Beautiful! Ah the memories.
Very nice detailing on the wrinkles!
I have a question. What other software did you used to model this character or you just used zpheres? Another thing, with what brushes or tools you use for those small details and stuff? I’ve heard of this Deco brush for those type of details or just a regular brush with a size of 2 for example. Would be nice to hear some of your techniques and methods. Thx and have a good one!
Javi.
hey rick, im up for it. just email me the ideas you have for the layout of your site and ill get going on my end. i can be contacted at [email protected]
Ill send other methods through email.
Ill make you an account to upload assets to my server so we can get going on the design. If youre looking to get these going, id advise registering your domains.
I host if you need a host.
This is the coolest thing you have done since you started posting!!!
Very expressive, facial expressions you’ve created. He is so alive, and I love the style. It’s kind of a cross between your work and Spitting Image. I always love those puppets that they created. Such great caricatures, with really bold designs.
Are you using lightwave to animate in?
Is lightwave of holding you back from using displacement maps? Or zbrush? From my understanding, you should be able to generate your displacement maps from the Mac version of zbrush. You just don’t have access to the new plug-in that makes it easier. But I believe you should still be able to generate your displacement map.
Let me know if I can help in anyway.
Greg
I’d be less concerned with layout as functionality. What is it you need your site to do? For a personal gallery, it’s not a big deal, but the business side of things gets interesting.
If you’re looking to move some of your business functionalityonline, (ie: project management tools, secure password-protected areas a client can see their comps, track changes, make notes, etc.), the company I work for builds a lot of high-end web applications. Their content-management system is particularly neat, as it lets you make frequent changes without bugging anyone else about it or knowing HTML yourself.
That stuff can get pricey, and it’s more than most people need, but if you think transitioning some of your administrative tasks online will attract more jobs and earn real money, it might be worth it.
In the meantime, Blogger can post files to your website, automatically chained together, and anyone with a Blogger account (or an account from any other OpenID-supported site) can make comments. Build a nice looking template, and your gallery’s interactive.
(I’m a big fan of the free-alternatives-to-hiring-us. Don’t tell my boss!)
Anyway… That was insanely off-topic.
I love the morph poses, and definitely want to see that guy in motion. He’s very expressive. Not sure I’m sold on the ultra-high detailed version, though. The wrinkles below his eyebags seem very pronounced, and I’m not seeing the form to support them. Still, I am looking at this without texture – that usually makes all the difference in the world.
Welcome back!
i can do all of that and more. ive been working in the music industry for over 5 years developing for record labels.
And I can fly Helicopter!
PS:That last Model looks even more than Walston… Cmon… Rick… put some Antennas on his head!
LemonNado (who is hiding his models in the basement…)
MM-
it’s great to see your progress with all this stuff. That alien is going to be great once you get the displacement right!..it already looks great!
you seem to be getting better and better…
Can’t wait to see more and more!
Have you tried normal mapping? Lately I’ve had more success with a detailed base mesh and a normal map…plus render times are a flash!
-tiktok
RealityEngine: Cool. (So long as MM gets the site he needs, I don’t care who develops it. ;))
Lemonnado: Even cooler. I wanna fly a helicopter!
Hi MM,
The stills are cool! Hopefully Pixologic will get that PU going soon for ya.
I love the detailed one. Just the right amount of creepy to make one’s imagination run wild. Reminds me of a cranky old neighbor we used to terrorize as kids and make up evil horror stories about. Ahhhh the good old days.
Glad you have a few minutes to do some creating for yourself!
These animation stills from the model look super…its crappy to loose all the detail that is in the Zbrush model …but the next version of Lightwave will perhaps have the micropolydisplacement that you need to transfer all these wrinkles
to the Lightwave model !?
jantim
i hear the new softimage has a gigapolygon core, but i havent fooled around with it yet.
Believe it is time for a name change?
Rick have you tried exporting the mesh from Z-brush at a slightly higher level,say 2 0r maybe even 3 steps? Obviously render times will increase but at least you’ll keep all your detail .
Pete B
Forget render times, Pete – have you tried to rig and animate a mesh with that many polygons? (that is the goal) Remember, they quadruple with every subdivision!
here is my halloween post a litle ghoul but its nothinc compared whit the work of MM im practicing a lot to get into that level !! i have realy big problems whit the normal maps in lightwave if someone know the correct way of zbrush to lightwave please help me !! enjoy my ghoul
I just thought last night that you’re using lightwave to render displacements? I’m not totally positive about this…but I’m pretty sure lightwaves native renderer doesn’t support ‘micro-pixel’ displacement. That’s probably why your last two previous attempts only had a touch of displacement, but not all the fine details. If you want something that renders displacements very easy and is built around lightwave (it use to be a plugin for that, then became a standalone app), and is quite inexpspesive and easy to use, perhaps you should try out messiah. I think the website is http://www.projectmessiah.com
Otherwise, if you have maya, I’d drive all the way up to burbank just to help you out and see what one of your animations looks like. BUt I assume you have all kinds of people there who could do the same…
goodluck
-tiktok
dont increase the polygon count through zbrush, keep at a subdivide level where it keeps the basic shape and use your alpha maps
Hi Monster Maker,
Its fantastic that you, (as one of the finest sculptors on the planet) are able to transfer your skills into this medium and keep all your style and energy.
A few years ago, I thought computers and cgi had killed real sfx, and the sculpture and craftsmanship that I loved. Now I realise it is just the next step.
Your work looks as good as ever.
Zbrush is great isnt it!
Very nice and just in time for the season …