very nice process. love the characters.
very nice process. love the characters.
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Lovely designs and execution!
I don't know if the movement thing is that important, probably more of a design aid than anything else. I think the hardest thing is to come up with designs that are exciting to look at and where that is conserned these pop real good. I especially admire the hard polishing, and the balance between hard and soft has been pulled of wonderfully.
Great work
Chris
Simply AWESOME Ced!!!![]()
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awesome work, buddy.
think there's tons of character to these. especially the last one.
always a pleasure to see your stuff.
-r
Brilliant work
On your site you say
"thanks to Damien Canderle and David Giraud for their amazing Zbrush brushes."
I'm curious, what do these brushes do?
And are they available on these forums (though I'm guessing not)?
Hi Cedric, impressive work, never thought you could push the limits on hard surface modeling on zbrush, but, once again, you did it bro!.I'm assuming that you used a lot of masking and alphas for this characters, but, is it possible that you could post a little video with some examples of your workflow when working with hard surface modeling and detailing?
Congratulations!
________________
Vicente Numpaque
3D Artist
Bogota, Colombia
www.numpaque.com
Lots of character in your characters. Really like the designs.![]()
"We are living on this planet as if we had another one to go to." - unknown
The work is visual impressive and I love the overall shapes and style. But its completely ruined for me when I try to imagine these characters moving which is simply just not possible.![]()
Great sculptures but next time to try and make things actual work. Right now the red armored character cant bend his legs. and if he was to try and walk the metal would cut off his toes. The little fat guy is encased in a metal tomb as well. Motion was last on the list for these I take it? I guess this must be some future flex metal or something.![]()
I look forward to seeing your next characters. Maybe the next ones might actually be able to walk 3 feet.![]()
What a hater... why are you trying to clown his designs..I saw your stuff and I have to say....well really I don't have to say anything...Originally Posted by Renier
if his work was "non" functional or not able to move so the heck what!!!!! thats not what we're trying to critique here.. or what we are commenting on...
we are commenting on the concept and the artistic use of zbrush in his pieces. He shouldn't be ridiculed on whether or not it can move.
no one says this kind of stuff to anyone who sculpts a head from a sphere..cause that couldn't move either without retopology, right?? we don't say "Hey you plan to retopologize that? cause its nonfuctional, it looks good but nonfuctional for animation... We don't say that cause it doesn't Matter..this is a zbrush forum...
So.. Stop hating...only suckers do that.. and you're not a sucker are you????
Selah
I love the tubes.
Great presentation!
these are some great models with some amazing character to them. very stylized proportions on a couple, but not too far out there.
regarding selahpoetic's comment about Renier's comment: i happen to think that functionality is important to art... if you were sketching a part of the human anatomy and had it wrong, i would say, "that doesn't look right" - and there's a reason incorrect anatomy doesn't look right - because it wouldn't function properly. it's easy to tell when something doesn't look like it would properly work and it makes the piece look off or not finished to me.
the same goes for this imho. i love these sketches, but when i see the backs of the knees (and other pieces that would not function) i think, "not finished".
i realize that if you're just looking for something that "looks cool" then you might not give a rat's ass about functionality and that's fine, too. but functionality is important in art because sometimes if we can't see how something works then we don't believe that it's really possible.
To each its own.. Its not impossible that he could get these guys moving with proper rigging and weighting....but how can one say its not functional, when none of us has ever seen anyone in a metal suit with wires, and tubes hanging out ? (I suppose we have engineers and metal supply makers that frequent these forumsOriginally Posted by waterfromdust
) who really knows?? that's why its art...Concept design. seeing how it functions would be great but not every piece of art can be interpreted that way.
Besides that guy was purely hating, major difference.
Anywho again Ced66 Keep pumping them out!!! Great inspirational work. Its cool to see what other things can be done in zbrush.
I skin and rig characters all day long, including stuff like this. And I could make it work properly, and easily, using multiply divide nodes, or expressions, with set driven keys,.. etc.. and move them to fit by adding bones or whatever.
From a rigging perspective, there is always a little back and forth, which is where I come in. I make small geometry edits so things fit. Reset the rig, and skinning bind pose weights, and it all works.
Every pipeline works like this from film to games, and I have done both for over ten yrs.
The design rocks. Ced.. keep up the great work, and keep desregarding comments from people who don't know what they are talking about.![]()
Great detailing, thanks for sharing the process. You mentioned :for renders, it was done with FinalToon, half percent max material, half percent FinalToon material... FinalToon allows you to do that. You can have very good balance between quality and speed... lest than 1 min to render a 300 dpi picture. And it fakes in some way the GI."
Could we see a screenshot of the Finaltoon setup, i have used in in Max before and I was wondering how you are using it...Thanks