have to project from the subtools menu (after subdividing your new retopologized geometry). This is so you retain the Sculptris detail inside Zbrush and you can continue working in Z. If you need proper retopology just use Topogun or 3D Coat (post high-polygon modeling) on trial and error basis (you can use Save Retopology State in order to get the best results when troubleshooting vertex artifacts). ScMatTest looks great by the way.

justadeletedguy
11-17-12, 10:03 AM
Yes I found a way to do it with Wings3D and Blender Shrinkwrap ..... and it's nice because you can control the edge-flow, similar to Q remesher ... although the process is much more complicated but I did some vids on it and posted them here.

Tartan
11-20-12, 04:09 AM
Thanks Mac, Thanks Just. I will check them out. I have been getting accustomed to rigging base figures in Poser Pro 2012 to get used to the process, but even with true weight mapping you still need decent clean topology to get the best results. I hate admitting this but I bought 3d coat a year ago specifically to retop with and have barely used it. Real life gets in the way sometimes lol

Knacki
11-20-12, 05:05 AM
Hi Tartan,

I think you won't need anything than sculptris and zbrush.
Qremseher is doing a much better job than dynamesh:
http://www.zbrushcentral.com/showthread.php?173177-Tutorial-on-creating-low-poly-mesh-with-qRemesher-from-high-ress-DynaMesh-model&p=984487&viewfull=1#post984487

The new topology brush will do the job for even lower resolution.
Talking about the "Bad King" - he has some useful tuts on the topology brush.
http://www.badking.com.au/site/tutorial/understanding-zbrushand-topology-brush/
Most important step for me is the last step including the zsphere workaround to make the "curve mesh" completely adjustable.

There plenty of useful tools in 3ds max for retopo, but I would only go this way if I want to animate the objects.
For working inside zBrush Qremesher is doing the job quite nicely.
Decimation Master before Qremesher could reduce calculation time, but it's not a must.

New Version of zBrush is so powerful, you easily get lost. ;)

maciej
11-20-12, 03:51 PM
Thanks Mac, Thanks Just. I will check them out. I have been getting accustomed to rigging base figures in Poser Pro 2012 to get used to the process, but even with true weight mapping you still need decent clean topology to get the best results. I hate admitting this but I bought 3d coat a year ago specifically to retop with and have barely used it. Real life gets in the way sometimes lol

Yes, I was also enchanted with 3DC's Autopo initially and then why not if it's a still image. I don't think there's a way around it at the current moment and letting a computer do the work for you if you'd like proper, animate-able low-polygon mesh so Topogun is my choice, placing polygons on top of your model one by one more or less. In the past I've used a mix if the characters weren't that important (parts that are confusing to 3DC I'd do by hand in Topogun) parts that are straightforward more or less (like human ears, which lack articulation anyway) I'd let Coat decide what to do whilst saving retopology states and tinkering with COAT's Autopo options.

I think in the new Coat you can paint polygons on top of your high-poly mesh Topogun style.

Tartan
11-26-12, 02:56 AM
If you can do that in the new coat I may need to upgrade lol

Fuenmayor
11-28-12, 08:27 AM
Hey Tartan

Just gotta say I'm thankful for you telling us new comers about sculpting with proper proportions and such.

I was wondering, how exactly do we go about adjusting the background you put up when my screens resolution is at 1600x900 (17.3" Asus Laptop)
I tried zooming out a tad bit but it does not seem to match up well with the numbers in your tutorial

Tartan
11-28-12, 11:14 PM
Hey Fuen,
I wont have time to sit with it today but tomorrow yes. Really it is just a tool to use until you adjust . It can be thrown out the door later because you will have a much easier time of "seeing" the proportions in your mind. Once that is established it is time to start playing with proportion. Dont get discouraged. Art is such a great release:tu:

Fuenmayor
11-29-12, 05:21 AM
It is, it's very fun, i was just very interested at how consistently exact your models were in terms of anatomy.

justadeletedguy
11-29-12, 07:18 AM
You could use the Foreground Reference Utilty (http://www.digitalartistguild.com/misc/UtilityExplain/UtilityExplain.html). This neat little app was posted here a long time ago and has become very useful to me.

Tartan
11-29-12, 01:31 PM
I had forgotten about that little app Just. Yes its a good one. Fuen there isn't really a consistently exact using any method. There is close and a lot depends on not moving the sphere except for rotation. 1600 x 900 should work fine with that background.

Fuenmayor
11-30-12, 05:35 AM
I'll just have to give that a try then ^^ thank you very much guys