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3 Dimensional Chat / z brush works, Q & A's, free models and tutorials

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Mazz426
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Posted: 15th Aug 2010 21:31
laz, you know if you post a ticket on the pixologic support section saying that you have version 3.12 they'll maually send you the update

lazerus
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Posted: 15th Aug 2010 23:03
Its not so much that, as its the student version, you cannot upgrade for free, and requires the orginal installer disc where as i have the installer package used for installing on off network machines. Its a mass license that has to be updated through the network as i cant do that or do i have proof of license i cant update.

If i get time ill swing by my old teach and harass him to pact it the upgrade in a self installer for me. As of now im just about ready to start my project

Mazz426
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Posted: 16th Aug 2010 00:31
well i hope you manage to get him to update it, heres another update tell emwhat you think



lazerus
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Posted: 16th Aug 2010 01:21 Edited at: 16th Aug 2010 01:25
A quick crit, ignore quite a bit of the sketchy and breakdowns, just helped with ratios. Its pretty dam good anyway, my anatomy might be a little off but here you go;



Most of it is superfical changes to the poly flow to make it more usable at higher sub's and a few ratio changes like the hands and pecks, Plus the ass needs more of a roundness in stead of the strange flat run off. Another poly loop should sort it or even re managing a loop to make a flat surface on the cheek could work.

Looks really nice though cant wait to see this finished

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Mazz426
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Posted: 16th Aug 2010 12:59
thanks for the crits laz,its looking to me like you're gonna be the only one to use it based on the posts
the adjustmants you've made all make sense excluding the hand, its actually in scale, a lot of the topology layout has been chosen on my part to generate a smooth sculptable surface at higher subdivs whilst also maintaining enough of the form for me to be able to easily desipher where what should go, the ass does round itself off once its been subdivided, here's a shot illustrating what i mean



i will however adjust the pecks, bringing them out a little more will help define the shape even further at higher sundivs, thanks

lazerus
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Posted: 16th Aug 2010 15:08 Edited at: 16th Aug 2010 15:14
Im just having a bit of fun mate Though i will probably be playing with this alot
That an i need to work on my critising skills alot more, so im following a few thread here along with other peoples work to crit on. You just offer the greatest range of organic designs

Im sure many a people will be using this base in sneaky sneaky lurker mode. Do you frequent poly count often? Im under Lazerus Reborn if you want to add me, i can harass you over there aswell then


-Asteric has some great hard-surface and gun models so ill be crtting his gear when i learn alot more on the structures and layouts.

So yeah ill be critting everynow and then when i can

Mazz426
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Posted: 16th Aug 2010 17:45
here's another update, done the feet



Mazz426
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Posted: 16th Aug 2010 21:25
here's the finished base, its been posted in the model database, so go and get it downloaded, here's the final result.



Mazz426
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Posted: 17th Aug 2010 01:51
heres what i've used the base for so far, let me know what you think



David Gervais
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Posted: 17th Aug 2010 13:28
Hi Mazz,

looks great except the toes on the feet. the toes on most feet I know tend to curve down towards the little toe, (getting slightly smaller) the toes on your model seem to be all the same length making for an odd flat shape.

if you are not sure what I mean, look at this sample of footprints..



Cheers!

Mazz426
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Posted: 17th Aug 2010 14:34
thanks for the diagram daivd, they really helped, heres an update, fixed the feet and blocked out the general shape of the head along with a few minor changes to areas that were bugging me



lazerus
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Posted: 17th Aug 2010 14:45 Edited at: 17th Aug 2010 14:45
Looks excellent mazz, I might start playing with him as a lead in to aberos project

An i did read the read me

Mazz426
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Posted: 17th Aug 2010 14:59
thanks laz, glad you read it, looking forward to seeing what you do with it

lazerus
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Posted: 17th Aug 2010 15:28
Bigg add really needs to organise that thread ;D

Ehh its not that bad yet lol

Mazz426
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Posted: 17th Aug 2010 18:49
not really sure what that post means, anyway here's another update, took the advice of someone off of zceneteral and i used an anatomy book i bought on holiday to help me, tell me what you think



lazerus
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Posted: 17th Aug 2010 19:19
The biceps could do with a little added definition but it is looking very very nice

As for the other post;
I started writing half way through my thought >_<" I was meant to say//

Nice addition to the data base, Bigg add really needs to organise that thread ;D // since the contents have not been updated in a while//

//but //Ehh its not that bad yet lol

// I do it all the time but normally rewrite it in the edit. sorry lol ^__^"

FrozenCore#6
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Posted: 18th Aug 2010 22:39
Nice Work

Tho I Agree With David The Toes need fixing

Mazz426
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Posted: 19th Aug 2010 13:49
thanks for clearing that up laz, and thanks frozencore, the toes are proving problematic, its nothing major, just something i'll have to bare in mind for the next model i make using it, anyway heres an update on the head bust, i've spent the last day or two getting used to some of the new features, i still have a lot to do but i'm getting back to where i was as far as knowing what this and that do, anyway heres a front and side view, you can't really see many of the small changes ive made but you can easily see the adjustments to the eyes, i always thought there was something wrong with them, they were too small and the upper eyelid stuck out too much, i've given him a more natural smile, its still not symmetrical and im gonna keep it that way, anyway they're the main changes, tell me what you think



Mazz426
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Posted: 19th Aug 2010 19:30
was also testing the new spotlight feature today, its used to streamine the texturing process, i decided to retexture an old model, tell me what you think, i used the image of a shark for all of this



FrozenCore#6
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Posted: 19th Aug 2010 20:10
NICIIICEEE!!!

Tho The Texture Is The Same On Both Sides ..
U Should make some edits to make it look more realistic.

Other Than That I Think It's Pretty Awesom

Pbcrazy
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Posted: 20th Aug 2010 01:45
I can totally see the shark, that's really amazing work there Mazz!
Mazz426
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Posted: 20th Aug 2010 20:59
here's another model i've really made for further spotlight practice, i dont want to produce poor results whe i get around to texture the head, i also tested out a zbrush render technique involving 2 lights, an SSS shader and a flat colour render, tell me what you think



DarkJames
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Posted: 20th Aug 2010 21:15
seems like some sort of fish... or a hand..

still, i like how it blurs towards the camera, but i can see some contrasts, acting like shadows below the pointy things

Mazz426
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Posted: 22nd Aug 2010 13:53
thanks, heres some progress on the head, started texturing it, still practicing with spotlight, the photos came out way too yellow so i'll be correcting that later in photoshop, tell me what you think



FrozenCore#6
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Posted: 22nd Aug 2010 14:43
Really Nice ... but

The Colors Look For Like 2D Painting Or So :S
And There Are Some grey Parts at the ears

Anyways .. Looks good Will Be Better When U Change The Material And Lighting .. I geuss O,o

Mazz426
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Posted: 22nd Aug 2010 15:00
thanks frozencore, i literally just took a bunch of new photos in natural light, the previous set were very yellow and fuzzy as they were taken in unnatural light

Mazz426
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Posted: 22nd Aug 2010 19:46 Edited at: 22nd Aug 2010 21:36
im loving the new spotlight feature, it took me less than an hour to rebuild the texture from scratch, i took a load of new photos in natuaral light and i think its one hell of an improvement, i've also been trying out a few colours for the shirt, this one i think looks best so far, let me know what you think



EDIT i noticed that the eyebrows are way to low so that'll be fixed

Mazz426
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Posted: 24th Aug 2010 14:45
started working on a base for a new character, you wont see him from the waist down in the final render so dont worry about the lack of legs, tell me what you think



Mazz426
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Posted: 24th Aug 2010 21:02
wow back to quadruple posts huh
oh well here's an update on the last character post, still working on some aspects of the head sculpt, not much to show though. tell me what you think



lazerus
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Posted: 24th Aug 2010 21:28
You'v got a lovely habit of stealing my future plans ;P

These should be nice for references




Pbcrazy
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Posted: 26th Aug 2010 01:00
Butt-HammerHead with inverted hands? o.0

Looks pretty good! even if it is a bit strange...
FrozenCore#6
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Posted: 27th Aug 2010 00:42 Edited at: 8th Sep 2010 18:37
@ The Head Epic Work On The texture.

Really Big Improvment Goodjob

As For The .... The Wierdo HammerHead Shark SciFi Alien Thingy XD

It Looks Good So far .. But U need Some Work On The hands ... As PB Said the Look Inverted .. // And In Laz's Refrences.. They Look Pointy Not Flat XD

Mazz426
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Posted: 5th Sep 2010 13:49
thanks for the advice guys, sorry its been so long since i posted here, i've been working on a few things and im back at school, and my blender decided to stop working so i've had to downgrade to 2.47, so... meh
anyway i've decided to make a start on a new character, not sure what it is yet, mabey a vampire, i've started with the nose, i always tend to start with the most complicated part, its meant to look skull like, tell me what you think so far, not that you can really say much about a nose



vortech
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Posted: 5th Sep 2010 14:31
How I can import other formats into zbrush. (Since this is Q&A thread)


Check for pure horror.
Mazz426
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Posted: 5th Sep 2010 17:27
zbrush only supports .obj and .ZTL files, most modern modelling programs will export and import in .obj so there really shouldn't be any compatability issues, if you're struggling download blender and use that as a mid point to import your mesh and then re-export it as .obj

Mazz426
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Posted: 5th Sep 2010 18:01 Edited at: 5th Sep 2010 18:02
hey i forgot to post the concept, that was stupid of me, be warned this is a large image

EDIT
a bit to big, its now attached

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FrozenCore#6
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Posted: 8th Sep 2010 18:41 Edited at: 8th Sep 2010 18:43
At The Nose thing It's A bit Too Smooth to Be Skull Like , And The The Inverted V Thingy It's Too Straight And A Bit Sharp At The edges

@ Concept It's Pretty Cool


*Off topic - Can U Post ur Final Results Of ur Models? Seems That Most Of Woot We See Is the Process of Making Them :3 *

Mazz426
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Posted: 10th Sep 2010 20:16 Edited at: 10th Sep 2010 20:17
frozencore@
agreed, wasnt really working i think i'll revise my concept, i dont tend to post my final renders because i simply dont produce any, i dont really like rendering to be honest, however i am starting to get the hang of it so start getting used to seeing some final render images

anyway i started on another head bust, this one will be a lot more correct anatomically as now i have decent references, tell me what you think im going through kind of a feedback drougth right now and anything would be appreciated, thanks



Ortu
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Posted: 10th Sep 2010 20:25
looks excellent, one of your best heads to date I think. I can only say that the outer rim of the ears looks a bit thick and flat.

I think you are probably not getting much feedback because you aren't really pushing new things, just going back over and perfecting old things which have already gotten about all the feedback there is to give.

I'd like to see you try giving him some hair, that's something you haven't really done much on before.


Master Man Of Justice
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Posted: 10th Sep 2010 20:28
This is sort of a noob question but, how would you use just a head model?

would you join faces to the body? or do people just do it to get normal maps from it?

Ortu
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Posted: 10th Sep 2010 20:31
I think he mainly does it for sculpting practice with no real intention of using it for anything.


Mazz426
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Posted: 10th Sep 2010 20:40
thanks for the quick response, ortu, i plan to use 4.0's new hair feature for this model, i agree with what you said about repeating old things but thats how you get better i guess. MMOJ a head like this would maily be used for sculpting practice however most character models today, at least fully clothed ones, nathan drake comes to mind have seperate heads, this allows much more detail when it comes around to facial animation, this is also done as a form of optimisation, if he's wearing a hoodie or a large collared shirt your not going to see his body so not modeling that can easily save, hundreds of polies, if i had the programs i'd happily get animation skills under my belt, but for the jobs im looking at its not needed in any way so that tends to be why i never do aything with my models outside of a still image, that may change though as 4.0 does have an animation system

Mazz426
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Posted: 11th Sep 2010 00:30
here's an update, tell me what you think



Ortu
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Posted: 11th Sep 2010 01:07
looks like heavy stitching, too much separation I think. Eyebrows are much smoother/finer


Mazz426
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Posted: 11th Sep 2010 01:44 Edited at: 11th Sep 2010 01:46
thanks ortu, was in the midst of refining it when you posted so here is the last update for the night, let me know what you think

EDIT
must be tired forgot to upload the image also just thought i'd poit out i've saved two versions, this one and the last so if the hair ain't working i can always jump back



Mazz426
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Posted: 11th Sep 2010 13:27
here's another update, someone mentioned that the ears lacked quite a bit of detail, tell me what you think



Quik
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Posted: 11th Sep 2010 13:33
strongly reminds me of old greece


[Q]uik, Quiker than most
FrozenCore#6
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Posted: 11th Sep 2010 13:44
Everything Looks Pretty Nice except From The Eyes *Woot R Those Things Coming out From The Inner Corners?*

And The Lips Are A bit Flat And have some rough Details in it .. A Smooth Stroke Will Doo good :3


Great Job With The Rest

Master Man Of Justice
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Posted: 11th Sep 2010 14:41 Edited at: 11th Sep 2010 14:42
i think he was trying to achieve this but over exaggerated it.


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Mazz426
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Posted: 11th Sep 2010 16:09
600th post

anyway thanks for posting the reference, it allowed me to grasp how it should be, toned down the tear ducts and added some minor details



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