1. #61
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    Default Great work

    I love your thread. I would be very pleased to see your Ingrid bust developed. Great likeness... and what a beautiful woman to sculpt.

    Let's see more.

  2. #62
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    pister, man...i was at fullsail with you. your stuff was great...but leave the zspheres alone. youll never be able to ani,ate with those models. get your topology right, then take it into zbrush....that way you wont have to increase the division levels to get the detail you want. render time will be faster. also...youre a spectacular artist...be bolder with your definition. sharper folds. it may seem more true to life but on film bolder is better. youre stuff looks great it just needs pushed to that other level. its a tad flat. bulk it out. your lines are fantastic. get some texture into it...and mess it all up and work from the outside in. show everyone that you can do THIS. f*&k being true to reality. hyper real looks pretier on screen.

  3. #63
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    Quote Originally Posted by mjolnir
    pister, man...i was at fullsail with you. your stuff was great...but leave the zspheres alone. youll never be able to ani,ate with those models. get your topology right, then take it into zbrush....that way you wont have to increase the division levels to get the detail you want. render time will be faster. also...youre a spectacular artist...be bolder with your definition. sharper folds. it may seem more true to life but on film bolder is better. youre stuff looks great it just needs pushed to that other level. its a tad flat. bulk it out. your lines are fantastic. get some texture into it...and mess it all up and work from the outside in. show everyone that you can do THIS. f*&k being true to reality. hyper real looks pretier on screen.
    With respect, there are quite a few professional animators who use ZSpheres in the design phase of their work. They find that it is very quick and easy for them to block a character out with ZSpheres. At that point they do one of two things:
    • Take the low resolution mesh to an animation package to convert it into an animation-friendly model before continuing with detailing.
    • Divide and detail the model while continuing to explore their ideas and inspirations. When satisfied, they then use retopology to create the animation-friendly mesh.
    There is no one way to do things in ZBrush, and no single "right" way. If someone is happy with their workflow and it gives them great results, more power to them!

  4. #64
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    Well I like where the work in this thread is going.

    I would also like to say that Ryan is correct and it is a shame that mjolnir has posted something so base and untrue here.

    darrickpister, keep up the good work and push as many boundaries as you can. Techniques and approaches exist because over the years the 'tried and true' were found wanting. There is no perfect or right way to do things, only ways that many have adopted as they solve particular issues. And over time this is an every changing landscape.

    This of course doesn't mean you have to use Zsphere's but the assumption that one cannot, is counter productive. If you're really struggling I'd be more than happy to help you as would several others, especially getting your work into an animation pipeline.

    Just don't stop...
    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!'

  5. #65

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    i agree that nonsense post about topology was irrelevant... in reality i think learning about topology and low res models has slowed the progress of my high resolution models. I don't even loop the eyes or mouth etc on a character at first (way to confining have to move poles around) if i want more later i retopo but man.... awesome work here!!!! congrats

  6. #66
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    Updating my zbrush thread to have all my art under one thread. My apologies for repeating ones from other threads.


    TGFull_001ZB.jpg
    MyDancerFull_004ZB.jpg
    longLarge_01ZB.jpg
    longLarge_02ZB.jpg
    man_004ZB.jpg
    woman_009ZB.jpg
    napoleon_02ZB.jpg
    marston_001ZB.jpg
    johnMarstonZB.jpg
    topHat_LGZB.jpg
    3js_diffLayered_LGZB.jpg
    Fay_001ZB.jpg
    ManWomanStudyZB.jpg
    sifi_001.jpg
    shadowWIPZB.jpg
    coolingOfficial_WIP_001ZB.jpg
    corgi_001ZB.jpg
    Last edited by darrickpister; 08-08-11 at 10:34 PM.

  7. #67
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    wow man, inspirational!

  8. #68
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    Thanks for the comment Gedn! I have been forcking to find some extra time lately to sculpt on personnal art. Work is always the main priority of my time, but with personnal work I can grow much fast as an artist.

  9. #69

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    such great work in here!
    i just saw your "The Seven Sisters".... it is wonderful, congratulations.

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