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

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Quik
16
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Location: Equestria!
Posted: 17th Jun 2010 19:09
funny? I HATE IT>.< my name is Quik, and if i may come with demands [Q]uik, but thats not necessary ^^

mmh chocolate... i wants


anyhow, how's the model coming along? any updates on the texture? started on the body yet?


[Q]uik, Quiker than most
Isocadia
15
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Posted: 17th Jun 2010 19:16
Well, you need to press the save tool button, not the save document xD. I made that mistake several times.

Isocadia

Mazz426
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Location: Edinburgh
Posted: 17th Jun 2010 19:53 Edited at: 17th Jun 2010 19:54
isocadia, thanks for answering coughmists question but to be a bit most specific, just cos im like that , the save you want to use is the one on the right hand side above the import and export buttons, that'll save it as a .ZTL file which only zbrush can open, a quick tip always save all subtools in their lowest subdivs. anyway i'd like to appologise for the lack of updates, been moving a whole bunch of stuff around, i don't even recognise my own room anymore, next week i won't be able to do any hard work on the compo entry, i may however manage some quick sketches but don't expect any major updates on the compo wip, if i don't get the texture finished this weekend, which is likely, i'll just post the model untextured as my entry and i'll just enter it as a high poly model, thats not to say that i won't go and finish it off at a leter date as thats really what i'd want to do, anyway i mentioned quick personal sketches and so here is one, from zspheres to now its taken somewhere in the region of... 1 hour and 30 minutes, let me know what you think, the ears will be changed these are just placeholder representations of the sort of thing i'm trying to make



also lazerus, second best, i'm worried to ask what the best thing was

zeroSlave
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Location: Springfield
Posted: 17th Jun 2010 20:07
Quote: "I made that mistake several times."

I know. I had a pretty slick giant worm going on.

So, if I save it in its lowest subdivision, it will store the information from the higher subdivs? I notice that when I open a model, import a . obj, etc, it always asks if I want to revert it to its lowest subdivision and lose higher data, (or something like that) I assume that this is referring to saved subdivs in the model?

Thanks to both of you!

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
Mazz426
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Location: Edinburgh
Posted: 17th Jun 2010 20:45
coughmist@

not its asking if you want to transfer high resolution detail, i'm not sure what this means but it hasn't got anything to do with the subdivs as far as i know, and yes if you save it in it's lowest subdiv it'll store the higher ones, thats only if you save it however, if you export it it'll just save the subdiv you have selected when its exported

zeroSlave
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Location: Springfield
Posted: 17th Jun 2010 20:49
Quote: "transfer high resolution detail"

Yeah, that's sounds about what it was saying. I never bothered to look up why it asks.

The saving over exporting makes sense. As soon as I get home from work, I'm going to load up my satyr lady and see about turning her into something decent.

Thanks!

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
Mazz426
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Posted: 18th Jun 2010 01:17
sounds good coughmist, well been working into the night and im about to go to bed, heres an update on the quick sketch, i'm calling him "deacan" and as usual C&C would be well appreciated



Mazz426
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Location: Edinburgh
Posted: 20th Jun 2010 15:42 Edited at: 20th Jun 2010 15:43
heres an update, next weeks gonna be hectic so it'll be tricky to do anything, i'll post my compo entry one night across the week, but for now heres an update on that sketch which has become my main project, tell me what you think

also it looks blury because i just went up a subdiv, that'll be fixed

heres a close up on the hands


FrozenCore#6
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Location: FrozenThrone
Posted: 20th Jun 2010 20:30
Scary ...

Well 1 Thing : (No Eyes? XD )

My Latest Photoshop Work:
Mazz426
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Posted: 20th Jun 2010 20:35
FrozenCore#6@

his eyes are acctually meant to be closed, its not very obvious at the moment however

Mazz426
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Posted: 26th Jun 2010 13:26
well not a single post for a week? tough blow, oh well i'll have some updates posted later today, just got back from a weeks work experience, 7a.m to 6p.m, but im not just posting this to bump it i'm also saying that while there i learnt that i produce work much faster when i have a deadline to meet, and so from now on i will be generating concepts for characters and, hopefully, you lot will post a particular timelimit for me to finish it in e.g. 2 days, a week, 7 hours whatever... hope this works.

Azunaki
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Posted: 26th Jun 2010 13:49
deadlines are always helpful(frustrating, but helpful) definitely helps remove the procrastination effect.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Mazz426
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Posted: 26th Jun 2010 22:18
yeah i have to agree, anyway i've been working on a model base across the week, it'll be posted in the model database ASAP but for now eres some teasers, tell me what you think




lazerus
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Posted: 27th Jun 2010 05:12
Seen this before, an excellent addition to the model bank ^__^

It seems my post about your newest guy never went through, strange glitch lol

Anyway, it looks good, but slightly crowded, The face is quite hard to read so you find that you look everywhere on it, instead of normal approach.

It does look good and i am looking forward to it finished.

Camouflage Studios
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Posted: 27th Jun 2010 06:06
That base mesh looks perfect for sculpting. And man I really do suggest you start posting on polycount.com there are a few TGC guys there including me, BlackProductions, Asteric and Laz (although I never see Laz on) I think you could get some awesome crits and really learn a lot if you joined Polycount

banner.jpg
lazerus
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Posted: 27th Jun 2010 13:50
I dont visit all too often, mainly since i was buried under the talent lol. When i think im good enough, ill become more active.

That and the work was addictive to follow. I browse the tutorials and other things like that time to time.

mike5424
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Posted: 27th Jun 2010 15:02
Quote: "there are a few TGC guys there including me, BlackProductions, Asteric and Laz (although I never see Laz on)"

And me

I think you would fit in if you were to join

---
Isocadia
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Posted: 27th Jun 2010 16:44
Well, I registered on polycount, but is there a specific tutorials section I miss, or are they scattered along the other fora?

Isocadia

Zeus, it's over. I DIVIDE YOU BY...uhh. damn what was the number again?
Camouflage Studios
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Posted: 27th Jun 2010 17:47 Edited at: 27th Jun 2010 17:48
Oops sorry mike my bad. And isocadia, there is a wiki, which has many links to tutorials, but it's very messy, so it's going to take some searching.

Here are some old, but extremely helpful Last-gen tutorials on the wiki - http://wiki.polycount.com/OldSiteResourcesGeneralVideoTutorials

And the 2D Tutorials on the Wiki - http://wiki.polycount.com/2D%20Tutorials

Digital Sculpting Page - http://wiki.polycount.com/Digital%20Sculpting

And there's more than just tutorials, really, there is a goldmine of info on the wiki, and I think all of you should pay it a visit.


And you can learn an insane amount of info just by reading artists's posts
http://wiki.polycount.com/Polycount

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Mazz426
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Posted: 27th Jun 2010 18:03
well i've never taken a look over polycount, based on the response it must be a pretty decent forum, i'll take a look and i'll probably sign up

Mazz426
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Location: Edinburgh
Posted: 27th Jun 2010 18:09 Edited at: 27th Jun 2010 18:09
oops forgot to put in that post what i wanted, just started putting my new base through its paces, heres an alien, i'm also working on a anatomical model before anyone says 'you only mode monsters!' i just want to see how diverse it is and what issues occur, tell me what you think



Azunaki
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Posted: 27th Jun 2010 18:20
pfft i use poly count too... (yea alucard and john fletcher both use it) polycount has an amazing sculpting community, i don't use it much either though.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Mazz426
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Posted: 27th Jun 2010 20:23
heres an update



David Gervais
Retired Moderator
19
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Joined: 28th Sep 2005
Location: Montreal, Canada
Posted: 27th Jun 2010 20:59
I'm at polycount too, so all the more reason to go join.. LOL

That said, I like how you play with proportions. Making thicker arms, elongated or shortened limbs.. Somehow you manage to make it work. a true sign of skill.

Cheers!

Mazz426
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Posted: 28th Jun 2010 00:17
David@

thanks, I'm gonna be dropping you an email when I'm at my computer

Mazz426
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Posted: 28th Jun 2010 21:33
another update



CSGames94
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Posted: 1st Jul 2010 03:18
Looks great! Is that how the feet are going to look or are you adding something else to them?

The Pokemon Engine is still alive.
Mazz426
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Posted: 1st Jul 2010 13:33
i'll be adding some sort of details if i can think of any, im still torn between metal boots or massive hooves

FrozenCore#6
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Posted: 1st Jul 2010 16:59
Nice Model I'd Say Massive Hooves .. An Alien Isn't Always That Technological Or Whatever ...

Umm.. From My Point Of View I Think U Should Add Some Detail On The Arms

Really Nice Work Keep it Up

My Latest Photoshop Work:
Mazz426
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Posted: 1st Jul 2010 17:07
thanks for the comment, at the moment im begining detailing, when i do i tend to start with the head and heres some progress



Azunaki
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Posted: 1st Jul 2010 19:49
looks great i like the chin, reminds me of a pharaoh.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
FrozenCore#6
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Posted: 2nd Jul 2010 03:31
Awesome Man .. can't wait till I See Ur Next Update

Keep it Up

My Latest Photoshop Work:
Mazz426
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Posted: 5th Jul 2010 16:30
(i want to pre-apologise for any text chat in this post, my fingers are betraying me)
thanks guys, sorry for the lack of updates i haven't had much time for work in zbrush recently what with another school year finished i've been a tad busy, at the moment im working on a concept which be my first 'deadline' style model
(yay no text chat brain-1 fingers-0)

Mazz426
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Posted: 5th Jul 2010 17:02
finished the concept faster than i suspected, gonna give myself a large deadline as its my first model using one

Name- cloaked
Deadline- 1-2 weeks
Concept-


Quik
16
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Location: Equestria!
Posted: 5th Jul 2010 17:15
that is pretty darn cool, however you could pump some more details to the head, for example some stitches running across it if it is made of leather, well you get my point, the clothing and the "eye" is amazing!


[Q]uik, Quiker than most
The Confused Bovril Tin
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Posted: 5th Jul 2010 17:16
ZOMGWTFBBQ. Really good concept cant wait to see finsished product

Tf2 hl2 CSS find me there
Mazz426
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Posted: 5th Jul 2010 21:17
thanks guys, heres a start on the base, gonna make a base for the helmey and the lense



Azunaki
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Posted: 6th Jul 2010 00:16
mazz i think your model would turn out a lot better if you modeled the circle eye into the model rather then have it sitting on it. as it is part of the overall mask and is the main feature of the mask having the eye slot modeled in would make it feel more like a mask then a goggle as it currently does...

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
CSGames94
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Posted: 6th Jul 2010 06:32
Well it is just a base, so I would wait to see what it looks like when it is finished.

Good work Mazz!

The Pokemon Engine is still alive.
Azunaki
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Posted: 6th Jul 2010 10:51
yea but him saying its a base probably means he is planning to put it into zbrush which having it connected would be better.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Mazz426
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Posted: 6th Jul 2010 13:09
azunaki@
yesterday i was very tired and for some reason my brain was refusing to tell me how i could make it one single piece, when i woke up this morning it told me so i'll be redoing it

Mazz426
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Posted: 6th Jul 2010 17:13
heres a reworked base mesh, im happy with it so i'll be moving onto the rest of him



Azunaki
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Posted: 7th Jul 2010 00:19 Edited at: 7th Jul 2010 00:20
looks good. btw i love the concept picture.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
lazerus
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Posted: 7th Jul 2010 02:16
Loving the concept,will look forward to move on this

Mazz426
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Posted: 8th Jul 2010 19:38
hey guys, no updates... more a plea for help, im really strugglling to model the clothes, it wasn't until i went to model them that i realised that i have no idea how to model clothes, or at least well, i've had a few versions so far, none of which have worked, if anyone knows any good tut's or has a decent method themselves could you please let me know either on here or via email, thanks

mike5424
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Posted: 8th Jul 2010 20:45 Edited at: 8th Jul 2010 20:48
The link i posted a while ago? I would find it for you but i don't have time :\ It's somewhere in this thread though The tut has some brushes too!

Edit: Ah, My lack of being able to say no. http://www.selwy.com/2009/zbrush-clothes-tutorial/ I posted it on page 6.

---
Mazz426
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Posted: 9th Jul 2010 14:46
thanks mike, forgot about that tut, heres some progress on the base, done some minor redesigns, he'll have trousers, not point in uploading the drawings as i'll hopefully be posing the model soon, tell me what you think



lazerus
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Posted: 9th Jul 2010 15:06
Hes looking pretty blocked out, The neck and coif plate look pretty stiff but i take it there seperate to allwo movement?

Mazz426
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Posted: 9th Jul 2010 15:36
lazerus@

don't worry my intention at the moment is to block it out so that i have a lot to work with when i come wround to sculpting, the neck plate is seperate from the shirt and the are some shape alterations needed however i don't really want to do any of that until each base is complete

Azunaki
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Posted: 9th Jul 2010 21:28 Edited at: 9th Jul 2010 21:32
sorry im not much help in actually modeling cloths. i always use cinema 4D's cloth hide feature. (it just drops the cloths right onto the model and lets gravity effect them) a fantastic feature if i do say so myself.

my suggestion though is to make the cloths as simple as you can at first and then detail them more as you go but use zbrush for the flaps in the cloths.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)

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