1. #1
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    Post Maerlgog Ghezyeht'kon

    Just a little something I am working on (along with my other hordes of WIPS lol )

    By the way it is a Hobgoblin (thanks Ron for reminding me). The name is pronounced May-yerl'-gog Gez-shet'-kon' (the G is a hard G)


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    Definitively I love your form of modeling....seems to me beautiful your accomplishment… I congratulate it. I really admire your work.
    Congratulations

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    very kewl hobgoblin Lonomatic. Your powerhouse modeling always amazes me and energizes me to try harder in my own spocs. You da' man

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    OMG dude! This is kickass!

    If I may asked what you started the head off with?

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    Thanks Andre, Ron, Mike.

    Mike the head started lif as a Sphere3d which I shaped into a basic form. Then I skinned it using the Unified skinning method so I could avoid the "pole" effect. I continued from there.

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    This is one of your best head models. I like it a lot , lonnie.

    But where do you come up with those names

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    Talking

    Quite simply outstanding work.

    I am in awe of your technique.

    Keep up the great work.

    Paul.

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    yowzer... he rocks lonnie.. my favorite part is around the eyes.. very detailed..

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    Thanks Namek, Paul, Doc.

    Namek...I am priveledged to have access to the Great Library of Alexandria and consequently I have an unlimited supply of strange names from wich to choose or construct new ones.

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    Very inspirational work Lonnie, fantastic modeling. It is nice to see that you have got your groove back!

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    hi mentat, i like this head did you model the details of his skin or is it a texture with bump ?
    my fun with zbrush thread, my homepage riolama, and my zbrush blog

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    Hi Kokoro. It is all modeled. There is no texture as of yet.

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    pretty amazing. so you do have the beta ? or a strong computer, as mine goes down with 100000 polys which do not allow that detail.

    great work.
    my fun with zbrush thread, my homepage riolama, and my zbrush blog

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    hi mentat, its me again.

    i really like to know how you achieve that skin details. i tried the whole morning, on a head model with 85000 polys. i used the noise setting for the brush tip in the modifiers, and i can achieve with this some detail (i used that already on my alien head in the challenge). however, the noise builds always "stripes" in one direction no matter how i do the brush stroke (horizontal or vertical), no matter how i rotate the model on the canvas, no matter how i rotate the model in the deformation palette. if i want to use that on the lips the noisie stripes are always horizontal, but i would like to have them vertical. (btw i am working with a tablet)

    i also tried to do tiny brush strokes without noise, but then i got a "bumpy" crease, even if i am carefull to go along the mesh lines. i think thats a problem of the slow processor who cannot grab fast enough the informations given by the tablet on a high poly mesh ?

    sorry for that elongate question, but i really would appreciate if you could explain a little how you achieved that detailed modeling.
    my fun with zbrush thread, my homepage riolama, and my zbrush blog

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    Hi Kokoro,

    What kind of mesh are you using? The Hobgoblin started as a SPhere3D then was skinned with Unified Skinning. The mesh is very dense...trying to remember off the top of my head but I think it was around 120K polys...much denser around the face than on the skull. I put NOISE into the brush just as you did but I also adjusted the EDIT CURVE graph. I used small brush sizes around 6 or 8 and low ZAdd and ZSub values around 2 to 4. Just draw it in after that. You can also use the DEFORMATIONS>NOISE command to put noise into the entire model. Then you can mask off areas and SMOOTH them. Below is an example of this. I hope this helps. And no, I do not have the beta.



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