Your skills is really impressive! Very cool masterpiece! Thank you for the making and i must say, very nice presentation of the making too! Its always awesome to see an artist put so much effort to the smallest details! Congrats sir!
-Fabian
Your skills is really impressive! Very cool masterpiece! Thank you for the making and i must say, very nice presentation of the making too! Its always awesome to see an artist put so much effort to the smallest details! Congrats sir!
-Fabian
looking cool man, i like the overall proportion, shapes and muscles definition.
WOW!!! I can’t stop looking at your “No More Wine” piece, its simply amazing, so much well crafted elements in place and thanks for the workflow tut. Love your other works as well, very inspiring.
Love the tutorial, and layout of it. Very nice presentation. This scene assembler job sounds like fun. I was debating on becoming an animator, special FX makeup or 3d sculptor/modeler. Now I have another carear path too…
Btw how did you go about using the cavity maps? I have trouble figuring them out.
thank you simon for the links, I really appreciate that.
well, al lmakes sense, but the only thing that didn’t work perfect, is teh displacment mapping like in the tutorial you have linked to:
http://www.zbrushcentral.com/zbc/sh…1915#post471915
first of all, I thought I could use the displacment map on the lowest level of my mesh when using mental ray… in this tutorial, he uses also a high res mesh with more than 200.000 polys…
I can use a low res mesh + displacement in vray and it works perfect, but I couldnt’ get close with mental ray… I followed the tutorial but never could get any good result… sometimes it’s to thick, sometimes it breaks up or gets to thin…
you wrote in this thread previously, that you had also troubles, so what was your solution ?
you got some real nice works!! love all the renders!
Great work! Really!
“No more wine” now is on the desktop of my pc in office.
Now I’ve a problem: all my friend says: Why you cant make a job like this?
inspirational work mate…very professional…learnt alot from ur thread
Awesome!
Hi,
We have speaking to “Dam Standard Brush” but I don’t find for download this brush tool.
Somebody could give a link of this tool.
Thanks.
Thanks you all for the comments ! i could not post a lot of things these times but i will be back soon with a lot of news!
you will find the Dam standard brush on this page
http://www.zbrushcentral.com/zbc/showthread.php?t=57944&page=6&pp=15&highlight=matcap
cheers and happy new year !!
Simon
awesome…, im following your tut and i just wanted to thank you because i learned so much from your tut…
and i wanted to ask you if you’ll be doing a tutorial on painting and importing to max and rendering techniques…
and how did you unwrap it… i had to use zbrush auto mapping…
Hi 123Mike !
the tutorial about polypainting is coming soon for the rendering step in max it’s not on the list so far because every 3d scene is different for lighting and shaders, but we’ll see i’ll try to give advices about that in the texturing tutorial
For the unwarp, i did one with unfold , but because of a mistake durring the process i made, i lost it ! so finally i used the Zbrush automapping on a mesh with a bunch of polys… but it worked perfectly ! you would never believe me if i show you the map
Hope it help !
simon
ps: tomorrow i’ll postnews and speed skulpt over here !
Thanks for the fast replay, i wasn’t really expecting you to answer this quickly but yet again you surprised me…
im looking forward to the polypaint tutorial and the tips on the rendering in max because mental ray is hard to learn by your self…
btw
How many polys did you use? my pc cant handle 10.000 mil polys, it can but after 20 min it could melt in to the ground…
ps
can you post that uv map thats soo unbolivable
heres what i’ve done so far… it’s not much but it’s a start
Hey really cool stuff man… Like the concepts,very good renders too…
just had to say that its not my idea, all the credit on that goes to Simon Blanc, all the renders are in zbrush except for the purple dud, he was just a test in vray and has no details on it…Im redoing him again i didn’t like how it looks but the new version is a lot better… heres how it looks now… in the base mesh afcourse
hey simon!
brilliant work. awesome.
the little crab guy. sorry if its a silly question. how did you get the final render?
was it a case of producing all the maps, then applying them in max one by one (or all ot once), rendering them out then composite them in photoshop?
if it was all done in zbrush, how to you display the cavity map, for example, on the model so i can render out each scene?
thanks!
tom
p.s the style you use on your busts remins me allot of the style used in disney’s hercules
No post since a lonnng time… but that doesn’t mean i don’t Zbrush !!
I’ve sculpted a bit these last times when , half an hour here, an other half there … so finally it’s a lot of unfinished projects … so far !
So as many of them are never gonna go farther, i wanted to share with you these “not yet born finished” projects
Here they are!
tshenton : for the render i used 3ds max with mental ray, with a sss shader
Take a look at the making off no more wine at
http://www.itsartmag.com/features/nomorewine/
I think it should help about the workflow i used !
if you want to have the cavity displayed in all your zbrush renders, you can calculate it with zmapper, and then apply it as a texture to your object so it will be displayed all the time , an other way would be to select by cavity in the right menu , so you’ll have the cavity masked, so darker ^^
Simon
some nice new shapes and idea,hope to see some finished piece soonsmall_orange_diamond
I love the duck! Awesome idea Simon:D