Hey guys: to all of you who have given me your praise, I truly thank you again. I’ve had a lot of guidance along the way, and it’s my pleasure to pay it forward with the model download and tutorials.
-Storm-
Fredi! Thanks bro. It finally came together. I’ve been keeping up with your stuff! Love what you’ve been doing lately.
gabo1991
Paul I really can’t thank you enough, you know I will. Can’t wait to get my hands on 64 bit
twf152
Below are dl links for the lightcap & background image, and max file with the rig. As far as the complexity of the rig goes, I only really spent time on areas requiring proof of concept. The rest of it was just sort of roughed out and linked to the biped. The feet were a little tricky too. If I was to actually rig this for animation, there’s much I’d do differently. But for what I needed, it did the job. I’d love to hear ideas from others on what way they think would be best to fully rig this guy.
As for your Zdepth question, BPR doesn’t have an option (that I know of) for exporting out whole zdepth sequences from the timeline. Just for stills. And yeah I probably could have used the flat material, but I was so involved with tweaking the basic shader settings throughout the project that I guess I was too lazy to do the simpler thing lol. If there is a proper procedure for exporting Zdepth sequences from BPR, I’d love to know it.
Lightcap
https://www.hightail.com/<wbr>download/<wbr>UlRURkJkQ1IwZ21VbDhUQw
Rig
https://www.hightail.com/<wbr>download/<wbr>UlRURkJkQ1J6NE5BSXRVag
TanTeckWeng
Such a great compliment, thank you so much. I’m fascinated with with filmmaking from writing, to art direction, to directing and it was a ton of fun trying to inject a little more drama and atmosphere into the animation to make it more like a teaser trailer rather than a straightforward turntable.
protonium
As an avid top row fan, THANKS!
strob
Strob I’ve loved your iron baby for a long while! Thank you! I lost track a while ago exactly how many parts this beast has lol And yeah, it was a long process getting it to the level I wanted, but I learned a ton that I plan on applying to future projects, so the rewards are two-fold. Yay fanart
Malin
a.) Find a great teacher if you can b.) Learn to love brutal criticism c.) Work your f***ing ass off
Seriously, I’ve been crazy lucky to have some of the best in the business as mentors, and with all the time and guidance they’ve given me, I’ve tried to repay them by listening and just getting better. With this war machine project, I treated it like I had been hired by Marvel. I put a lot of thought into how to elevate traits of the character I found appealing by injecting verisimilitude. If you’re just starting out though, I’d say just have fun for a while and get comfortable with the software until it becomes second-nature. Focus on making really cool simple things. Then gradually increase in complexity. Like if you’re modeling a head, be sure the basic proportions are perfect before adding things like eyelashes and skin pores. All the detail in the world won’t save a piece with a garbage foundation. Also, when it comes to original design, one of the best pieces of advice I’ve ever received was that I should just get interested in everything. Learn as much as you can about literally everything (science, politics, religion, history, engineering, love, friendship, everything.) Adopt a mindset for critical thinking. For one thing, you’ll get smarter. But what I’ve also found is that the more curious I’ve become, the more ideas I get. Hope this helps. If you ever need any critique or other tips, shoot me a PM.
johnchen
Thanks! Yeah I was a little apprehensive about doing a VO tutorial vid at first… but I loved making it and hope to do more. I’d love to get involved doing tuts professionally on the side if that’s an actual thing.
Chief71
Thanks chief! I’m raring to go on original stuff. It’s fascinating to have a toy industry professional’s perspective. It’s funny- years ago Mcfarlane Toys contacted me after viewing online a physical bust I did of the Joker. They had me do a test sculpt of a hockey player’s head and glove in a wax material I had never used before… Didn’t get the job lol. Aren’t most toys designed in CG and 3d printed these days?
Joel Gafford
You’re welcome! I had no idea how to hard surface model when I started WM. My fiance will tell you how stubborn I can be though, and I just sort of stuck with it in my spare time and learned what I needed to learn in order to match what was on the screen to what was in my mind. Kinda had to if I wanted to make a living doing this kind of stuff
Cuvey
You callin’ BPR improper? I could have used keyshot but I was curious to see how far I could push it in Zbrush.
And yeah good question about my reel… That reel is from a four year senior staff tenure at my first studio gig here in NYC. I was hired in 2007 presumably as a character artist based on my first zbrush image. I was self taught in Zbrush 3.1 enough to make a bust, but that was the sum total of CG skill I had at the time. Characters ended up taking a back seat to keeping my job- cutting my teeth on the tools and projects of the studio and learning how to live in NYC. As it turned out, my employers were really just looking for young talent to help execute their brilliant, abstract, design visions. Cool characters- not so much. Four years later, I had an on-the-job CG education which I’ve been able to carry over into my personal projects, and a demo reel of particles and stuff lol. Well it’s 2014, I’m now a freelancer, and I want to get back into character art with a vengeance Hope that answers your question.
Thanks again everyone, catch you all later