Hi Mike Nash your hard surface work is fantastic! The model is so detailed. Where did you get your inspiration from for this piece? Great work keep it up mate.
Thanks a lot for the kind comments guys
Attachments
ridiculously good
Very cool design sir! Interesting workflow too, and superb rendering as usual!
Mike, I have to ask; Do you use the XSI default keyboard layout or do you have a custom one set up? I absolutely love the features of the program especially being geared so much toward character creation. However this is my third attempt at trying to get familiar with it and it is just SO difficult. I’m to the point of just customizing the whole keyboard layout but still keeping it’s core features (ie: not using the Maya & Max defaults either).
haha, would love to see the UVs… must be a nightmare.
I don’t see any sense in making this haha, it looks great but you could be over with it in a few days in max or such. Just something to think about when you’re talking you haven’t got what it takes for a talent visa, I doubt someone will think “wow he does this in Zbrush and takes him a month to complete it, so we must have this guy on our team”
cherub_rock - I’m not sure what your on about, It’s concepted in zbrush and the final is built in XSI.
A lot of mechanical work like this takes sometime to do.
There was mention you can’t get a talent visa in this thread eariler. And I pinpointed that. A month for a robot head probably isn’t what the studios are looking for. Sorry if I’m being rude, no intention. Let’s get it straight, I love the design and the job you’re doing on it.
Awesome!
You are up there with the top dudes in Zbrush, I think people dont realize you probably do other stuff at the same time
cherub_rock lol thanks
A studio would never invest the time into making something like this unless it’s for something major, some studios take half a year to get one character right. Hero type characters take a long time to develop.
I’m also taking my time with this and redoing things to my standards, I can take my sweet time with this, so it doesn’t represent an in house work speed.
Maybe you should try doing this and you can get back to me and let me know how long it took you lol.
Ares1979 - Thanks for the original msg man, sounds better
unedited. People will always try and knock you back, that is why
I usually don’t post W.I.P posts, since you get msgs like this
that waste my time haha.</pre>
Total stunning work Mike, as I stated already earlier! Top notch and I love the design.
About design, modeling and time. I´m a professional industrial designer and so I do hard surface stuff on daily basis. I so know what an effort you do here and as I´m an XSI as well as an CAD-Programs user, I more than most other people understand what you invest here.
Love every update of your work and please don´t stop to post WIP stuff, cos it makes forums like this rich and there are still people who have knowledge and comprehension in these things.
Thumbs up man and keep pushing those polys
You are just flat out hating for no reason. His stuff blows yours out of the water so maybe you should learn a bit instead of just dropping harsh opinions out of nowhere. There are ways to say what you’re saying with out being rude.
First of all, If you think (for example) that the Iron Man suit was created in less than 1 month then I want what you’re smoking. It’s a team of guys and several months. Things take time when you’re not developing for the playstation. Hell, Mr. Incredible took longer than that. A lot longer.
Also he’s doing it in his free time. Not the same as production. (obviously).
To put it in perspective he posts this quality of work and you post this.
http://www.zbrushcentral.com/showthread.php?t=70733&page=67&pp=15
Maybe ease up a bit.
Hello Mike, I also use this technique to a year and for me it is very valid, I think in my case I can block it better and make the changes quickly change the course of modeling when needed especially in inorganic modeling concepts as their congratulations loved the model! Fantastic!
Very nice design. Lots of interesting detail, but also enough simpler areas where we can rest our eyes. I think you struck a good balance. Well done
Hey Mike,
this is absolutely stunning.
About the studios, of course it depends on the industry, is it film, commercial or game?
I’ve worked several years in the commercial industry where everything has to be rushly done, on the other hand, sometimes we had weeks for researching. And in Games, on Crysis 2 we’ve spend weeks on each characters, so I don’t really get cherub’s post.
Maybe you’ve manage this in 2,5 weeks in a studio with a lot of overtime, but as I understand it’s a freetime project where the artist should enjoy the work process.
This is not only great modeling, but great design as well!
I bet the design and experimenting took most of the time. Also in a production environment with his full attention dedicated to it, he can probably whip all this out in a few days. assuming all the concept work is handed to him.
Quality is definitely more valuable than speed or quantity; and this WIP is a lot better than many finished works on this forum.
Your hard modeling style and technique is officially one of my reference for modeling along with the works of Alessandro Baldasseroni and Fausto De Martini, i’m learning a lot just watching at your wireframes so keep up the good work!
Maybe you already know, but the space marine gallery page on your website doesn’t display correctly
Have you made any more timelapse videos? Its fascinating watching you work from what I have seen.