1. #196
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    Awesome and a thanks for your materials! I bought them from 3DTotal some time back and still find myself using them.

  2. #197
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    Hey Ralph!

    Been a huge fan for years. The colour render of the Samurai is simply drop-dead gorgeous.

    Always look forward to seeing new imagery from you.

    -Steve
    --

    Steve Talkowski | Sketchbot Studios
    design. create. animate.
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  3. #198
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    Hello and thanks for your comments.


    Making a car in 3d is a hard and tedious work. But what is with a toy car?
    Yes, it's much better and with ZBrush and dynamesh it's fun to do.
    Not a speed sculpt, it takes some time, but much faster then in regular 3d.


    I made a walkthrough of the main steps to make your own concept car.
    Hope you like it.


    Cheers


    Ralf Stumpf







  4. #199
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    Thanks for the walkthtough, Ralf. Quick question: what resolution do you dynamesh at?
    Francis-Xavier Martins
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  5. #200
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    yes, this is an important question.
    To get a good quality in hard surface parts you should have "unify scale"
    You can start with a poly sphere (that has unify scale) or you click "unify"
    in the deformation pallet. For complex parts I scale it 2 times 100%
    outgoing from "unify" scale. If you go with 100% steps you can easily go
    backwards with minus 100% and the part fit in place. If you go this way
    the resolution is mostly good with 128. If not rase the resolution to 200 or
    300 and so on but keep the polycount in view. It's always a play between
    quality and polycount.


    Cheers


    Ralf Stumpf

  6. #201
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    Nice work on your vehicle and really thanks for the break up, really interesting how you have set up the sculpt and parts! Really cool
    Keep them going and have fun zbrushing!
    Cheers,
    - Kenny
    Kenny Carmody
    Student for 3D-Modelling and 3D-Sculpting
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  7. #202
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    Quote Originally Posted by stumpf View Post
    yes, this is an important question.
    To get a good quality in hard surface parts you should have "unify scale"
    You can start with a poly sphere (that has unify scale) or you click "unify"
    in the deformation pallet. For complex parts I scale it 2 times 100%
    outgoing from "unify" scale. If you go with 100% steps you can easily go
    backwards with minus 100% and the part fit in place. If you go this way
    the resolution is mostly good with 128. If not rase the resolution to 200 or
    300 and so on but keep the polycount in view. It's always a play between
    quality and polycount.


    Cheers


    Ralf Stumpf
    Thanks for the tip. Appreciated.
    Francis-Xavier Martins
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  8. #203
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    Dang Ralph, you must have caught my 'signals' about doing a tute on how you created the vehicle- Do you RETOPO afterward, like you usually do? Or, is this ALL Dynamesh with no RETOPO? On a last note, a while back I asked if you had other tutes, you suggested I do a search for your name... I did and found very little. You know, when or IF you have the time, a little recorded video of you creating the truck would be cool (or heck, any other vehicle) you know, showing how you use the clip brush and or any of the Brushes i.e. H-Polish (or if you even use any??). Also, I tried finding a website for you and found nothing. Do you not have a website? If so, what is it? You know Ralph, if you made an e-book on how you work or a video, I would easly pay money for it. You know, for me it's not so much about how "I" know all this technical stuff but more about CREATING. And heck, if someone has already figured things out, I would be more than happy to pay for the time that person took to find that info. I don't want to sit here for another year or two trying to get the same results so many other artists have ALREADY figured out, I would rather spend that time creating i.e. why try reinventing the wheel. You know, why try reinventing how to draw the human figure when artists hundreds of years ago already did so. I went to school and studied what artists before me already knew and took (take) that knowledge to move on with my creations. Ah, I am writting a book here, sorry. But, 'IF' you have the time, a little vid would be cool. Thanks a million.

  9. #204
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    Thank you for the tips! Very useful!

  10. #205
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    These are great very inspiring! Love the layouts too!

  11. #206
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    great hs clean modeling
    " crits n comments always welcome ! "

    " im not half as dumb as i think you look !! "



  12. #207
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    Hello, thanks for comments ,


    I was looking for an additional renderstyle for my illustrations.
    I rendered some of my 3d models in Zbrush with my own nonrealistic
    Matcaps, BPR and BPR filters in one shot. It works best with a
    strong color pallet and mostly close ups.
    Hope you like it.


    Cheers


    Ralf Stumpf








  13. #208
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    BEAUTIFUL!!!
    Love the shaders and final results!!

  14. #209
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    Really outdone yourself with this shaders
    Dustin
    .:|Sketch Book |:.



  15. #210
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    Pretty sweet Ralf.
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