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

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FrozenCore#6
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Posted: 10th Oct 2010 11:14
Nice Work Mazz

I Think The Top Of The head And The Neck Look To *Human Like* To Fit For The Details In The Face

My Goals:

-Becoming A Pro 3D Modeler For Games Or Movies And Video Editting
Mazz426
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Posted: 10th Oct 2010 13:14
MMOJ@
if it was intended as a joke then that is fine, just remember that tone of voice is difficult to convey in text

camo@
yeh, was in a bit of a rush and i forgot to smooth that area, thanks for pointing it out, didn't notice at first

frozencore@
agreed, it looks a little to human but i quite like that, makes it a bit more relatable, however do you have any recommendations as to how i should change the top of the head?

here's an update, pleased with it so far, not to many drastic changes, just ironed out quite a few areas



Mazz426
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Posted: 10th Oct 2010 15:01
another update



FrozenCore#6
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Posted: 10th Oct 2010 15:54
Actully nope I was hoping that you would have a nice idea

anyways since u want it related to humans then i think it looks fine

As for the facial details good job except for the lower eye lids They seem a bit stretched out

My Goals:

-Becoming A Pro 3D Modeler For Games Or Movies And Video Editting
Mazz426
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Posted: 10th Oct 2010 21:11
thanks frozencore, here's another update



Mazz426
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Posted: 13th Oct 2010 11:21
been working on the texture, haven't done any texture work in quite a while so please let me know what you think



Master Man Of Justice
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Posted: 13th Oct 2010 17:58
its good, but its too smooth.

I dont know how else to say it

Ortu
DBPro Master
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Location: Austin, TX
Posted: 14th Oct 2010 02:59
waxy I think, I kind of get that too. He almost feels translucent. Are you using subsurface scattering? those settings could be causing it.


Mazz426
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Posted: 16th Oct 2010 22:25
thanks for the comments, yes im using SSS but i still havent got my head around it, i was trying to make him appear greasy, any advise of SSS?

Ortu
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Posted: 17th Oct 2010 00:20
Haven't used it much either sorry, working the specular might do better for greasiness, not really sure.


Mazz426
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Posted: 17th Oct 2010 17:29
wel i tried bumping up the specular, did some tweaking on the shadows in photoshop, and generally made it brighter, and tried another one of my SSS shaders, which i think looks better, let me know what you think, thanks



Quik
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Location: Equestria!
Posted: 17th Oct 2010 17:37
well now it looks like metal, but atleast not like wax
hard stuff, those materials/shaders


[Q]uik, Quiker than most
Ortu
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Posted: 17th Oct 2010 20:09
slightly metallic, but I like it. It's interesting. mabye he comes from a world with high levels of solar radiation and this sort of skin evolved to help protect him from his environment.


Mazz426
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Posted: 19th Oct 2010 19:50
it does look a bit metallic huh, thats a nice idea ortu, just trying to make him look a bit more like a cave ceature or something, let me know what you think



and here is a rework of one of my old bases, will probably be uploading this to the database so let me know what you think about this as well



Quik
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Posted: 19th Oct 2010 21:02 Edited at: 20th Oct 2010 00:39
either he is a dwarf, or he is a short human! (the base that is)

i really do like the design of that cave thing, reminds me a bit of a goblin-ish thing =)


[Q]uik, Quiker than most
lazerus
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Posted: 19th Oct 2010 23:40
The turn on the render really adds to the depth of the piece. Great work on it

Though if your keeping that as your final render/ portfolio piece, then just a quick tip. The neck has alot of contrast, the white highlighting on the neck draws your eyes away from the face. A simple hue/vibrance decrease on the neck down, should help the image go the extra mile. Even a gradient of black on ?softlight? should give it a good kick. But yeah its a really good piece.

PrimalBeans
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Location: The sewer.... hunting alligatiors.
Posted: 20th Oct 2010 01:55
Hey I just took a quick glance though this thread... One thing i can definately say is its completely obvious how much improvement you've made over the course of your first post. I really think you have a strong sense of design. I personally am more of a low poly modeler myself and typically model more with function in mind but as an artist in general I think you have a good creative mind for this kind of stuff. No offense to anyone here, and i mean this in the most constructive manner... but it seems that people here like to really nit pick down to the las detail. I think this is constructive and will cause you to do the same when you look at your own work, (a good thing.) but at the same time you have so much confilicting opinions its important to also look at your own work and decide what YOU like about it and what YOU dont like about it. Overall I think you have come along way even since your first post. At this rate youll be doing just awsome work if you keep at it. The one thing there is always room for is improvement. As soon as we get comfortable with what we can do is when we stop improving. I strive everyday to be just that much better then i was the day before...(at art... not much else lol.)

Anyway a bit long winded but good work and good luck
-Ben

Age of Reliks WIP...
Link102
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Location: On your head, weeeeee!
Posted: 20th Oct 2010 22:32 Edited at: 20th Oct 2010 23:29
Wow, that is one creepy face.
Had a little tinker with it. I hope you don't mind.


da2020
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Posted: 21st Oct 2010 12:45 Edited at: 21st Oct 2010 12:48
Nice work man keep it up!
Mazz426
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Posted: 21st Oct 2010 14:01
Link102@ that's a great idea link, might try compining a human eye with a sharks or raptors. thanks

PrimalBean@ thanks for the kind word, and welcome to the forums, sounds like you'll do well here

and thanks quik and laz, i've taken your advice Laz and have tweaked some of the tones and what not, but i decided to do a new render on top of that along with an experiment with the eyes, although now i think links idea works a lot more so i'll probably be changing it, let me know what you think



also here is a quick female mouth and nose study



Mazz426
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Posted: 21st Oct 2010 20:19
decided to start a new wip, gonna take him into zbrush and start sculpting him now, let me know what you think, im calling him 'scavenger' at the moment and im planing on going for a cockroach/ district 9 sort of look



Mazz426
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Posted: 22nd Oct 2010 14:36
back to triple posts

oh well here is an update on the scavenger, started sculpting, pretty please with it so far, obviouslt a lot more detail will be added once i have enough polies to work with, anyway let me know what you think, thanks



lazerus
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Posted: 22nd Oct 2010 16:07
Yo, i really do love painting over your work

They always offer so many different possibilities.

For a scavanger, they'd be oppertunists so they'd grab everything they can at the time.

I went with the snake idea, large meals all at once, little in the way of chewing? but with the jaw discolation like a snakes to eat very large prey.

Its looking good, id like to see the route you take with this

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vortech
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Joined: 18th Mar 2010
Location: Finland
Posted: 23rd Oct 2010 10:11
Me likey.
Very nice sculpting there.
I have just one problem with zbrush.
I havn't realised how to sculpt model in higher polys without that "a" button mesh mode.


Check for pure horror.
And Now with real demo.
Mazz426
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Posted: 23rd Oct 2010 13:18
vortech@
what do you mean by 'a' button mesh mode? posting a screenshot may help me fgure out what you mean

vortech
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Posted: 23rd Oct 2010 19:21
Sorry, no screenie currently. But there left side options are subviding mesh. And there reads press "a" to enter mesh edit mode when you preview hiquality model. That creates only small part to edit and it turns back when you exit it.


Check for pure horror.
And Now with real demo.
Mazz426
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Posted: 23rd Oct 2010 19:27 Edited at: 23rd Oct 2010 19:30
i have literally no idea what you are talking about, but to subdivide you mesh just use the geometry drop down or press Crtl+D

vortech
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Posted: 23rd Oct 2010 19:40
ok.


Check for pure horror.
And Now with real demo.
Ortu
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Location: Austin, TX
Posted: 24th Oct 2010 10:20 Edited at: 24th Oct 2010 10:22
The head looks good, the body looks good, but they don't really mesh well with each other. The neck just doesn't provide enough transition from monster to human by itself, I'd like to see more of the monster features throughout the body.

I could see those mandible things on his head lining the torso along either side of the abs for instance.

@ the mouth/nose study, the inside rim of the nostril along the cartilage seems a little sharp edged, it might benefit from some rounding off.


Mazz426
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Posted: 31st Oct 2010 17:03
thanks for your feedback Ortu, took a little break on posting in an effort to resolve some anatomical issues i've been having, here is my most recent WIP which was started this friday



Quik
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Posted: 1st Nov 2010 01:26
the eyes, it looks like the eyeglobes are pushed in. or the around the eye is pushed too much forward, I hope you understand xD
otherwise i must say, excellent! i really love this one!


[Q]uik, Quiker than most
Mazz426
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Posted: 2nd Nov 2010 00:23
thanks quik, here's an update



Mazz426
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Posted: 2nd Nov 2010 20:09
here's another update, working on a revised shader in an efort to find a skin, SSS and gloss shader i've made an 'all in one' shader which i produce seperate from the shaders 3 sections, this composite render consisted of 9 seperate images, an AO, shadow, SSS, main render, gloss, a second gloss and 2 masks for seperating the eyes, hope you all like it, let me know what you think



lazerus
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Posted: 2nd Nov 2010 21:40
Mazz426
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Posted: 3rd Nov 2010 19:45
thanks laz, here's another update



Master Man Of Justice
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Posted: 4th Nov 2010 20:55
Dude, i love it

Mazz426
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Posted: 4th Nov 2010 21:12
thanks MMOJ, started texture work on the origional, luckily i UV mapped it before i created the alternate version so that means that the texture is completely transferable to the other model, i need a better shader for this really, a lot of the detail is getting washed out and i'm getting pretty annoyed, anyway let me know what you think



Master Man Of Justice
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Posted: 4th Nov 2010 21:18
ooohh i like, he definitely looks European, only thing i can say is it looks like cell shading in the front and other regular shading and it kind of throws it off.

The skin is a bit too shiny. Looks like baby oil is all over him.

Mazz426
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Posted: 13th Nov 2010 17:39
thanks for the advice MMOJ, this will be the last update on this bust, trying to move away from just heads, let me know what you think, just bare in mind that i won't really post any further updates on it unless i do something special with it



anyway here is my lastest wip, started it on friday, trying some full character modelling again, it's my take on a warewolf, and im pretty pleased with it at the moment but there is still a lot to do



Master Man Of Justice
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Posted: 14th Nov 2010 00:15 Edited at: 14th Nov 2010 00:15
Pretty good, the legs are awkward though, they look fat and out of shape.

And the face looks good

FrozenCore#6
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Posted: 14th Nov 2010 02:01
Cool Whip

I'd Say The hands look wierd , and i agree with MMOJ

keep it up

My Goals:

-Becoming A Pro 3D Modeler For Games Or Movies And Video Editting
lazerus
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Posted: 14th Nov 2010 14:52
Arm definition is pure bliss.

Mazz426
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Posted: 14th Nov 2010 16:13
FrozenCore@
the hands look a little wierd because I've elongated the palms

thanks, here's a further update



Mazz426
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Posted: 18th Nov 2010 20:15
major update (sort of) changed a few things, bumped up the detail on the arms and legs, created a series of matcaps to aid in the rendering and sculpting process, found out that they all seem to have specific uses, here's an update using two of those matcaps, one simulates flesh rather well although it does wash out some detail, and the other seems to replicate bone to a decent degree, tell me what you think



Mazz426
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Posted: 19th Nov 2010 20:58
here's another update, had hoped for some feedback but nevermind, let me know what you think



PrimalBeans
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Posted: 20th Nov 2010 03:34
Hey that looks really nice... i cant agree with the hands looking wierd except: the end joint on the thumbs look a bit small. I think it would hlp to make them a little fatter. As far as form goes nice work. maybe cutting some of the width out of the biceps might help a bit but its barely noticable in the grand scheme of things.

Ortu
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Posted: 20th Nov 2010 03:38
He's interesting, I like the cloth. I'm not too crazy about the mask though. Mabye if he had like a shoulder pad on one side and a bracer on the other side in the same material it would pull it in while adding some asymmetry over all. Would give kind of a tribal-hunter type feel I think.


Mazz426
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Posted: 20th Nov 2010 12:37
thanks guys

primalbeans@ someone else mentioned the biceps on zcenteral, thanks for pointing it out, it was pretty off once i consulted my anatomy book, it and the thumb have been changed

ortu@ he wasn't really supposed to be a hunter, more a slave, i think it'll make more sense once i have him textured and in a working scene, thanks though i may consider the bracer, that might work quite well acctually

anyway here's an update showing the minor changes i've made to the model, let me know what you think



Mazz426
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Posted: 20th Nov 2010 18:08
here's another update, a rough polypaint texture, let me know what you think



Master Man Of Justice
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Posted: 20th Nov 2010 18:18
haha dang thats pretty cool. It looks so good it kinda makes me sick

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