I started the making of thread in CGTALK.com. For those interested you can go to the messiah forum or click this link
http://www.cgtalk.com/showthread.php?t=200732
Cheers,
I started the making of thread in CGTALK.com. For those interested you can go to the messiah forum or click this link
http://www.cgtalk.com/showthread.php?t=200732
Cheers,
…Infernal…nothing more…Yeah…!!!
That’s pretty cool work there Tony. Messiah looks to be a bit easier to setup than Maya, as far as getting the displacements to work. After seeing Taron’s work with Messiah, and yours, I’m pretty tempted to give it a shot.
I didn’t want to post in the thread at cgtalk, because I didn’t want to interrupt your thread. But I really appreciate you sharing your techniques.
THis is an incredible example of the tools and quality available to the home user. thanks so much for the posts and the inspiration. Looking forward to seeing those facial bones in action, Curry’s preformance will be a style to capture in 3d
the possibilities.
Amazing work! It cracks me up cause i just bought a lord of darkness toy last night. http://www.spawn.com/toys/product.aspx?product=1578
Tom
I must say that tjnyc´s model has much more likeness with the original than the toy from that from www.spawn.com. There has some time gone by since i whatched that movie, but im sure abt that the toy has a thinner appearance, it looks cool, but it goes away from original.
What i want to say (again) is that tjnyc really did a great job, also - and especialy with preparation and research. I only can say: Tjnyc, thiis Artwork arouses my admiration in you.
The funny thing is that I had an idea some weeks ago, whose base has some similarities. I wanted a full body character with high detail. So i splitted the model into different parts via polygroups after some basedetail was added. Then i saved every polygroup (head, body, hands, legs…) as single models. Now I was able to give every part a quite high polycount. Since every part keeps the old pivot from the complete model its eays to get all parts back in place where they belong. Just by placing the complete one (with low polycount) as i want, placing a marker and then placing all parts at that marker. That works really well and i can still have the benefits from ZBrush features like layers, fibre, cavity, materials ect… (although i must state that the messiah renderer seems really cool)
The basemodel looks like this:
and here is a link of an actual WIP where i brought all parts (if finished or not) together again.
Hope you like it. I will have to work very hard if i want to reach your skill one day… I love your accuracy!
btw: grats for that tutorial on cg talk. You explain things with a very efficient and understandable speech.
greetings
froyd
your image need a new thread.
Impressive character Froyd.
tjnyc: No words for your work, it´s really awesome. FANTASTIC.
Can you make a zscript not from your model but one more simple that ilustrate the procedure:workflow… poligroup…pivot…marker?
Thanks in advance
Andreseloy
…image Froyd
Pilou
Wow that is just amazing… one of the coolest devils i have ever seen
This character is amazing, and so is your workflow. I would like to see the base mesh before the wireframes that you showed that seem to be subdivision leevel 1.
The making of post a cgtalk is fantastic. One of the best tutorials on a workflow i have ever read. Very thorough!!
Thanks for all the time you spent putting that together!!
Thanks everyone. My next project should be a little more interesting.
Cheers,
right. I’ll bite…give us a hint.
A nice good, hard hint.
Well, it is going to be a technical animation demo of sorts. Still relying on mutli-displacement, but also Taron’s textureDeform to do some effects that will(I hope) show off some very interesting utilization between messiah and Zbrush for displacement-texture transformation animation. I did some testing while I was working on LoD that just blew me away as how simple and effective I was able to do some pretty cool displacement effects using Zb and messiah. Right now I am doing the prep-work and planning the project. I can say that what I am working on right now is far more ambitious than what I did in LoD, almost to the point were the multi-displacement LoD was just a warm-up for what I got on my plate now.
Cheers,
Are you planning to do an overview like you did with LoD? I’m sure there are a lot of people who would love to see that.
Can’t wait to see what you come up with.
I think so, but I haven’t decided on that yet. It will require some planning, since there is so much more going on than what I did in LoD. I look back at the prep-work I did for LoD, it is nothing compare to what I have for my current project.
Cheers,
I understand that completely. Good luck, and have some fun. We’ll patiently wait to see what you come up with.
I couldn’t belive tim Curry played darkness. I was impressed with him (about the only thing that I was) and I am so impressed that someone made him. I know you made this a while ago but is one of my faviorites I just had to say so. Thanx for sharing.
Very inspirational…nicely done!