hello my name is ivan mitkowski. im a 22 year old and i live in brooklyn NY. i do 3d modeling as a fun hobby because i love it! so yesterday i decided to try and attempt another skull. apparently i got a lot better since my last attempt, it only took me a couple hours to make this! here is the model and the picture i made for reference for maya. this skull has really bad teeth because i need to fix them, and it isnt detailed, but i think it has good form and proportion , and i made it just for zbrush reference for sculpting future heads. i figured i would give this model instead of the fixed model because now at least if you want to use it you have to do a little work to make it look right i put the zbrush model and my reference image i made in the zip... just incase u wana use my reference to make ur own skull... http://www.youtube.com/user/konjothegreat
Last edited by konjo kothar vignar; 06-10-09 at 01:12 PM.
scottleroc- my pleasure... i learned everything i know from this website and it is an infinite source of artistic inspiration to just look at peoples work. ill give back to the zbrushing community in any way i can.... in like a week ill post an update of the skull + facial muscles and skin. i hope it helps someone.
hey! i made this image yesterday with a picture of my face to use as reference... i know i know, it looks stupid and unnecissary with all the squiggles ... i put them there for a reason though- they are like a guideline for edgeflow... to help me build the right topology. i hope it helps someone as much as its going to help me- http://www.youtube.com/user/konjothegreat
Nice i will sell that skull at turbosquid
Nah just kidding.
For a basemesh for zbrush it is pretty dense.
It will disturb you when sculpting and it takes longer to make.
Try building very simple boxmodels with evenly spaced quads.
Faster and easier to use.
Thanks for the refs.
hello everyone , just wanted to throw out there that today me and my programming buddy sam shapiro were going completely nuts trying to learn blender and the SIO2 SDK for making iphone applications.
We figured a while back that me knowing zbrush and maya (modeling, texturing, rigging, animation, etc) and him knowing C++ and all that good stuff, we would be able to figure something out. After hours and hours of failure, and frustration, we succeeded in what we were trying to do.
SIO2 SDK is an open-source game engine for the iphone. It is a way to make touch controlled games on the itouch or iphone, and a way for people to basically get started in learning 3d game creation without having to pay for a game engine.
I will explain our methods and madness, and hopefully this will help someone. Sooo, when you google SIO2 SDK, http://sio2interactive.com/ this is the first link that comes up.. At the site is the free game engine download. There is a tech-nology section of the website with some video tutorials, that can be very helpful. These video tutorials are very hard to follow for me and sam, because we have never used blender before. We are both pretty good at learning new software, so we fought through all of the oddities. Tutorials 2 is dealing with a low resolution triangulated monkeyhead called Susanne. It shows how to add some poly paint to the vertices, and when you view the tutorial in the iphone you can rotate the model with your finger.
We the first thing we wanted to figure out was how to get a model that i modeled with zbrush into the touch-to-rotate tutorial02. This was a pain to figure out how to do, but once done, it was easy to reproduce. So the next step was to get my model- which is called headlegs UV'd and textured. So i UV'd it in maya manually, and textured it in zbrush, and made a PSD texture. This was a mistake that took hours and hours to figure out... He turned the PSD texture into a jpg, but still it took us a long time to figure out where to direct the obj within blender to the new jpg. In the end, we got my model textured and rotating with touching on the iphone, and it was extremely satisfying, now knowing we can go onto the next step. sorry for the rant folks, hope i dont look too stupid for running into an unnecissary amount of problems with such a simple task. Feel free to call me stupid, but hey, maybe our mistakes could help someone?
image is a render in maya of the 'headleg' model we are testing textures, and walk cycles + physics + collisions on iphone
oh yea, one more thing i want to add---- for a zbrusher, dont get a business card, get an iphone with your models rotating on touch screen... ANYONE that figures out this process that knows how to model and texture will look pretty impressive to anyone who has eyes and fingers and a brain
Last edited by konjo kothar vignar; 10-10-09 at 12:49 AM.