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Getting Started with Sculptris Pro
This 3 part Workshop hosted by Paul Gaboury will get you up and running on everything Sculptris Pro, from UI and usage, customization, and combining it with other ZBrush features.
Getting Started with...Using Tessimate
Learn to manipulate topology to your needs with the Tessimate feature. Your host Paul will show multiple examples of how to use this powerful feature with the addition of explaining the difference between Tessimate and Decimate.
Using TessimateThe Basics of PolyGroupIt
In this 2 part Workshop, Paul Gaboury will give you a full run down of how to use PolyGroupIt, then in part 2 we'll show you how PolyPaint and PolyGroupIt can be utilized together.
The Basics of...Using Elastic & Liquid Curve Mode
This Lesson will show multiple Curve Mode examples including IMM Curves, the elastic option, the liquid option, Lock Start, Lock End, Rotate Curve, and Smooth Curve. Now let's go make some Curves!
Using Elastic &...Discovering Groups by Normals
Creating PolyGroups can be very useful when modeling and or sculpting in ZBrush. In this Lesson, we'll demonstrate how to create new PolyGroups on a hard surface model using it's normals and edge degrees.
Discovering Groups by...Deformers
A Workshop focused on the powerful wide spectrum of ZBrush's Deformers. Buckle in as your host Solomon Blair takes you through each Deformer and their abilities.
Deformers
:D ;) :confused: :evil: :cry: :idea: :lol: :rolleyes:

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09-27-18

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Portrait of Rick Baker Monstermaker
I ran out of time to do anything else before my presentation at the ZBrush Summit, so I am considering this one done for now. The whole concept behind this piece was to create a just homage to one of the very finest makeup effects artists to ever live: the living legend, Mr. Rick Baker, who inspired generations of artists, myself included. This was a very intimidating project, because I know how much of a great eye Rick has for detail and I really wanted to do justice to him. At the same time it was risky in a way, because the approach was as artistic as I could had gone, instead of using a more "scientific" approach to assure precision. I decided to go "old school" on this, painting all textures by hand and with no layers, using ZBrush's polypaint and I also hand sculpted all the detail you see. No ready-made textures, brushes, scans or anything else other than ZBrush's own default tools and my own hand made set of brushes were used in this piece. That was both a way to challenge myself and to pay just homage to an incredible, multi-talented artist as Rick, so it HAD to be done this way. The intention was never to create an exact copy of the man, but to rather produce a convincingly realistic double, which carries my style in it and where most of all detail is made up and meant to look believable enough, but it's definitely not a copy of any kind, just an artistic interpretation. Groomed in Maya/XGen. Rendered in Maya/Arnold. Now back to wrapping up my presentation, which happens this Saturday at 10am at Gnomon. This will be the center piece of it, so please don't miss the stream going live at that time! Please follow me at: http://www.instagram.com/theantropus Cheers!

  • jit_gohil
    10-03-18
    Amazing work as always, what higher accolade than having one Zbrush legend doing a portrait of another? Both artists truly inspring, may you both keep going on forever
  • GarryLewis
    10-04-18
    Kris, It was great seeing this at ZBS and pleasure meeting you in person. I especially like the portion that you were painting each pore and pore clusters. My first real work in zbrush was similar in the fact I pulled out each hair with the snake hook...
  • dori3d
    10-04-18
    Through the tiny details, it conveys very deep emotions in the face expression! Congratulation Kris.
03-13-18

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Portrait of MakeupFX Master: Dick Smith (WIP)
I am still alive... This is a work in progress portrait I've been working on and off for the past two months. Still unfinished, with very rough clothes, no buttons, no thin hair blending brows and hair line, likeness has good room for improvement, grooming needs work etc etc etc. But I am sharing this on other platforms, so it would be unfair not to share with this community that did so much for me over the years. The first image was rendered to test a pretty cool camera lens shader developed for Arnold by @zenopelgrims to emulate various vintage lenses. The preset I picked was the the Zeiss Biotar 1927 58mm. Very interesting result, especially on the edges, where you can see the chromatic aberration and the interesting distortion combined with the DOF. ZBrush for sculpting, Maya/Arnold 5/Randomwalk SSS for rendering. Everything you see is 100% "hand-crafted", meaning no photos, scans or commercial alphas were used, other than reference photos from the web, opened on a second monitor, to avoid any type of tracing as well. All textures were polypainted by hand using HD geometry mode (my favorite ZBrush feature by far... please, develop it further, Pixo!!! ). All detail was done either using ZBrush's default brushes or my own set of custom, hand sculpted brushes (pores, wrinkles etc), also in HD mode, at about 70million polys for head/neck/shoulders. The iris is also hand-sculpted, so what you see is actual forms, not textures. Why? Because I already use a lot of scan data in my professional work and that would be meaningless to do on my personal work, because I am in this world to learn and I like "training my eyes" to be able to see better both the macro and the micro picture. So here is what I have so far. I will be posting other things like wires, video timelapses etc, but only when I come back from my trip starting tomorrow. So, I talk to you guys in about a week or so! I hope you like it so far. Cheers!

  • Andronium
    09-30-18
    Very nice job !!!Or can we find the video "Zbrush submit 2018" with the interview De Kris costa on the process used for this image? [FONT=arial]Very nice job !!!Or can we find the video "Zbrush submit 2018" with the interview De Kris...
08-29-18

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Portrait of MakeupFX Master: Dick Smith (Finished!)
This is the finished piece. An homage to the great master of makeup FX, Mr. Dick Smith. This piece will be printed and exhibited at the ZBrush Summit 2018, so make sure to stop by to see it in person if you can. 
I used ZBrush's amazing HD geometry to sculpt all the detail you see, by hand. No third-party sets of brushes or alphas were used. The detail was created either by using ZBrush's default brushes/alphas or my own handcrafted alphas/brushes, which were then placed by hand, as in the case of all pores, which were sculpted one at the time (actually 2 at the time, thanks to symmetry). All textures were also hand painted in HD mode, so no pictures were used, other than reference pictures, low res ones, collected from the internet to help me with the likeness. Lighting is mostly an HDRI map from Maxime Roz. Other than color correction/camera effects, there's absolutely no comp involved, so what you see is mostly straight out of Arnold/Maya. XGen for all hair, except eyelashes (geom). A big shout out to @therickbaker for the constant source of inspiration (you are next). I hope you guys appreciate the work as much as I appreciated creating it during countless hours locked in "the lab". If you guys like it, please share it. Cheers! #art #artist #artistsoninstagram #portrait #cg #autodesk #maya #zbrush #dicksmith #makeupfx #realism #figurativeart

  • jmeyer
    08-30-18
    Great job, especially the skin details are superb.
  • johnchen
    08-31-18
    Nice sculpt, but what brush did you use?
06-06-17

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Thank you so much for the kind words guys and thanks Pixo for the top row. @Selwy, I was JUST looking at your amazing stuff the other day, since I have plans to *maybe* get some of those pieces CNC'd in wood. That would be amazing! Still looking for places here in the US where they can do that kind of stuff, using a 5 axis CNC machine. Here's an update on the likeness of this guy. ZBrush/Arnold as usual:

  • marje
    06-16-17
    Is that Alfred Hitchcock?!
  • keridan
    06-17-17
    .... inspirational. Kris you have always been a genuine artist and story teller to my eyes. Your art transcends time and each single character speaks volumes. They seem lonely, and often sad at times, however they seem to be alive, and that makes them not...
  • scorza
    07-26-17
    these are amazing, LOVE the rondo hatton, he has an absolute fave physiognomy and was one of my first likeness sculpts (way too early to post it here lol)
06-04-17

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  • chief71
    06-06-17
    Wow. Really breathtaking stuff!
06-04-17

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06-04-17

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06-04-17

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06-04-17

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2017 Personal Work Dump
After years producing very little personal work, I've got the bug back a few months ago and decided to dedicate some time to myself now that the kids are a little bigger. I will post a batch of personal work produced this year, all WIP. The clay renders are in the most part 2-3 nights sketches, while the textured models are longer projects done to learn Arnold, which is the render engine used in all shots. I am terrible at replying, but I will be watching this thread as much as possible. I will be adding the other ones below, since there's a limit of images per post. I hope you like them. -Kris

02-19-06

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Thanks guys and thanks for the plug I thought was better to show the details with a basic shader and no render or lighting. Maybe you can see more details this way: facedetails.jpg -Kris

  • DarthWayne
    02-19-06
    As usual you never cease to inspire me. I love the work you've done around the eye the eyes', you could do a whole tutorial on the eye's alone!! The upper and lower eye regions on your heads are always flawless, it makes me realise how much there is...
  • CGcronos
    05-12-14
    alphas excellent .... thanks
07-02-12

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Both models were created in Maya, sculpted and painted in ZBrush and rendered in VRay. Old model, based on Carlos Huante's sculpt, new render. VRay really kicks ass when it comes to sss and fast GI! This is my entry for the mini-challenge that happened on Facebook recently. PapaNinja, one of the very best pinup artists today created this mini-challenge and I thank him for the opportunity and I thank all the judges and the great people and fellow artists who produce some stunning work for this competition. I had blast! Here's the link to the challenge: https://www.facebook.com/pages/Serge-Birault-PapaNinja/217144088320217 And here is my final entry: I hope you like it. -Kris

  • Dman3d
    07-02-12
    Ah she looks great, terrific, good luck and the bat critter
  • julien3d
    07-02-12
    Hi Kris! So you choose to go for something darker for the final shot of the pinup, you got my vote! But i'm not judge XD. I really like the shader and details of the tentacule and the interpretation of the face, Master piece. And yeah Vray saves my days...
06-07-12

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Here a couple more I forgot to post. Everything is in SLOW progress. Life is being busy :-/ -Kris

06-07-12

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Thank you guys! Just stopping by to post a work in progress for PapaNinja's mini-challenge happening on facebook ( https://www.facebook.com/pages/Serge-Birault-PapaNinja/217144088320217 ). Everything is in progress and I have about three weeks left to finish it. Lots of fixes necessary and a surprise at the end. Modeled in Maya/ZBrush, rendered in Maya/VRay. Cheers, -Kris

  • Daemon3d
    06-07-12
    Cute render. Ilike it. You have to try Vray in 3dsmax. Vray in Maya not so good)
02-29-12

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Just a few tweaks for tonight. Clothes are just a sketch. Hair needs a lot of love. Lots of work left, etc. -Kris

  • Esko
    02-29-12
    Hi Antropus, I've followed your work for a very long time now, I think you've got some of the best work out there. Any chance of us seeing a few viewport shots of the lighting? Or a breakdown of how you have constructed such awesome eyes?! They are...
  • montyband
    02-29-12
    Looks great so far, I know that ss2 shader is so tempting but I think you could reduce redness of ss especially visible on his left brow. What amazes me most are his eyes. How did you achieved that sort of caustic light kind of look on iris ?
02-27-12

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Thank you for all your comments guys. I worked on a lot of aspects of it over the weekend, aiming to a more natural approach. Hair and everything else is pretty much in progress (I'll add other layers to improve the blend between skin and hair, also adding some random ones to break the even look). The clothing was sculpted fairly fast, using primarily the clay buildup brush, my new favorite in ZBrush. Hair is ZB's fibermesh and the render is VRay (did I mention I love VRay?). The face is now displacement, not a highres model anymore. Everything is temporary and in progress: More to come, -Kris

  • xtrm3d
    02-27-12
    leaving me speechless .. love teh 1930's farmer feeling
  • O/MI
    02-27-12
    i love these words great work! ... Bama was new to me -wow what an awesome artist!
02-21-12

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Thank you so much for your kind words, guys. Here's an update. It's my first time trying fibermesh, later exported as polys and rendered in VRay for Maya. There's no back scatter on the hair right now, reason why it looks pretty flat. A lot of tweaking still necessary, but for a relatively quick test, this is working alright (I think). -Kris

  • DPGrafik
    02-21-12
    this is awesome!! How are V-ray handling the fibermesh for rendering? Does it significantly lower the rendering speed?
02-18-12

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Thank you boozy! f roldan, I was being sarcastic I know that there are some weird faces out there, wrinkly to the extreme, but people normally say it's overdone when they see something like this, reason why I mentioned This is a very cool reference, btw. Thank you! Here's a little update. Mostly color map, spec map and SSS shader tweaks. Also some PS comp tweaks. Everything in progress: -Kris

  • dismantled
    02-18-12
    i think it is great... the face is very interesting.... awesome WIP the final product will be good i can sense it
  • f roldan
    02-18-12
    [QUOTE=Antropus;931915] f roldan, I was being sarcastic I know that there are some weird faces out there, wrinkly to the extreme, but people normally say it's overdone when they see something like this, reason why I mentioned This is a very cool...
02-13-12

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Thank you Kenny! Here are two extra renders just to show other angles. Skin looks kinda shinny. -Kris

02-13-12

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Some more work on the "likeness". It's based on an artwork from James Bama, so it's hard to really rely on it's interpretation. I'm only trying to recreate an impression of his brilliant work. I quick blocked the shirt, but it will be partially covered at the end. Everything in progress. More to come at some point. I just love VRay. -Kris

02-07-12

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Antropus' Sketchbook
Hi all, since I never had a sketchbook here before and also because I'm away from forums for quite some time now, I finally decided to open a thread where I can post some personal work. Being a father is the best thing to ever happen to me, but also limits the amount of free time I have to do any personal work nowadays. Still, I'll be posting here in the rare occasions I happen to be working on something personal. This first character is based on a painting from James Bama. His name is Roy and the likeness is still in progress. I'm trying VRay for Maya and I'm excited about it. The SSS2 has a very natural feel to it, but I still have a ton of tweaks to do before I can start using it in other models. I also tried out the render passes from ZBrush BPR and it's quite fun. Update 2.18.12: ************************************ Maya+Vray first render tests: ZBrush BPR+PS: Do you think the wrinkles are over done? Great. I think so too -Kris

  • ajkjk
    02-07-12
    Nice Job, Looks good
  • f roldan
    02-13-12
    I don`t think so: http://thebeautybrains.com/wp-content/uploads/2007/03/wrinkle.jpg great work with this guy kris.
03-28-10

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My b-movie entry
Hi, it's been a long time since last time I posted something here but now that the CG challenge is over I would like to share some of the work in progress images I produced for the past 2 months, while competing on the B-Movie challenge at CGSociety. Because the project was a little too ambitious to be completed on my spare time only, the quality and attention to detail had to be sacrificed so don't bother looking for flaws because I'm aware there are lots of them! I actually like some of the wip images better than the final image, but because of the time constrain I didn't have the chance to do any better, unfortunately. All base models done in Maya. All sculpting done in ZBrush. All render done in Modo, including hair. According to the rules, I'm not allowed to post the final image outside of CGSociety just yet, but I'll add a link to it so you can check how it turned out. Don't forget to check the other (AMAZING) entries. babybonobo.jpg bonobo_gordon_render1.jpg bonoborendertest8.jpg twoangles.jpg bonobojones02-2.jpg picture.jpg dollfacehair1.jpg highres11.jpg couple2.jpg manny1.jpg manny2.jpg bonobo_pose1-2.jpg Final image: http://features.cgsociety.org/challenge/b-movie/image.php?entry_id=112910 My thread: http://forums.cgsociety.org/showthread.php?f=304&t=845251 All threads: http://forums.cgsociety.org/forumdisplay.php?f=304 -Kris

  • boozy floozie
    04-03-10
    Breathtaking work Kris!! What an enormous pleasure to see a post from you.
  • sferris1
    04-17-10
    This depiction shows that you are more than just a technical wizard but that you are also a great artist. I know from being a professional illustrator of the human form how hard it is to create believable expression. This woman's face is the most...
09-21-08

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Thank you so much guys. As promised, here are my render settings. As I said, there's NOTHING special, since I had so little time to put 4 complete models, posed, textured and rendered in a little bit more than a month. So, no fancy shaders or light but I'm posting here anyways because I'm sure someone can get little insights by looking at the used values. I hope it helps someone and don't forget: a good post in photoshop adds the final touch, always! Pumpkinhead and T-rex light+shader settings Key light (area): pumpkinkeylight.jpg Fill light (area): pumpkinfilllight.jpg Back light (area): pumpkinbacklight.jpg Shader and render settings: pumpkinrendersettings.jpg Stan Bust Key light: stankeylight.jpg Back light: stanbacklight.jpg Ground: stanobject1.jpg Environment: stanobject2.jpg White planes 1 and 2 (for light emission + reflections): stanwhiteplanes12.jpg White plane 3 (for light emission + reflections): stanwhiteplane3.jpg Render settings: stanrendersettings.jpg Cheers, -Kris

  • Darukin
    09-21-08
    Thanks m8 much appreciated
09-16-08

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Wow! So many replies. Being away from CG forums for so long I almost forgot about how cool this community is. You guys make me so happy with your kind words. It's great to see my old pals and so many great artists who I admire posting here. Love y'all. spaz8, it was Predator. I just didn't have the time to finish him. I need at least another 2 days to finish it but now the deadline was reached. Here are some of the latest renders before I stopped working on it: Bust test renders: predwip2.jpg predwip3.jpg predwip4.jpg Clay render: predwip2.jpg Thanks again for all of your comments. They mean a world to me. -Kris

  • Darukin
    09-16-08
    Awesomeness! Great work!
09-15-08

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Stan Winston Tribute
I finished today my entries for the Stan Winston Tribute Challenge at CGSociety. It was a lot of fun and a bit of work to get all done in time but I was able to "finish" 3 out of 4 models I started. It never looks as good as I wanted to and I already notice lots of problems with the models but I had to finish them before the deadline today. For a complete coverage of the process, with much more images, please visit: http://forums.cgsociety.org/showthread.php?f=208&t=663654 Stan caricature (based on Sebastian Krueger's painting): stanrender1.jpg stanrender2.jpg stanrender3.jpg standetail.jpg T-Rex: trexrender1.jpg trexrender2.jpg trexrender3.jpg trexdetail.jpg trexortho2.jpg Pumpkinhead: pumpkinheadrender1.jpg pumpkinheadrender2.jpg pumpkinheadrender3.jpg pumpkinheadrender4.jpg pumpkinheaddetail1.jpg All base meshes built in Maya, imported into Zbrush for quick sculpt, reimported in Maya for retopology and back to ZBrush for detailing and poly paint. Everything is poly painted and no images were used on the process. I hope you like it, -Kris

  • metric
    09-17-08
    Wow Kris! I guess I should have been following this challenge on cgtalk, because I had no idea you were involved. Just killer work all around, but I think the bust of Stan himself steals the show. A great caricature and brilliant execution! A ton of...
  • DirtRunner
    09-18-08
    I can't be very original, but thought I would add my admiration for your work. Awesome!
  • Leonsaint
    10-02-08
    " The Work of a Master!"
11-26-07

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My WIP thread
superman02.jpg superman01.jpg superman03.jpg swimmer01.jpg swimmer02.jpg swimmer03.jpg oldman01.jpg oldman02.jpg ballerina01.jpg ballerina02.jpg Hi all, I decided to start this thread so I can post different works in here instead of opening multiple threads. I'm currently working on a bunch of models that I'm going to present at the Gnomon Workshop next Sunday at 10am. Some are brand new, some you already know but these are updated versions. None of them can be considered completely finished but that's what I can do using my spare time and a short deadline for this amount of work. I'm working on the text/slides right now and might have no time to work more on the models but I'll try, at least to polish them a little more till Friday. For more images/angles, please visit: http://antropus.cgsociety.org/gallery/ In advance I apologize if I have no time to answer to this thread over this week but I'll be back after the workshop. Wish me luck and see you there! -Kris

  • frankiecav
    12-02-07
    Amazing piece of work, Just the kind of stuff I’m looking for to exhibit in our gallery...
  • Jek-Spb
    12-03-07
    I'am your big amateur!!! Fantastik work modeling in the ZBrush!!!!
10-18-07

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Dali...
...wip As always, base mesh in Maya, sculpt in ZBrush, render in Maya Mental Ray/FG. Still working on the likeness and fixing stuff all over. Texture is hand painted using polypaint in Zbrush. Final resolution: 4.2 million polys (rendered at 1 million polys, no bump, no normal maps). No other maps applied. No eyelashes. Mustache is just a place holder. Nothing is final. About 5 days work so far, in my spare time after work. 10.19.07 morning update: dali005.jpg dali006.jpg dali007.jpg dali008.jpg dali009.jpg dalishade001.jpg dalishade002.jpg I hope you like the progress so far. -Kris

  • Frenchy Pilou
    10-18-07
    ...Dali tribute Maybe not the same precision
  • 10-19-07
    excellent work man... very inspiring stuff.
  • Topher
    02-09-08
    What a very carefully and beautifully crafted piece of work. Your old WIP thread has been my "how does he do that" refrence head for years now. Glad to finally find out who it is! Love the touch with the slightly offset mouth.
10-10-07

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About the colored versions and the skin shader, that was intentional. I tried an artistic approach on those colored images, like b&w pics colored by hand. These are some renders I did without all those photograph filters. She does look more realistic but I still stick with the stylish ones for pure option: oldtribal_render01.jpg oldtribal_render02.jpg -Kris

  • midnightgreen
    10-10-07
    Hey Antropus, this is probably your most 'human' work up to date. And not just for its realism. Actually I have a question!, I seen some of you other WIP/tutorial threads and you always seem to pay particular attention to Lighing/Composition. I think...
10-08-07

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Tribal Old Woman
oldtribal_001.jpg oldtribal_002.jpg oldtribal_003.jpg oldtribal_004.jpg oldtribal_005.jpg oldtribal_006.jpg oldtribal_007.jpg These are some renders I did without all those photograph filters. She does look more realistic but I still stick with the stylish ones for pure option: oldtribal_render01.jpg oldtribal_render02.jpg Hi, long time away from posting but I'm always visiting the forum and checking the great works posted. I recently participated of a workshop about old people at CGTalk. Unfortunately I could not finish my entry by that time (actually, it's not completely finished yet either, but closer). I spent some more time on the model over the weekend and came here to share it with you. There are still work to do but right now I'm just resting a little before I can finish it. Some details: All modeling done in Zbrush (Maya for the base meshes). All textures were hand painted, except for the cloth patterns used as bump and transparency maps for the clothing part. The model has about 20 million polys in Zbrush, all layers combined. Since the intention was to create a portrait, I didn't care much about displacement maps. What I did was to bring medium resolution meshes to Maya and then used normal maps to get the final detailing. Everything rendered with Mental Ray. If one day I decide to animate her, I still have all the subD levels in ZBrush and the topology of the low poly meshes are ok for animation (good on the face and articulations, ok for the rest). Apart of the color correction and photo filters I've created, there are no touch ups on the images. All visible details are geometry/texture. I hope you like the progress so far. -Kris

  • alonso varela
    10-12-07
    Muy bueno amigo, muy muy muy bueno!!!! Kris MASTER piece!
  • andrew_ng
    10-23-07
    Hi! I just wanna say that she looks awesome. Thanks for sharing your work with us! Btw, i just checked out ur webbie, and the Tribute to Dali WIP looks awesome too! Its very promising of a masterpiece :-)
05-20-07

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Thanks guys Here's an update. A little scene showing Marty and "Abby" marty_brain5_76.jpg Sepia fun: marty_brain5_72_BW.jpg Hope you like it. -Kris

  • Elixir
    05-20-07
    Great work Kris, as usual. I love the model. Who doen't love Marty feldman? What a great tribute to a great movie. You and Rick should do a joint effort with his Monster and your Egor. Now who can we get to do a model of Dr. Frankenstien? ...
05-15-07

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The invisible Marty!!
marty_cloth1.jpg marty_cloth2.jpg Ok, this is a new model completely built from the scratch. This is the "invisible Marty". His face and hands combined number of polys is 999.000.000 using HD geometry because I was afraid to make my system unstable if I go up 1 billion polys. There are about 30.000.000 wrinkles in his face alone. All of that to prove that the HD geometry really works as you can see... or not Nah, not really. Marty is not there. Those pics are just to show some progress on the clothing and how the pieces are coming together. Hope you like it so far. -Kris

  • iatriki
    05-15-07
    Oh, it's so dense that it has become invisible....like a black hole...