Definitively I love your form of modeling....seems to me beautiful your accomplishment… I congratulate it. I really admire your work.
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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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.
Quite simply outstanding work.
I am in awe of your technique.
Keep up the great work.
yowzer... he rocks lonnie.. my favorite part is around the eyes.. very detailed..
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.
Very inspirational work Lonnie, fantastic modeling. It is nice to see that you have got your groove back!
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.
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.