1. #1
    skulll_monster
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    Default crazyDemon for cgtalkChallenge

    i`ll post my WIP for hardcore modeling challenge (Halloween Monsters) here
    [url]http://forums.cgsociety.org/forumdisplay.php?f=208[/url]
    here is the concept
    [url="javascript:zb_insimg('74278','concept.jpg',1,0)"][color=#9A9A9A][ATT=74278]concept.jpg[/ATT][/color][/url]

    and the basic model...
    [url="javascript:zb_insimg('74284','wip02a.jpg',1,0)"][color=#9A9A9A][ATT=74284]wip02a.jpg[/ATT][/color][/url]

    any comments are wellcome...[url="javascript:zb_insimg('74284','wip02a.jpg',1,0)"][color=#9A9A9A][/color][/url]

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    holy lord the feed scared the hell out of me. I realy like the concept.

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    His feet could probably use a little smoothing and/or more geometry, but I do love their shape. These proportions add a ton of personality and make an already distinct model really stand out.
    --Aaron Levitz
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    Looks like Moe Howard was a bad boy! Great model and concept...Looking forward to more!
    Last edited by ZModerator; 11-02-07 at 11:31 AM.
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  5. #5
    skulll_monster
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    JackalGer...thank you !
    Ctrl-Z...thank you ! i think its maybe better now !
    rynomyte......thank you ! hahah...but its not like him !

    here is an update with a lot lof changes...
    any comments are wellcome !
    [url="http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2774371%27,%27wip03.jpg%27,1,0%2 9"][color=#9a9a9a][ATT=74371]wip03.jpg[/ATT][/color][/url]

  6. #6
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    Quote Originally Posted by skulll_monster
    i think its maybe better now!
    Definitely more menacing.

    Not sure what's going on in his mouth now. It's open in a very slack, relaxed manner, which went nicely with the tongue and his vacant stare. And yet, I think we're seeing gums now. Like, a lot of them. Which means his lips are pulled back tightly. Except they aren't. So, maybe those are two rows of teeth? If so, the top one's fallen out of his jaw. Very strange.

    The low-geometry faceting on his feet can be fixed with, of course, more geometry. I can think of three ways to add it.




    Fix #1: Local Subdivision
    If you know you'll never render him from the back, you can use the crease where his stomach meets the legs to hide the inevitable seams of local subdivision.

    Go down to your lowest subD level, hide all the geometry which doesn't need to be divided further, then subdivide. Turn "frame" on to see what's changed, noting the line of triangles where one level meets the other. That line will cause nothing but trouble, which is why I recommend hiding it under an organic crease...
    Fix #2: The edge loop button.
    This is a technique left over from ZBrush 2 which few people bothered to learn even then, but it's very powerful and often cleaner.

    Go down to your lowest subD level, and choose one ring where the geometry's starting to get stretched. Hide everything above that.

    In your Tool palette, find the "geometry" group and locate the "Edge Loop" button. Hotkey is CTRL-E.Pressing this button right now will divide that top ring into two rings. Not evenly, though -- I think at the 25% mark. You'll want to use your Move or Nudge brush (and a very small brush size) to even that out.

    If you also hid everything below that ring (leaving a strip of geometry with holes on both sides), the new geometry will be evenly spaced, there will just be more of it. This may or may not be what you want.

    If, instead, you actually moved all the visible geometry before hitting the "Edge Loop" button, the new geometry covers the difference between one position and the next. This can also be used for any arbitrary extrusion, and makes traditional box modeling techniques possible (if perhaps a bit awkward) in ZBrush.
    Fix 3: Re-topologize.
    That's become the preferred technique lately.

    Take the model as far as you can as-is, rebuild the topology, project details from your original mesh onto the new one, and continue modeling from there.
    I'm not an expert on that last one, but there are tutorials floating around. (Judging by the overall high quality of your work, I'm guessing this was already your plan and you just haven't gotten there yet.)
    --Aaron Levitz
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  7. #7
    skulll_monster
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    Ctrl-Z...thank you buddy !...,its just a sculpt and must be animated so i`ll change the Topology at the end and will use the zack technique with using XYshrink script...i used local subdivision,i read it before...thank you !

    here is with a lot of changes....more monster...
    any comments are wellcome...
    [ATT=74644]wip04.jpg[/ATT]

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    OMG!Thats beyond my words!All areas are covered so well,damn ! Outstanding.

    bye cal
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    Wow!! Very strong and so beautifully sculpted. What's that shader you're using? Love to see it finished!
    Last edited by ZModerator; 11-02-07 at 11:32 AM.
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  10. #10
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    hey skull monster ,

    since i realy like your works i decided to make some changes on your model .
    in photoshop its much more simple to explain in that way .
    i hope you dont mind
    i did some small fixing in the sholder , elbow and foot.
    over all its coming well !
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	wip05forskullmonster.jpg 
Views:	161 
Size:	58.5 KB 
ID:	74651  
    Last edited by smeagol; 11-01-07 at 03:54 PM.

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    very good job there ...

    one thing i don't feel here is his feet. Need to see more nuckles and those toe nails kind of weird. I would like to see structure (bones) of the feet beneath the skin.
    little veins would be nice.
    just my thought

    Thao Le

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    Default It is a lot faster than XY shrinkwrap.

    Quote Originally Posted by skulll_monster
    i`ll change the Topology at the end and will use the zack technique with using XYshrink script
    Try this:

    http://www.zbrushcentral.com/zbc/showthread.php?p=408927#post408927

    It is a lot faster than XY shrinkwrap.

    PS. Nice job on the model! Very cool!
    Last edited by nickz; 11-01-07 at 05:27 PM. Reason: adding

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    very cool! i wonder if you could discuss a bit abuot your process of creating the wrinkles over his body? Are they all hand sculpted or alpha's/stencils?

    cheers

  14. #14
    skulll_monster
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    calum5ZB...thank you !
    Plakkie...thank you !...i used toxic shader...
    smeagol...thank you !...hey...i did it on the feet...
    ThaoLe...thank you ! helpful critique, i`ll add the veins...
    nickz......thank you ! i`ll check it...
    outlander...thank you ! i like to do them handy...

    here is another update with another changes...
    your comments will be useful...

    [ATT=74786]wip05b.jpg[/ATT]

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    yeah ! you did !

    you realy fix this issue

    but in the other hand your sholder still look preety wrong to me
    its go downward to much for my opinion and becouze of that your muscle ( biceps ) looks stretcy .

    i add pictures to simplify that ...

    hope this can help
    chestbig.jpg
    image410.gif
    Last edited by ZModerator; 11-12-07 at 12:23 PM.

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