ZBrushCentral

THE RiSiNG (eva 01 head)

Haha, that’s crazy! Sweet stuff Seb. Gald to see everything together.

Have you thought about splitting it up when you do the 3d print, so you can disassemble it? This way the interior would be visible. A metallic finish will work nicely on it.

It sure is crazy, I’m glad that its all documented here on ZBC.

Please tell us this is going to be a resin Kit some day.
the detail is unparalleled to any evanagelion kit I’ve ever seen.
freaking off the chain man ! :grimacing:

AWESOME!

and a great learning tool for hard surface modeling success

Looks awesome. Can’t wait to see the print! :+1:small_orange_diamond:+1:

that’s insane!!! that’s amazing :grimacing: . very good job :+1: :+1: :+1: :+1: :+1:

Totally agree. Although, it’s kind of a styalistic thing I guess. One thing Jordu taught us in a class I took was that every piece benefits from areas of rest, where there are swaths of flatness, smoothness, or simplicity that offsets the busyness or wrinkles, or greebly techy stuff.

On the other hand, we are looking at close ups of bits n pieces right now. Perhaps when everything is done and in place and seen as a whole this won’t be such a problem. Either way, I bow to the technical craftsmanship that went into this amaaaaazing piece.

Seb, you are… CRAZY!! :smiley:
There’s more detail there than any single render could ever show.
Awesome work! Very inspiring…

Now, I DARE you to model Shinji’s pod with all the internal mechanisms AND him inside it! Then you can render it assembled with the EVA 1 head. Of course, we’d not see Shinji in the picture, but we would KNOW he is there! Hehehe… :wink:

Ok, seriously. Jokes apart, I am looking forward to what you are going to do color-wise with this baby!

Congrats man!

ok, you overworked it a bit, but dammmmmmmmmm, this is instance top row.
u put a lot a effort in this, it shows right away…and personally I been waiting for some time to see all the parts put togheter. :+1: Bravo :+1:

A little more complex than Berrocal :wink:

A friend of mine offered me The Manolete a long time ago.
Cost a fortune !!!
But its outstanding …

Hey, thats very cool Pilou… First time I see this… Very nice…

amazing

Awesome work Sebcesoir! Very inspirational and so much to learn from this thread. You mentioned 3d printing, any update on this?

I hope you dont mind a question. It's about the base mesh from max and subdividing this in zbrush. The short version. I would like to know how you get the basemesh from max subdived in zbrush so that you get the nice 'soft hard edges'. The longer version. As far as I can tell from the second image on the first page of this thread, you have not added extra edges / loops in places where a hard edge is going to be. The (in zbrush) divided geometry still has hard and softer edges. I tried several things to accomplish similar results, but no succes. Then I found you could use an importer that uses smoothing group information for creases. I tried this as well and this comes close to the image you put up, but some essential things are going wrong with this (at least for me since I dont know any better:) The following image explains .. <!--[attach=189549]zhsm_subdiv_01.jpg[/attach]--> 1. I made a basemesh that kind of looks like the one you made in max and assigned smoothing groups. (I am quite sure you did this without the smoothing group thing, just posting this because this got me closest. I also tried without the smoothing groups, but this does not even get me close to the desired result) 2. Here you can see the creases it adds when using the smoothing grp importer. I didnt see those extra edge lines (blue arrows) in your images, therefore i think you used a different method to subdivide.
  1. Now this is where things go wrong in my opinion. If you compare this to the divided geometry of yours, the hard edges are way too hard. Now the only way I know how to fix this is to go over these with the smooth tool, but there must be a (way) better way.

    4. Image taken from Sebcesoir (page 1 of this thread). Geometry has nicely rounded off hard edges. If you or anyone can enlighten me, or point me in the right direction,would be great. I am realtively new to zbrush so not too familiar with all the tools and possibilities of zbrush, but this seems kind of essential for hard surface modeling / detailing in zbrush.

awesome as usual!

Crazy detailing! Very nicely done Sir :+1: :+1: :+1: :+1: :+1:
We could all benefit from another tutorial from you I think - please :smiley:

I wouldn’t say this is overworked. It seems like a lot of detail from our perspective, but if you were small enough to fit inside that EVA you wouldn’t think it was detailed enough.

I respect the completist approach, and I think that detailing the inside is perfectly acceptable considering he can essentially render out what a “real” EVA would be like inside and out.

I think that some are missing the approach he is taking. This isn’t for a low res game model or a stunt shot in a movie, it’s his take attempt to make something he is passionate about a reality, and I find it amazingly impressive.

Cheers,
holto

awesome work indeed! absolutely insane!
@kodama: have you tried to import the obj with smoothing groups, subdivide once or twice and then uncrease all the geometry (shift+uncrease)? this should work

Sebcesoir: you’re doing everything I wish I could do on this piece… hardsurface wise.

I can’t do nor have the knowladge to do half of what your showcasing here…

Do a tutorial and I’ll buy it lol!

WOWIE! Amazing! This is very helpful, thank you:sunglasses:

MAKE A 3D PRINT OUTTA THIS!!! and give me one HAHA:rage: