1. #16
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    Cheers San-J, Thank You
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  2. #17
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    Default Pose Test

    This is a pose test


    Pose_test.jpg
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  3. #18
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    Default Turtle Render Test

    Raph Render Test

    If you want me to put a composite tutorial together let me know

    Turtle_render_test.jpg
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  4. #19
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    wire_frame_maps_smaller_image.jpg
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  5. #20
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    Apologies to anyone who viewed my show reel on my site as I have just noticed i had daftly put the wrong year on it :S so I have now removed so not to confused anyone, so I just need to update it now :S
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  6. #21
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    Default updates

    Here are a couple of updates

    The turtle now has a funky platform and the low poly centaur now is posed

    Low_poly_turtle_render.jpg

    low_poly_centaur_render.jpg

    And this is my next project the Egyptian Anubis, my take on him though will be where there is just shrivelled up skin and bone, no muscles and some bandages of course...hehehe
    363068064_b1dc713a84.jpg
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  7. #22
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    Default New Project Female Sculpt

    Hi Everyone,

    It's been a couple of weeks since I posted anything. I said in my last post that my next project was going to be Anubis. But I decided I had better do a female anatomy sculpt for my portfolio.

    This is her is her current state. The base mesh was created in Maya. Her hair was extracted from a mask on her head, then edited in maya.

    Those who are familiar with 3DSK I am using Simona D as my reference through out this project

    Please could I have some crits

    Female_sculpt_work_in_progress_smaller_pic.jpg
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  8. #23
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    Default hehe boobies

    hey sparky,

    nice start on her so far, female anatomy is a a pain to sculpt. most of the anatomy is off which makes her look wierd. u will be better of at a lower res sculpting the basic forms. spend time on the low res making sure proportion, form and silhouette is good before u move on. good to see u are using awesome reference. to help with get the silhouette and proportions spot on. use the image plane in the background to get the picture your reference in the background so u can line up the model and line her up. Work from low poly to make sure all the forms u are adding gesture is good before moving on. make sure u get as much of each subdivision as possible before moving on.

    keep working dude u will get there. female anatomy still give me a freakn head ache lol.
    You can only fail if u give up
    --------------------------------------------------
    PORTFOLIO

  9. #24
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    Hi Gilbert, have you done any more sculpts after your female centaur ?

    Yes your definitely right about females being a pain to sculpt...hehehe

    Yes I need to stop going in at all guns blazing and just take my time.

    I know the forearms are weird as I've always struggled with them and yeah she needs smoothing in a few places.
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  10. #25
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    Hi Sparky3d, I found Scott Eaton's stuff very useful for body study, some things are free. Recently I found very useful the imageplane plugin to load a reference in the background.

  11. #26
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    hey there Sparky3D, you have some cool sculpts, and loved the idea for Michelangelo's base, totally cowabunga, dude!

    About your female sculpt, there are some things that could be improved on the anatomy and gesture.
    - The lower ribs need to go down a bit, the ribcage "bow" is more pronounced, a mix between an inverted U and V.
    - Also, the torso silhouette should be more fluid, a smooth curve between the armpits and the hips.
    - The knees bend somewhat inward
    - The navel should be moved upwards, it rests more on less with the elbows, when the arms are close to the body
    - The cheekbones, eyes and nasolabial fold could be better, especially the bottom part of the eye. Check references (for example, this one: http://t2.ftcdn.net/jpg/00/10/56/17/...escseO8nQe.jpg)
    - The ear is too low, the ear lobe aligns with the nose tip and the top of the ear aligns with the eyebrows, roughly

    Work from the lower subdivs upward, check for references and you should do great! Hope these tips help

    Cheers

  12. #27
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    Default Side on proportions fixed-ish

    cltax_ I have been on Scott Eaton's website before, but couldnt and can not find anything thats free to aid, I see he has now put a load of action shots now on his site, but that will come in later, when posing commences..hehe
    And thank you for reminding me about the Image plane plugin, I have had it a while but totally forgot about it, and it came in perfectly for the the corrections in the pic

    Hi Luis, thank you finding my thread
    and your lovely comments and my work

    Its a good job I have more than one monitor so I can have your crits on one and zbrush on another...hehe

    and thank you for the great crit

    From your crit so far I have adjusted the silhouette of the face and moved the ear up. (The image explains what had happened)

    I shall work some more on her tonight, correcting the ares of which you have suggested to address, even though my mom says I should take a week off from 3d modelling, as I spend to much time on it...hehehe

    Sorry if the image is a little bit big...hehehe I have a bad habbit of that..hehe

    Head_issues_fixed_ish.jpg
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  13. #28
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    I've just loaded in the reference from maya that I made of where the facial features are all a lined with each view, I noticed some areas that need adjusting from the front view, I will got on this tonight

    front_view.jpg
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  14. #29

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    Keep it up man!

    Getting your forms first before detailing is key. It is too tempting with all of ZBrush's power to start detailing and pinching areas. Once you get through a few models you'll find your balance.

    Another thing to keep in mind is Zbrush renders perspective based on your visible model. Your images from 3d.sk were taken from chest up, so you'll want to hide the rest of the body,(polygroups would be handy), to get the right perspective. I love Image plane for storing views so my model always aligns to the same spot Hope this helps.

    You should render Tangent Space normal maps for your game models as well.

    Good luck,

  15. #30
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    Hi Turchik

    Thank you for your advise, yes it is very tempting to go at it all guns blazing...hehe but yeah need to hold the rains in a bit more and take my time with it.

    I dont know do to do the polygroups thing, I want to avid subtools, but how can i go it so all the parts will be affects when sculpted, yet they have there own group thing ?

    Yes she will be a game mesh when done, I am unsure about clothing at the min, although I am thinking of just giving her plain sort of clothes like jeans and t-shirt, as I do not want her to be a superhero cyborg kind of thing
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