very cool! Hey man....long time since the MB beta forum ;-) Hope life is good.
very cool! Hey man....long time since the MB beta forum ;-) Hope life is good.
HEYYYYYY!!!! Mr. Menna! It HAS been a long time. Life is good, thanks. How goes with you? Thank you for the support!
Last edited by poda; 11-08-11 at 12:05 AM.
Did a new sculpt tonight. Loosely based off a Desigual catalogue.
Dynamesh, Clay Polish, BPR
Hope you like it.
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Last edited by poda; 12-22-11 at 04:00 AM.
I love this!
SWEEEET!!! Nice one man!![]()
Anders
I Love the simplicity yet how efficiency it captures and portrays the personality in your models.![]()
EarthTriber and Mealeaying - thank you so much! You have no idea how good that makes me feel!
MechanicalHalo - you too! Thank you very much.
Mr. Whiskey - heeeyyyyyyyyy man!! Long time no talk. We' gotta catch up soon. Thanks for the love. We' gotta get the blog goin' again too.
Can never have me enough Poda updates! Your take on the female form is so amazing to me, it's so interesting and fun. Can't wait for more.
Hey Poloroid29, thanks! I have a few new sketches. Just have not had a chance to post.
Hey guys, this is something I did to promote my part of a presentation I am doing with greats, Neville Page and Robert Baldwin at the next LA modo Users Group.
Here's a quick(?) breakdown of what you're looking at...
- The head and shoulders were initially ZBrush's default dynamesh sphere from the Lightbox browser, sculpted using a combination of Clay Buildup, Dam Standard, Move, Move Topological and Hard Polish brushes.
- The eyes and initial hair mass were created with the Insert Sphere brush. The eyes and hair were each just symmetrical spheres to start.
- The eyeballs and hair masses were moved into separate subtools using Split Hidden in the SubTool menu.
- The Move Elastic brush proved handy for creating some interesting hair shapes.
- The hair was then re-meshed and tweaked further, and eventually made asymmetrical. Unfortunately something went awry and subsequent dynamesh re-mesh attempts yielded Swiss Cheese... perhaps a retopology pass is in order.
- The hair and eyeballs were each filled with a single color via Polypaint using Sub Tool Master's fill tool or by hand (I can't remember)
- The Insert Sphere brush was again used to create negative, black spheres which in turn formed concave irises once the eyes were re-meshed.
- Another set of white, positive Insert Sphere brush spheres, flattened with the Hard Polish brush served as mock eye highlights
- The most time was spent Polypainting the head and shoulders using the Standard brush with Color Spray and Alpha 07 from ZBrush's default alpha library.
- The head and shoulder dynamesh was sent to modo via GoZ and was retopologized in modo.
- UVs were added to the retopo head and shoulders in modo for easy seam placement, then the UVed retopo was sent to ZBrush via GoZ.
- Back in ZBrush the sculpt detail and Polypaint color detail were projected onto the modo retopo geometry via ZBrush's ZSphere Topology tools. GoZ's convenient automatic geometry reprojection was not an option since the original geo was a single level dynamesh (or maybe I was just doing something wrong).
- ZBrush's UV Master provided a nice, distortion free UV pelt with the Preserve UV Seams option on to maintain the seams designated in modo.
- An adaptive, smoothed UV displacement map was generated and all Polypaint was transferred to image based color maps. ZBrush's standard UVs were fine for the eyes and hair since they had no color detail and needed no displacement.
- All the geo was sent back to modo and a simple joint chain was added for spine/head posing and minor animation.
- Morph Maps (blendshapes) were added for eye blinks and a slight, asymmetrical smile. Full on rigging would have been overkill (at least until I build my rigging Assemblies and scripts in modo - don't hold your breath!).
- In modo, a simple shading setup including subtle subsurface scattering was created on top of the one automatically generated during GoZ import, a simple seamless backdrop was added and Luxology's Studio Environment Set by Studio 9b was used for lightless, HDRI lighting along with Global Illumination in modo's built in render engine.
- Levels, hue and saturation tweaked in modo. Then minor Photoshop tweaks and further level adjusts.
Hope you like it!![]()
I love the style of this female bust. It feels like I could pick it up and place it on my bookshelf.
Your last two females are beautiful!![]()
New Sketchbook! (with a new free skull on page 1!)
Thank you Muchlove106 and Santis!
Here's something I did tonight (when I should have been working on something entirely different..)
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Hey Poda. I've just looked over your gallery and I have to say WOW! You have a real talent for whipping out a simple scetch and then making something really beautiful out of it. Wish I could do that lol. Great work on all!
Deviantart
An old dog, learning some new tricks.
Finished works
Push the button, Frank!
Joel: I can't do it... this just isn't working. I don't know how Shatner does it every week!
Crowe T. Robot: I don't know why he does it, or who lets him do it!