1. #1
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    Default Strife "Morning Stretch"

    This is my first digital sculpt, hope you like the design. She's a character pulled from the scetch books, one i thought would be good to start with.... All comments & crits are welcome.........and brace yourselves i will have a lot of questions later... thanks and enjoy.
    Cameron Farn
    Calgary, AB
    Canada
    Arcanum@telus.net

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    Default posting images

    ZBrush Document A.jpg ZBrush Document B.jpg ZBrush Document C.jpg ZBrush Document D.jpg ZBrush Document E.jpg Here you go got it figured out.... this is Strife she will be hanging from vines or branches later on, stretching in the morning sun.

    here's the first question of many... do the # of poly's equal smoothness, i found that after several infaltions and manipulatins, that the mesh was still visible in some area's and divided to create the smoothness. is this the correct method and work flow?
    Last edited by Cam Farn; 06-13-06 at 10:02 PM. Reason: posting new images
    Cameron Farn
    Calgary, AB
    Canada
    Arcanum@telus.net

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    Nice concept, I like it

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    Very good concept.

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    Very neeto, great concept idea. Not very attractive around the face, but then things that eat your face rarely are. At first I thought it was an alien flower, then a claw, or bony arm/hand, then I realized the form. That usually means, great work.
    Jason Belec
    Kiss Your Sister Studios... YEAUCH

    Eternal Zsphere thread : 'Origins' begins... : Liquid Maya

    Jason can be reached at Cowboy Feng's Spacebar and Grill. If you know where it is, you are indeed privileged. It's your round.

    'Obey me! I am ROOT!'

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    Default Wow, very organic.

    Sweet! Very Wayne Barlowe.
    This will be cool.
    Keep going!
    Cheers
    Cesar Dacol Jr.
    Aka, The Voodoo Monkey

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    Default

    Thanks for the encouragment guys, this has been a great learning experience so far. i will be texturing with projection master as well as choosing material and color shortly. it will be a first for those processes, and i'll be needing some assistance i'm sure.

    The pose was hard to conceptualize, but essensually she's long limbed and clawed, normally hanging in the tree's she's equiped with a extendable probiscuss that has out grown her jaw with evolution. I did intend to have some fleshy structure attaching each side of the jaw to the skull along its length, but have not figured out how to loop or join zphere's to achieve that effect. i'll post the concept shetches later on, mabye some one has a suggestion.

    thanks again.
    Cameron Farn
    Calgary, AB
    Canada
    Arcanum@telus.net

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    Default Concept Scetches

    Here are some concepts leading up to the sculpture...the last one with the tendonous material stretching from the jaw to the skull was the portion i was unable to do. Is there any way to do this in the zspere modal or does it have to be exported to another aplication. As always crits are welcome... and any help with a step by step work flow would certainly keep my brain form shrinking.
    thanks again.
    Strife Concept 1.jpg
    Strife Concept 3.jpg
    Strife Concept 4.jpg
    Strife Concept 5.jpg
    Strife Concept 7.jpg
    Last edited by Cam Farn; 06-14-06 at 10:08 PM.
    Cameron Farn
    Calgary, AB
    Canada
    Arcanum@telus.net

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    Very impressive sketches...

    I think you have to hide part of the mesh if I am understanding you on what you wish to do. You can do this in z,I just don't remember the process at the moment...my zbrush computer died several months ago and I haven't been able to play...so my memory is a bit rusty....but I think hiding parts of your mesh is the key to what you want to do.

    I look forward to seeing more.


    Ron

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    nice work,freeky shi* you making

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    Concerning the last sketch, it's pissible if you planned on the model originally. Depending on the geometry now, you would select polys you want to hide (mask) then under the tool palete under mask, hide pts.

    Ideally you would have had a zsphere that was say the outer skin layer, and then another zsphere pushed into that to make a hole (mouth cavity and add to that one zspheres to make the tubular structure out of the mouth. Then when sculpting you could use the points hide approach (keep the alpha)!!! Then poly adjust both sides of the 'skin' to meet and be thin - then sculpt. This way if you open and clsoe the mouth, the flesh/saliva/etc. should act correctly within the rules of zspheres.

    Another approach would be small zsphere chains from the upper jaw to the lower that you can stretch as needed manually, just model indents/pockets/bumps for them in the lower jaw.
    Jason Belec
    Kiss Your Sister Studios... YEAUCH

    Eternal Zsphere thread : 'Origins' begins... : Liquid Maya

    Jason can be reached at Cowboy Feng's Spacebar and Grill. If you know where it is, you are indeed privileged. It's your round.

    'Obey me! I am ROOT!'

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    sorry it took so long to get back to posting but work must intrude. i will try all the suggestions on portions of the sculpt and post the results. thanks for the direction.
    Cameron Farn
    Calgary, AB
    Canada
    Arcanum@telus.net

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    hey guys, its been a little difficult to get back to this sculpture, i've been going over the model and i relize some of my novice errors may have made the modal non usable, eg. deleting the lower sub levels. so i cant go back and model out the mistakes i made earlier. Is there a way to fix the creasing and pinching, concidering i'm over 2 mil poly count and cannot divide anymore, is there anything i can do or do i start over?
    Cameron Farn
    Calgary, AB
    Canada
    Arcanum@telus.net

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    here's a quick update to this learning project, i give you the "feet"
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Cameron Farn
    Calgary, AB
    Canada
    Arcanum@telus.net

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