Ho!! my god
Ho!! my god
Seb, please elaborate on you achieved your gothic architechture modelling. Very interested in how you achieved that. Thanks for your response.
Absolutely awesome work.
Your modeling and sculpting skills are incredible - and very inspiring.
Thanks for showing them.
After some close examination I realize none of your models have serious undercuts.
Thanks for your reply. We've already tried cuttin down on the spec and hiding seams in areas that won't be so visible. But stuff like hands..there's no where to hide them.
It's funny that when I use GUV tiles and extract a normal map from that UV layout, it doesn't show any seams in the game.
How did you achieve the stitches on the boots? I didn't think ZBrush could make such lines. You prove otherwise! Great work, I envy.
Simply Amazing work... the normal came out crisp .... can we get to know the polycount on the characters???
Freelance 3d Artist
We've all been asking for months... I think it's time for a z-script.
The work looks great!
Not like you haven't heard it before... Oh yeah, stop being so bloody modest... No need to keep saying this stuff is 6 months old.
The work is good, be proud.
Cesar Dacol Jr.
Aka, The Voodoo Monkey
really amazing stuff, the jacket is incredible, also the boots, just everything!
What a fashion hunter dress
For the rabbit Roger, or Bugs Bunny ?
PS Il y a du monde qui aimerait ton passage sur le forum Zbrush.fr pour causer "technique" si tu as 5 minutes
Il y a déjà le François Rimasson
Seb amazing stuff man. Hey i wanted to ask a question about the gothic walls. How did you do that? Did you use one flat plane and detailed it using stecils? If so are those statues alphas?
Lol I know the gothic walls are driving me nuts also.
So far I developed a bevel brush type deal but still nowhere near as good as those.
wow that first pic before editing was huge heres a smaller one I dont want to steel any thunder
Last edited by cannedmushrooms; 12-04-06 at 08:19 PM.
I've been waiting for Seb to reply to this thread because I was intrigued by the gothic walls too. After playing around and using the hints he gave, i was able to get a similar effect. Basically:
Create the raised elements (the gothic arch, knots, etc.) as different tools. I created several by taking a plane, making it a pm3d, dividing to a high poly count, storing a morph target, sculpting the shape, and creating a tool from the difference. I also used some heads I've sculpted.
Then, taking another pm3d plane divided to about 4m polys, I went into projection master (deform only) and positioned the tools either by resizing the brush and placing a bunch of copies using drag-dot, or just by plain old drag rect and placing them manually.
The results aren't anything I'd post here. I was just trying to see if I could acheive the same level of detail. But, I think I was able to get an understanding of what Seb did.
Thanks Seb. I love your work. If/when you do get back to the thread, please let us know the details of the alternate workflow you developed.
i tried doing that too but when I left Pm the tool had a depth of over 100 it was jetting out of the plane ?
any idea what z intensity should I use ? ....inside edit mode and as well as when drawing the tool on the plane (both inside the PM)
Actually Verry grimm, it sounds like my workflow....
I used exactly the same colummn as caanemushroom if you check my patterns.
Why do you say its not as good?
You have to work cleanly and precisely on your model, its the same than doing faces....
I also use often the layer brush with gives very regular draing compared to the simple brush.
I use most of time projection master because its realtime scultping and extremly accurate...
Exercise on small element, once you done you can go deeper in detaling...
Also, it takes time to handle those technics!
Sébastien Legrain A.K.A Sebcesoir
Yeahh!!! Thx pixologic, it's damn cool to have Zbrush caps!