1. #181
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    Default the new gargoyle on the roof

    thanks blueferret :-) yes, i like the pieta piece for the same reason :-)

    here is my new work, it was a quite difficult project for me, as i usually do only "heads"... but, i challenged myself, and even though i do see things in the final render which could be better, i am happy i made it towards the end... modeled completely in zbrush, scene and materials created in blender, rendered with cycles... i hope you enjoy this one too :-)



    my fun with zbrush thread, my homepage riolama, and my zbrush blog

  2. #182
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    Thumbs up

    Hi Kokoro, What a wonderful study! I love everything about it ... the slanted roof in the background is the perfect accoutrement! I would love to see more like this (more full body work) Bravo! All the best, David
    " It is easier to build strong children than to repair broken men."
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  3. #183
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    thank you, david... as to the full body work, we will see. i feel much closer to portraits, though i have to admit this was really interesting challenge :-)
    my fun with zbrush thread, my homepage riolama, and my zbrush blog

  4. #184
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    Wonderful gargoyle !!! I love the whole composition.
    You seriously need to start involving with UVs-retopology and transferring of polypainting to blneder.

  5. #185
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    thanks michalis... well actually this gargoyle is well prepared to receive polypainting\texture, as everything execpt the tail, is either modeled by subdivision method starting from a lowpoly basemesh (head), or was retopologized in an early stage from a dynamesh (body and wings), and then further subdivided for adding details., so, yes, i could now simply unfold it to uv, and try painting a texture...maybe i do :-)

    edit : whoops, i said not correct,,,the body started different, first a dynamesh, then zspheres on top of that, to get a decent lowpolycage... if you are interested, on my blog are stages to see
    Last edited by kokoro; 03-09-12 at 12:28 AM. Reason: correct a statement
    my fun with zbrush thread, my homepage riolama, and my zbrush blog

  6. #186
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    Default gargoyle on the roof

    motivated by michalis (thanks for that , michalis :-) ) i decided to create textures for the gargoyle, to make him look more real... it was my first time creating a texture for a model that has many subtools. so, what i did is paint a texture via polypainting for each of the subtools. i feel this is not the best way, as i had this way lots of big textures some of which were mainly black. how can i combine subtools in one texture, when each of the subtools has a different stage of subdivision level ?

    again, rendered in cycles, tweaked the lightning a bit... hope you enjoy this one too



    my fun with zbrush thread, my homepage riolama, and my zbrush blog

  7. #187
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    Hi Kokora

    Luv this Gargoyle and the scene composition with the slate roof behind him..Great job.....Looks alot better with the weathered look, deeper shadows ect. it has in the last post..
    Glenn
    Last edited by SpiritDreamer; 03-10-12 at 09:35 AM.

  8. #188
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    Crisper now.
    The better topology the better the results.
    Looking at your blog, on the chest area, low density of faces, so, some stretching is visible.
    This is expected using z spheres as final topology.
    On the face, the best (excellent) results. It's separated form the body and unfortunately this is visible. Try to avoid it.
    On the base, stretching once again.

    These are answering your question somehow.
    Having evenly divided "cages" as retopo meshes leads to equally subdivided meshes for polypaint and hi frequency sculpting.
    Having the same number of subdivisions to all your subtools makes possible to merge them as one tool and still have multiresolution.
    Have them in first sub level and do unwrapping. Resulting to one map.

    But you may not need these, 4-5 separated maps are better in this case.
    Apply a material with color map, displacements etc on the face for instance.
    Apply the same material on all other meshes.
    Select a mesh and click on this small num next to material's name. This makes it individual. So the only you have to do is to import-replace the map. (see att)
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	Screen shot 2012-03-10 at 7.38.14 PM.jpg 
Views:	54 
Size:	35.1 KB 
ID:	298411  
    Last edited by michalis; 03-10-12 at 10:01 AM.

  9. #189
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    Default

    Really nice work on the gargoyle sculpt and the render looks fantastic!
    Like a real sculpture, could you tell us a little of the rendering?
    Keep it going
    Best regards,
    - Kenny
    Kenny Carmody
    Student for 3D-Modelling and 3D-Sculpting
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  10. #190
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    hi glenn, yes i like the weathered look too, it makes the whole look more real than the superclean statue i did first. it was well worth the effort :-) thanks for looking :-)

    thank you michalis for checking out my blog :-) yes, michalis, you see all the points that bother me too :-) ... i learn from this for next time. if i do again a zsphere body, i would change the topology first (maybe just add and push around a few points in blender, and then back to zbrush for further modeling)... i was not aware that the big polygons in the beginning would cause problems when texturing. for the modeling it was kind of ok, as i not needed too much detail there... sculpting the head was easiest, because of the good basemesh i made ..
    ok, thanks for the info how to get one map for several subtools. it is nice to reduce the number of maps some. ... and, yes, this is how i did in blender, make one material for the head, tweak it until i like it, and then duplicate it via that button, thanks anyway, as i am still need to learn so much in blender (its doing still tricks with me with the palettes...lol... i know this is some newbie problem)

    hi kenny. yes, the gargoyle is exported to blender. there i made materials with the textures i had painted in zbrush, and set the scene with the slanted roof. i used cycles for rendering, not the internal blender renderer. well, the setup is very basic, camera is made like a real camera, with focal length, lens and aperture. light is only one plane emitting a slightly tinted light, placed over and in front of the gargoyle, and to the left of the camera. well, what else,, rendered lots of passes, more than 600... that takes some time on my small machine, but i like to wait when i can look forward to a nice render :-) ... i hope this helps, if you have specific questions, please ask :-)
    my fun with zbrush thread, my homepage riolama, and my zbrush blog

  11. #191
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    Default duke

    this time i am back with a portrait again :-) ... model done in zbrush, hair done in zbrush, textures done partly in zbrush, partly in photoshop. exported all to blender, rendered in passes with cycles, and composed in photoshop... i hope you enjoy. constructive critique is welcome :-)

    my fun with zbrush thread, my homepage riolama, and my zbrush blog

  12. #192
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    I like the clothes on this figure a whole bunch , The sculpt is of course excellent my only thought is the shadows don't feel quite right......Course thats probably my crossed eys.... ....Deke
    Blue Ferret 3d .......... CG Society

    " In Life like Art one must allways search for the connected Perspective " * D.J.S.

  13. #193
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    Default

    Great progress!

  14. #194
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    thanks bas :-)

    nono, deke, no crossed eyes, i was faking shadows in the background, and i think this is what caught your attention ... lesson learned, never fake shadows.. :-) thanks !
    my fun with zbrush thread, my homepage riolama, and my zbrush blog

  15. #195
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    Default

    Nice works, nice renders. For the portrait look for a better skin shader

    Good sculpting
    My first post.
    Hope you enjoy it http://www.zbrushcentral.com/showthr...gaelic+warrior

    Good sculpting to everyone

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