1. #1
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    Post Z Models

    Hello all, hope you're enjoying Z2!
    Here's a couple of heads I did, the first with the beta, and the second in Z2, I'll post up some more stuff later...




  2. #2
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    Good to see you grub buddy. Heads look awesome. Can't wait to see more.

  3. #3
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    Outstanding model grubˇˇˇ
    Congratulations
    Andreseloy

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    Very expressive modelling good to see a return.
    ......Nobody tries to be lah-di-dah or uppity--There's a cup-o'-tea for all.

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    Cool

    Hi Grub

    You are the spiritual son of Franz Xavier Messerschmidt
    Pilou
    Is beautiful that please without concept! ( Me and maybe also E Kant)
    Pilou's Galerie Pilou's Tips Tuts Page
    Cameyo's ZPlace Art Surfing Albums
    Dedicaces Perpetual Challenges

  6. #6
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    Love your head models Rob! Amazing detail as always!
    Great expression on the second one!
    Have a good one,
    Michael


    "I am still Learning"




    By: Michelangelo









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    Excellent Modeling. I particulary like the second one. Great to see you posting again.

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    Dang Rob, slow down bud...yer startin to make us all look bad I was thinking it would be pretty wicked to see all those nice heads you have created stuck on say, a Hydra....could be the Modern Day Business-Person Hydra of Mergers and Acquisitions. :d
    I hangout regularly at www.zbrushhangout.com, you can catch me there working on something quite regularly.
    Be sure to visit www.lunchrunch.org.
    You can also follow me on my Facebook Page

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    Thanks for commenting, all of you guys, and thanks for that cool link, Frenchy.

    Before I got some new hardware, my old machine used to struggle a bit when
    coping with high poly meshes. A useful work around is to use the bump
    viewer material, to paint the extreme detail (instead of further dividing
    the mesh), then use the bumpmap texture as a displacement map alpha, to displace the model. That way, shadows and cavity settings will effect the bumps and ridges, just like actual modelled geometry, but without the slowdown!
    And it's really sneaky because you can't really tell either...

    Here's a couple of monsters, one which you may have spotted on the Pixologic site- a beasty brute, and also a beaky brute- both were done using this method:





    Ps- lol Lonnie, that hydra's something you should do, with a name like Mentat'7'.

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    Woah, cool models Grub I especially like the last one. Freaky looking.
    Mark

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    AWESOME Work Rob..wow!
    Thanks for the bump mat tip too. I am in the same boat you were. My comp is lagging and until I get new hardware, I'll try that little trick.

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    Thanks you two. And yeah Mike, it's a cool trick in a pinch if the image is going to be finalised in ZBrush. Another trick is to combine the bumpwork and displacement maps together for use in other packages.

  13. #13

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    Really nice work , and thanks for the tip about bumpviewer material , I'll try it out , since my comp has trouble handeling the high resolution meshes too.
    thx again and great work

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    Nice works and textures!

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    These look wonderful! I just posted a question regarding problems with getting texturing to look right, so this helps me, except I must be stupid or something because I can't find a "BumpViewer Material" in the material palet nor can I find Bump map Texture in the texture palet. Could you please explain this a little more for slow folks like me...
    Thanks

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