1. #1
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    Default Hanzo Hasashi - based on concept art by Vincent Proce

    Hi, I wanted to show you an image which I've been working on since 2010 but had some ups and downs and so it took me as long to finish

    With a kind permission of VINCENT PROCE who designed the character on a concept art:

    http://2.bp.blogspot.com/_IrX2dnfvNL...orpion_01b.jpg

    I could recreate the character from my favourite game in 3d and add some more to the background.
    The model was made in 3dsMax and Zbrush, rendered in Vray and postworked in Photoshop.

    I wanted to thank my friends for all the support they gave me to finish the work. Thank you guys!

    Cheers!




    HERE IS THE IMAGE IN 4k RESOLUTION:
    http://www.robertkudera.pl/inne/arto..._scorp_fin.jpg
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    Last edited by ArTooRo; 07-03-12 at 02:38 PM.

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    Default

    Here is some other stuff related to the above work:

    Clay renders:




    A turntable for the body:

    http://youtu.be/eUsbhqBBZDU

    A small peek on trousers simulation process:

    http://youtu.be/z8Q9mBEZAJw
    Last edited by ArTooRo; 07-03-12 at 03:29 PM.
    Cheers!
    Artur Owsnicki

    www.3dartoo.blogspot.com

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    Default

    cool, what'd you simulate the clothes with?

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    This is very cool. Love the detail

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    Default ;)

    your scorpion is ****ing awesome man!

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    Awesome works, very very good detailing. Love the skeleton too, I'd like to do one myself someday. Keep up the superb work

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    WIKED! i love the outcome in every aspect!
    and about the throusers simulation, how does that work? do you create a base mesh, simulate and import the resulting mesh to zbrush for further sculpting
    or do you sculpt with dynamesh the base mesh without any retopology and just import to 3d max?

    and another question! did you use textures of opacity to make the tears in the shirt or did you sculpt those details?

    thanks!
    Last edited by McAllem; 07-03-12 at 07:38 PM.

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    Man that is an awesome take on Scorpion. Cooler than what they have in the games in my opinion. Awesome skeleton model too!

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    Thank you!

    pabgo - I smiulated the clothes (trousers, hood and outfit) in 3dsmax cloth (it was a pain!) and sculpted some little details on it. It wasn't necessary actually to simulate it, it could be simply sculpted but I wanted to give the simulation a try. The other cloth elements were sculpted in zbrush.

    McAllem - first the simple base mesh was created, then it was turbosmoothed to get a more dense mesh and then simulated - after that put in zbrush for further enhancement. The tears of cloth are also within a simplier mesh with an opacity map. The mesh is modelled just to distinguish the main straps. The little detail of tearing and webbing of threads is an opacity map.
    Cheers!
    Artur Owsnicki

    www.3dartoo.blogspot.com

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    Your work is excellent and it has made me smile this day!
    "Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius — and a lot of courage to move in the opposite direction." -E.F. Schumacher


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    Default

    nice

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    Default hi

    i love it you express the art very well

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    Thumbs up

    Quote Originally Posted by ArTooRo View Post
    Thank you!

    pabgo - I smiulated the clothes (trousers, hood and outfit) in 3dsmax cloth (it was a pain!) and sculpted some little details on it. It wasn't necessary actually to simulate it, it could be simply sculpted but I wanted to give the simulation a try. The other cloth elements were sculpted in zbrush.

    McAllem - first the simple base mesh was created, then it was turbosmoothed to get a more dense mesh and then simulated - after that put in zbrush for further enhancement. The tears of cloth are also within a simplier mesh with an opacity map. The mesh is modelled just to distinguish the main straps. The little detail of tearing and webbing of threads is an opacity map.
    Thanks for answering me, after watching your video i got a lot of interest in learning the cloth modifier, but as you say above it was a pain, so i dont know exactly if it is worth after all. It does looks fast in the video though
    (ryan kingslien explains that simulation can take a lot of time and it doesnt leave room for creative concepts, that is why he teaches how to sculpt it, but i find it rather anoying to be honest).

    anyways, thanks again, your work is very inspiring.
    Last edited by McAllem; 07-04-12 at 07:46 PM.

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    Quote Originally Posted by McAllem View Post
    Thanks for answering me, after watching your video i got a lot of interest in learning the cloth modifier, but as you say above it was a pain, so i dont know exactly if it is worth after all. It does looks fast in the video though
    (ryan kingslien explains that simulation can take a lot of time and it doesnt leave room for creative concepts, that is why he teaches how to sculpt it, but i find it rather anoying to be honest).

    anyways, thanks again, your work is very inspiring.
    Man the cloth modifier is very much worth learning!

    If you're going for a very specific look then sculpting is the way to go, but cloth simulation can be a huge time saver and the only way to go if you're animating. Plus it makes for a good starting
    point even if you do intend to sculpt.

    The options in the cloth mod dialogue box are daunting at first, but after experimenting around you'll find that there are only a few options that REALLY matter.

    Also it comes down to the machine you're using. It used to take me hours to simulate cloth, but now with my custom rig it does it in no time.

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    Default

    pretty cool! would've really liked to see the dragon fluid in the sculpt though. nice work!

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