marvelous clay character
Clay face is awesome! I think he should be made into a full character, great potential.
Thanks, guys! Clayface seems to be popular.
JasonâThanks! Iâm a big fan of the Dini/Timm Batverse.
pizâThanks again!
LilâsisterâThanks! Nice having you drop by.
nightwoodwolfâThank you!
womballâThanks! Iâm thinking about it.
In case some people arenât actually familiar with Clayface:
http://en.wikipedia.org/wiki/Clayface
(heâs not my character)
An Ivy concept. Wasnât too happy with where this was going so I hastily finished. Probably around 6 hrs (maybe why I got tired of itâŠ)
I think the final touches helped though (I continued to sculpt it after I laid in the base colors). I reused a rose I had made tooâŠ
wow,great! o live the last one
Alex Oliver
I like ivy. I really like all of your comic book models you have done so far. keep up the good work.
Very nice!
alexleia: Thanks! Itâs great having you stop by.
Seavannah: Thanks! I love the characters so itâs been fun and challenging.
piz: Thank you!
I have to join the camp that likes your version of Clayface But I think Ivy is your best of the thread yet, she really has character, âŠI just saw her hair is a rose, nice addidtion
.
Iâll keep visiting this one
Bimm
M-M-M-Masque!
Just part of something Iâm working on. Probably wonât be finished for quite some timeâŠ
Well its a nice start for whatever its going to be;)
her neck and collar bone is lovely, seriously beautiful.
Looks great Buddy! Very good!
Thanks, spaceboy412! Itâll probably end up a bit freakishâIâm aiming for a dark/gothic feel in the final piece.
Thanks, piz!
Thanks, Bimm the Stone! Sadly, I doubt Iâll be updating this thread regularly anymore.
A Tribal Chief!
This is just a silly character I made using a GroBoto mesh created by Darrel Anderson.
The next GroBoto will be able to make Unified Meshes from very complex geometry, which can make some really interesting base geometry to sculpt from.
You can check out a preview of the feature here: http://www.groboto.com/Exporting_GroBoto_3.html
And in this thread: http://209.132.96.165/zbc/showthread.php?t=60734
Thanks for looking!
youâve been getting better at an impressive rate for a long time and nothingâs holding you back! iâd say youâre a zbrush master, hands down. thanks for sharing your inspirations and aspirations.
another great piece, is the base mesh that was made displayed here? all i see are the shapes that were put together. i can see how this type of modeling could lead to more interesting and creative ideas, its much like sketching out doodles and then trying to make something of it, a way in which iâve always loved to work.
how does this compare to zbrushâs unify function, pros and cons.
smokebox46and2 â Thanks! Youâre too kind. I always feel I have quite a ways to go.
spaceboy412 â Thanks! I really liked your giraffe lady at 3DTotal, btw.
The base mesh is the funky shaped thingâthe GroBoto unify is kinda like a super-boolean so it retains all the sharp edges of the mesh, whereas ZBrushâs unify is kinda like wrapping a blanket around the object.
The GroBoto unify does result in all triangles though, so the mesh looks pretty crazy and ends up sculpting a bit differently. You can see examples in the pictures below. After the first subdivide, everything will become quads but many end up having more than four edges, resulting in a sort of âbuilt-inâ texture when youâre sculpting. I actually found it interesting thoughâkinda like painting on canvas; I loosened up a lot more.
There was a strange bug which kept cropping up that I think might be the result of using an all triangle mesh in ZBrushâevery now and then, after changing subdivision levels and/or hiding/unhiding parts of the mesh, almost every other vert became masked, like in the bottom pic. Itâs actually an interesting distribution for masking and I toyed with it when polypainting but it definitely needs to be watched out for.
I should also mention that you can make ZBrush automatically merge some triangles when importing an .OBJ file but I found that the resulting uneven distribution of verts with more than four edges actually made it more annoying to sculpt. With tons of crazy verts at least the âtextureâ is more even.
hey marsyas!
very intresting stuff youâve done with this last one. really like the texture job.
that ladys head you posted earlier on, is my favorite, though.
-r
Hey Marsyas! I love everything you have done here!!! The Tribal Chief is SOOO nice!!!
Hi Marsyas,
Very nice. Thrilled that you are diving in and playing with our test meshes. Thanks for posting this, and for your observations, and answers to the other members questions.
a bit of follow upâŠ
Right, our unified meshes are âawareâ of the actual features of the source model, and can better maintain all aspects of the topology when unifying the elements into a single mesh. That also means that we will be able to go further â like offering the option of converting those perfectly sharp edges into perfectly rounded or beveled edges. ZBrushâs Unify function can be pretty destructive, especially with highly detailed/fine-featured GroBoto models. ZBrushâs Unify has a nice blobby/organic feel. So the advantage with the GroBoto Mesh comes from the fact that you can always â more selectively â create those organic effects afterwards , but you canât recover the details once they are lost.
This is the first iteration of this mesh code. By the time we release, it will produce somewhat cleaner meshes with fewer âsliverâ triangles and such. All verts will be properly welded. Ultimately, we may be able to go straight to quads.
We will keep everyone posted as we progress. And again, anyone interested in playing with our sample meshes, please contact me directly.
Darrel
Here are a couple more raw OBJs⊠The âfracturedâ interior of the door is a good example of the hi-fidelity detail captured by our system.