1. #1471
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    beautiful sculpts, really inspiring!
    I love the likeness so much man, the anatomy is totally solid!
    Keep them coming mate!
    Cheers,
    - Kenny
    Kenny Carmody
    Student for 3D-Modelling and 3D-Sculpting
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  2. #1472
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    Hah! Danny Trejo´s face is begging for some face cream.

    Very nice!

  3. #1473
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    I do feel that Magneto's right nostril and the bags under his eyes look a bit blurry. Also, the helmet could use some sharpening and smoothing. Otherwise, some very good likenesses.
    "We are living on this planet as if we had another one to go to." - unknown


  4. #1474
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    Love your sculpts, especially the Joker (kinda partial,lol) Keep up the great work.

  5. #1475
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    I've just finished rereading your entire thread... Wow..what a journey from the first post... Really amazing! Especially the last post!

  6. #1476
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    Quote Originally Posted by womball View Post
    Every time I check out this thread you progress astounds me. I hope your hired to do this professionally by now. This is top row level stuff and at rediculous speeds too. Speaking of your likeness sculpts, any tips for do a likeness quickly? Do you sculpt with persperctive on and change the lens length based on the picture? One of the hardest things I find with likeness is matching camera angles with reference pictures and my character as result looks off.
    I am with womball, could you talk to us about lens length? I match with my references inside zbrush but if i go to 3ds max i have problem with the camera
    Sorry if my english is no bueno
    Mi Sketchbook

  7. #1477
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    Thank you all very kindly for your words of encouragement!

    About the process and the lens length (Zbrush term Angle of view I gather?). I tend to not stick the reference in the back of the model inside Zbrush, but open it in another window and looking at a number of them sculpt the portraits. I usually take one front image of the subject, one side, and one in between if available. I sculpt with the angle of view at 50 and render somewhere between that and 90, as it gives some extra dimension to the final image in my eyes.

    Here's a video of sculpting of Trejo portrait to better illustrate my workflow with referencing pictures https://vimeo.com/29427915

    Cheers all

  8. #1478
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    Default Great stuff!

    Thanks for sharing your workflow Cherub, I don't think I would've started from a skull for a likeness model, I'll definitely have to try that out. Keep up the great work!!

  9. #1479
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    At your service. I don't particularly have an opinion which is a good way to approach the subject, but I found out I don't connect to the modeling If I don't start with a skull, as end result it'self wouldn't give me much satisfaciton if I wast to start from a basemesh, in a way that it's not that the end result isn't convincing or likeable, but the lack of the fundamental stones results in me not haing a connection with what I do.
    Best
    D
    Last edited by cherub_rock; 04-19-12 at 05:35 AM.

  10. #1480
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    My first "serious" fibermesh


  11. #1481
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    Amazing!
    faivcat@gmail.com

  12. #1482
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    Thank you very much

  13. #1483
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    hello

    i love this thread

  14. #1484
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    Hi! Thank you very much

    Here's a new sculpt and fibermesh ordeals. I found out that with each combing I increase the chance of fiber tips getting deformed (vertices moved from each other) resulting in a wider tip than root, doesn anyone hnow a way around it other than individually correcting each tip with this bug?

    All Zbrush dynamesh, with 3dcoat retopo. work in progress...but I'm getting more and more frustrated with realistic rendering in Z, especially with skin and eyes, that I just might leave it at this.

    Last edited by cherub_rock; 04-27-12 at 08:24 AM.

  15. #1485
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    it's delicious! as always!
    Available for freelanceing!
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