1. #31
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    I quite like this, the asian soldier is just great. How many polys did you push zbrush to?
    ZbrushCentral Sketchbook

    Check our my blog you FOOL!!!
    http://ajdinbarucija.blogspot.com/

    It hold wonders, joy, and magical bliss !!!!! O_O

  2. #32
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    Fantastic!!!!!

  3. #33
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    right now I leave the pen on the wacom and call to sign up for an online course crochet...AMAZING WORK!

  4. #34
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    Brilliant works!

  5. #35
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    Congrats on top row.

  6. #36
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    Wow! Fantastic work!

  7. #37
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    Schaweeeeeeeeeet! Awesome collection of work buddy!

  8. #38
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    nice work Joseph! very cool pieces

  9. #39
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    Thanks for all the kind words!

    @stefanobernardi, @Dragon, @VictorCS, @Dman3d: Here is a quick link to a youtube timelapse video I uploaded showing the hardsurface stuff (it's nothing too exciting, Pixolator and Mike Jensen do a far better job at it then I.)



    ZBrush Hpolish/StandardLazy Timelapse

    The process is nothing magical and just takes a long time I use Claytubes/Claybuildup to build up the shapes then switch to Hpolish and just continue to Hpolish/Smooth. The process again isn't speedy and I end up using Hpolish Subtractive with a small brush size then Hpolish Additive with a Large Brush size. The other thing I end up doing is Polishing with the Hpolish brush. This involves using a circular motion and varying pressure on my Wacom tablet rather then a stroke.

    For smoothing I also use the 'hold shift release shift' smooth. This evens the topology out and polishes it some more. I find that I can pretty much generate any hard surface shape with Hpolish it just takes a bit of work.

    For the lines I have created a custom Standardlazy brush (I attached it to this post.) I set at a draw size of '3' and just stroke it across the model. (This is very similar to the technique that Ralph Stumpf does, draw then if the line doesn't work for the piece, undo and draw again.)

    bevels.jpg

    Finally I do a little trick using a beveled alpha and the standard brush. This creates a strange polish distorting the model some and removing any minor dents. I have two alphas that I use for this (both attached) one that has a sharp fall off (anglebevel_02) and one that has a smooth falloff (anglebevel_01.) (This is applied in the Timelapse video at the end but it is hard to see, I will attempt to create a live video of this process and upload it.)

    @nickz, @Lucky_1, @AjdinBarucija: Glad you enjoy her (She is still in a small WIP state, I need to redo her pants (the wrinkles are iffy.))

    As for the question about polycount some of the models are up to ~80 million (I have a few friends that bug me about my polycounts they consider too many polys unnecessary Most of the polycount comes from a lot of kitbashing I do inside of ZBrush. The excess polygons are often occluded b/c they are intersecting (I have been attempting to reach a subtool limit, but so far no luck

    I have a large collection of greeble pieces that I have been building over time, I append these and move/rotate/scale until I get a shape/idea I want to convey. After I have something I like I just append a zsphere and retopo/ project the entire thing.) Images of the carrier and a plane WIP example:

    carrierexplode.jpg
    planewip.jpg

    *One more final thing, I forgot to mention an additional matcap I used in my origional post. Ralph Stumpf's RS_GreyClayLight was also used.
    Attached Files Attached Files

  10. #40
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    I quit.

  11. #41
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    I begin.

    Thanks for sharing.

    bart

  12. #42
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    Incredible work!!!!!!!!!!!!!!!!!

    Great posts, great info.

    Inspiring stuff all around.

  13. #43
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    Yeah, you have some nice tricks indeed to teach us!
    I'm curios to see more of your workflow and use of brushes...

    Best part is, you just say it's a long work that needs patience, sometimes we think there is a trick to make it easy, but the secret is, it's just a lot of hard work!

  14. #44
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    Oh man, thanks, sitting a full 3" higher in my chair now, /begin obsessive scoping of posted materials
    you gotta be kidding with the hard edge stuff, so good
    A friend and I have been trying to figure out ways to make accurate
    piping around edges and such for hard edge.
    Balls. that is what Im doing which means I really really still suck at it
    but with patience there is at least a chance.
    Thanks for taking the time to post such a thorough response.
    (and I'm glad too its not one of those "oh I sharted this out over lunch" responses)
    Last edited by Dman3d; 09-06-11 at 07:30 PM.
    Dustin
    .:|Sketch Book |:.



  15. #45
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    Wow, Amazing work, love sculpt so much, thanks for sharing
    Have fun!

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