1. #16
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    Glad I could help you out a bit. Well actually it all looks okay to me. There are a few minor issues from which some are an opinnion and some might be actual errors, nontheless they are all easy to fix (15 min in total). There isn't that much to say about the rest of body if you ask me, the torso looks great, the front of the legs look great, the feet, the hands, and especially the head look very nice man. I made another paintover for you, fear not, it looks like a lot of critique but in fact it really is not. Most of the lines, especially the green ones, were helping lines for myself. The red ones are some lines that indicate you need a little more detail or whatever over there. The arms will take most of your time, but those correspond to the drawing I gave you earlier so that was just repettative work from me. The notch in the back of the upper leg, and the accents in the Calfs are a matter of taste, they dont need any adjustments if you don't feel like it, as well as the indent at the side of the ass. Here's the paintover, hope you can appriciate it once more (And just to be clear, I think your model looks great man, don't think I am spraying on you, I am trying to give you a " fresh look"):

    Mathijs Kapteijn

  2. #17
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    Quote Originally Posted by TheZaxer View Post
    Glad I could help you out a bit. Well actually it all looks okay to me. There are a few minor issues from which some are an opinnion and some might be actual errors, nontheless they are all easy to fix (15 min in total). There isn't that much to say about the rest of body if you ask me, the torso looks great, the front of the legs look great, the feet, the hands, and especially the head look very nice man. I made another paintover for you, fear not, it looks like a lot of critique but in fact it really is not. Most of the lines, especially the green ones, were helping lines for myself. The red ones are some lines that indicate you need a little more detail or whatever over there. The arms will take most of your time, but those correspond to the drawing I gave you earlier so that was just repettative work from me. The notch in the back of the upper leg, and the accents in the Calfs are a matter of taste, they dont need any adjustments if you don't feel like it, as well as the indent at the side of the ass. Here's the paintover, hope you can appriciate it once more (And just to be clear, I think your model looks great man, don't think I am spraying on you, I am trying to give you a " fresh look"):
    Hey! Sorry for the late reply! Thank you so much... Actually I was looking at the back but probably because I stared for so long, I couldn't figure what looked wrong to me... Now I know thanks to you.. Thanks a lot! Also, there are some forms that I noticed myself (the bottom of the abdomen for example) but I just went further on the project without correcting them.. I will actually go in there and do all those changes and save the model as a separate project and call it done as a anatomy study.. After this I will take him and adjust him according to what I have in mind for the character I was talking about earlier. Thank you once again for your effort and please, don't worry.. Is me who has to thank you for the feedback.. I wish there would be more posts as yours! The bottome line is, when I post something I don't post it because is perfect and just to show it of.. I post it in order to learn more from people who know more than me. You are obviously one of those people (yea, I checked your thread And there was something I wanted to note on your model and than I saw that you already posted an update with the exact same thing corrected ) )and I thank you for sharing these observations with me.

    I'll try to post as soon as I have some progress on the scene.

    There would be one more thing.. If you or anyone else know a tutorial or a place where I can find some guidance for creating realistic hair with FiberMesh please let me know.. I'm struggling with the settings for this guy's hair and I can't manage to get something that looks half decent... I keep getting a painting like effect on the hair.. I will take a nap now and after I wake up I will try again with a fresh head.. If I get the same issues I will post some renders and I will show you what is the problem.. The thing is, everywhere I look I see people showing what is FiberMesh and what are the GroomBrushes.. but I can't find a tutorial on the insides of this tool... like how to achieve a certain type of hair/fur and so on... Again, I will try to play with the settings some more and I will come back later and tell you the outcome.

    Thanks for your time!

    Dan

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    Hey there again!

    Right... so yesterday was a total mess... a miserable failure to generate any decent peace of hair.. Today, I came back from work and decided to make it shorter and I changed some things arround and came up with what I can say that is the most decent peace of hair I've came up with until now.. I thought I could post this and hope from some advice from you guys on how I might improove it.. I thought that posting all my failures would be pointless... what I was getting was a coloured mass of something on top of his head.. In best case scenario it was looking like a sketched/painted hair.. So here is the image and here are the settings... let me know what you think please! And if you know any source where I might get more information about FibeMesh let me know please! It doesn't matter if is a sub scription website, DVD, book.. whatever you might know because I am quite desperate.. I don't want to go into Maya Hair... I want to produce my entire scene in Zbrush and render it here... I just feel like focusing on this single software for now. This was in case any one of you guys wonder why I don't go in there to make it.. I would if I could bring it back in Zbrush and render it there but I doubt that works...

    P.s: Never mind the grooming and the general shape.. I just tried to see how it looks and groomed just enough to get it into position and avoid overlapping.

    Edit: Please let me know if you know more about Hair with Fibermesh and how it can be improved with the Hair materials.. or any other materials.. Or how you can improve the look from the BPR settings.



    Since I think is important and you can't see it, the "RADIUS" is at 0.6

    Edit2: I've added the "Hair" Material and enabled some render settings and lowered the Radius to .35 and I came out with this look

    I'm still not sure how to fix that odd spacing the roots have... Hope I'll find something :S
    Last edited by Yumme; 10-11-12 at 08:54 AM.

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    Hey.. Sorry for spaming the thread today but I think I'm getting somewhere... While the actual final hair style for this char is not near complete, I went ahead today and did a long hair and imagined a certain hair style that I than tried to recreate. The major thing I wanted to see if I can groom a semi complex long hair in order to create something that resembles real life hair. While I think that no one will be fulled by this hair, at least I managed to get read of that painted like effect.


    I thought it might be nice to show the polygroups and how I organised the flow. Please let me know if you see anything wrong with this.


    Thanks and sorry again for the spaming but since I got to work on this and since it is something I'm very confused about, I thought I might try to find another opinion on my struggles

    Cheers!

    Dan

  5. #20
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    Once again: Glad I could help you out by giving some feedback man! And Its good to hear you appreciate it. I thinks most of the Zbrush Centrals' users are posting here to get some feedback. At least I am, since I am far from being professional haha, those two sculpts on my page are my first 2 sculpts ever, so I have no experience at all. Therefore I need to disappoint you by telling you I won't be able to help you out on the fiber meshes. You should however look around a bit on the forum for people who you think are good at fibermesh and just ask them if they want to help you out. You'll never know what kind of help you will get. Good luck anyways! I think the hair is coming along already.
    Mathijs Kapteijn

  6. #21
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    Hello again! So I managed to kinda overcome my problem with Fibermesh. I managed to get a hair in place and a couple od fur peaces arround on the model. I also brought the armor peaces to almost a finish stage from a modeling perspective (there is still more to do with their texturing and what not). I'm sure that I will go one more time through the whole model and do minor tweaks and repair some small mistakes that I found yesterday night when I was looking at these renders that I'm going to post now.
    The process as a whole was very enjoyable once I got a certain method.. I never did hard surface modeling in my entire life so this was a first for me.. I had a learning source planed for this kind of modeling but one day I started to work on the armor and something magic stroke me in the head or something because in that day, in a few hours I manage to udnerstand the power (I mean the REAL power) of the Topo brush when it comes to character assets (aka subtools of the main ... tool) and also understand the power of the new edge loop/crease control option combined with transpose modeling... Is like discovering a new modeling application in a modeling application.. Is really fantastic how these work.. Let me show you what I did:


    The Fur peace on the back still needs some adjustments and I will probably change the coulour a little but at this point that won't be a major thing to do since I allready know the Fibermesh settings that I need.

    IMM brushes really come in handy and I didn't explore them that much.. all the belts and borders are done either with Topology Brush or, when I had small borders like the one on top of the Waist peace or the one around the pauldrons I used the tecnique based on edge loops and polygroups/ transpose modeling. When you basicaly take an edge loop, crease it and make a separate polygroup from it and than mask - inverse mask and inflate for a value of 1 or 2. I guess that all these techniques are fairly common and known but for some reason I didn't find a lot of stuff about them.. Or at least I didn't before I manged to figure them out. However I do recomand you to go and check the Michael Pavlovich's videos on Zbrush Classroom.. Thanks a lot Michael and Zbrush for making those videos..

    Now, what I also need to do is go in and review the proportions of the character a little bit since I feel like he can get a little bit bigger. I'm talking about the torso area and maybe I will try to define a few more muscles in the forearm. Also, the biggest problem this char has at the moment, in my opinion, are the eyes and his expresion in general... Is quite blank.. So I want to go again over the face and adjust some key features. I want to do this before posing him because I want to get something from his look in this neutral pose because that will mean that once posed, the character will really comunicate with the viewers.. At least that's what I hope

    Allright.. thanks for stoping by and please let me know what you think.. Tell me if there is anything wrong or if you like something in particular. Let me know what you think about the armor as an overall peace and what you think about the character. Also, do not hesitate to make suggestions and please please please, go ahead and point out at everything that you see wrong!


    Oh..almost forgot..Very important: The armor and how this character will look is havily inspired by Blizzard Entertainment Art style. I took a great deal of inspiration from Barbarian Artwork (the Diablo 3 class) and also from some WoW artwork. There were a few artists on Zbrush Central who really gave me ideas.. even though there might be no clue when you look at this guy, there were some peaces here that really opened new roads for me to explore so I think they deserve the appropriate credit. Once I will get this project closer to an end I will make a file in which I will post all the artwork that I used. Thanks in advance and I will post these artworks soon. ( I'm thinking to start a blog so if I do it, than I will post all the images in there.. think would be nicer than to do a simple list of names).

    Thanks! Cheers!
    Last edited by Yumme; 10-23-12 at 02:36 AM.

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    how did you paint on the musculature to the base model? it looks amazing!

  8. #23
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    Hey guys!

    So as I said, I intend to do a narrative scene with this guy and everything will be called "The Quest"... Is a very simple idea about a fantasy world where a hero does his hero things and hunts down beasts (is actually more complicated than that in my head but those are details no one would be interested in.. they are there just to help me create things ). This being said, I managed to get the beast done more or less this weekend. I will post a couple of wips and than the almost final render. I say almost because it still needs some work but my eyes are bleeding at the moment so I will stop here for now.

    As usual, please let me know what you think! I really would appreciate your feedback on this creature since this is my first model that I do without any guidance (save the fact that the concept is not mine).

    I started with three boxes and went on with Dymesh. Than added the extremities (paws) and the other small parts such as tongue, teeth and eyes. I tried to really get a decent structure on him so I went and took some horse anatomy pics and tried to bring some of that into my sculpt. The detailing was a mixture of alpha as a starting point and than, since I didn't like how repetitive it was, I went down and for a couple of hours I stood and adjusted the details across the body.

    The model is imagined after an idea originally modeled by a guy called Justi Romero. At the bottom of the page you will find a link to his demo reel on youtube and from there you can get on his website. I am sure many of you know him since he has one of the best models I've ever seen in my 8 months of CG world .



    The boney parts from the top of his head (yea they are supposed to be made from a bone like material) are still to be detailed... that would be the most obvious part left untouched.. But go ahead and shoot whatever you can see and let me know what you think. Mostly if you think is ****, please let me know what you think! Please



    Justi Romero link: http://www.youtube.com/watch?v=CJ8-gkt8yi0
    A timelapse I did with the Undo History and posted it on Youtube: http://www.youtube.com/watch?v=2TWdGN0KGxY part 2: http://www.youtube.com/watch?v=t2arB3MMY5w and the detailing part will come soon. The thing is I am not happy with how it looks so I might just start recording with Fraps or smth because the camera moving is very tiresome and you can't see what I'm doing at times..

    @Abraham Margosian : Hey there mate! Ahm, I am not sure what you mean.. Like, how I sculpted the anatomy of the character? If this is it than you can find a bunch of details about the process on the first page of this thread. Hope I answered your question If I didn't let me know. If you're new to Zbrush and would like to learn more check the Zbrush Classroom in order to get an idea about the program. If you want to push it further let me know and I can recommend you a few teaching resources.


    Edit (31st of October): I just found out from Justi Romero that the original Dragon model was designed by Kosta Atanasov.. I can't load his website but I will update this as soon as I manage to get a contact with him!
    Last edited by Yumme; 10-31-12 at 10:13 AM.

  9. #24
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    Great to see someone this ambitious and articulate about his/her work!
    The final result on that human character is great! Keep studying and struggling!

    Lycka till

  10. #25
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    Hey Santis! Thanks a lot for your comment!

    Yea, is really awesome to receive a comment from some one whose work you appreciate so much as I do yours Tack så mycket!

    Looking foreword to see what I can come up with when I get down and start sculpting the environment and color the whole thing

    See you soon!

  11. #26
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    Hey guys!
    So I have commited this sin again: I stoped posting in my sketchbook on Zbrush Central. I feel ashamed but I am here to repair the damage.

    That was the bad news. Now the good news is that I stoped posting but I didn't stop working. As a matter of fact in the past 6 months I've been working like a lunatic to get my portfolio done for university addmission. And I've done it. Is done.

    Now.. if you want to skip the whole thing and go and see my portfolio, scroll down to the bottom of this post and you will find it there. I won't put it here because I want to post some still images and a little about each of them.. since this is a sketchbook/diary makes sense to do that, right?

    So, not much after I made the last post here, I began an amazing course called "Character Design". This course had Danny Williams (the one and only also known as Pointpusher) as instructor and it took place on the interwebz hosted by Visualarium. Now, I plan to do a post on my new made Blog/Website (yes, I have one of those as well now) about what I have learned and how amazing this course was. Here I will only show you what I came up with from the course. The short story is that because of this course I had the chance to learn amazing things in a short period of time, and the practical achievment is that the backbone of my portfolio was done here, at this course.

    So let's get the chars roolling:
    The course was divided in three: Character for Games, Char. for Animation and Char. for VFX (live action).

    So for my first assignment, the game character, I came up with this guy who is supposed to be a boss in a RPG kind of game. I started from thinking at WoW but as style I migrated more towards Diablo grimmness (is that a word?).

    WIP images:


    Final images:


    It seems I have to do another post in order to upload the other chars since there is a limit of images/post.

    So I will end this here and be back with the other characters.

    If you want to go straight to the portfolio (which is a 3.50 minutes video), you can find it here: http://www.danmihaila.net/portfolio/

    Cheers and see you in a bit!
    Last edited by Yumme; 04-17-13 at 11:22 AM.

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    The second was the Cartoon Character... which was quite a bit of challenge and that's because it was totally different from what I was used to sculpt (realistic, fantasy, bad ass... etc).
    So I created this guy, who's name is Frank. I'll let the images speak for themselves


    Last edited by Yumme; 04-17-13 at 12:43 PM.

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    Great environment work! I would love to see a breakdown of how you did it. Nice scene

  14. #29
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    And the last one was the VFX Character.

    This was done by going back to my old master, Scott Spencer. I took one of his concepts and developed it in a slightly different direction..

    Here is what I came up with:

    Last edited by Yumme; 04-17-13 at 12:50 PM.

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    And last but not least, I finished the scene with which I began this thread.. The Warrior/Dragon thing.

    Credit for the Dragon concept goes to Kosta Atanasov. He developed the 2d concept which later I saw at Justi Romero (the place from where I took it to recreate it)

    Won't post any wips since you kinda have them in the first posts. Here are a few screens from what I present in my portfolio.





    So this is it in a nutshell. Here is the link again for the portfolio in case you want to watch the whole thing http://www.danmihaila.net/portfolio/

    That's all for now. This time I'll try to be quick and return with some fresh models soon!

    Thanks for dropping by!

    Cheers!

    Dan

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