Wafukulol's head

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Wafukulol's head

Post by Dajotoy on Thu Jan 08, 2009 9:17 am

deleted


Last edited by Dajotoy on Sat Jul 21, 2012 11:21 am; edited 1 time in total

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Re: Wafukulol's head

Post by eyecon01 on Thu Jan 08, 2009 10:30 am

ASTIG !!! i love the design of this head! galing pare!

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Re: Wafukulol's head

Post by vamp_lestat on Thu Jan 08, 2009 11:29 am

wow sir... aus ito sir... ang hirap kaya ng gawa mo... galing talaga sir... kaya na natin pinoy for 3D animations... galing2x...

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Re: Wafukulol's head

Post by dickie_ilagan on Thu Jan 08, 2009 6:27 pm

alien new breed.. love the model
keep posting
welcome to cgp








Very Happy Smile

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Re: Wafukulol's head

Post by AJ Cortez on Thu Jan 08, 2009 9:33 pm

Really cool character, even cooler to see it animated! Great job!

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Re: Wafukulol's head

Post by Dajotoy on Sun Jan 11, 2009 5:42 am

Thanks po sa mga comments, post ko sana ung other shots n2 kaso my problem ata ung imageshack... Sad

Will try it later. thumbsup

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Re: Wafukulol's head

Post by Guest on Sun Jan 11, 2009 6:04 am

Dajotoy ayos ah. I'd love to render and animate this. Pahiram! Suggestion ko lang medyo distort mo pa ng konti ang tenga... Para di siay masyadong magmukhang tao.. kahit pa di sya tao, sana mayroon kang maliit o butas man lang ng nostrils para at least alam ng audience mo na humihinga siya.

Paki post naman ng base lo-poly cage mo.

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Re: Wafukulol's head

Post by Dajotoy on Sun Jan 11, 2009 11:33 am

v_wrangler wrote:Dajotoy ayos ah. I'd love to render and animate this. Pahiram! Suggestion ko lang medyo distort mo pa ng konti ang tenga... Para di siay masyadong magmukhang tao.. kahit pa di sya tao, sana mayroon kang maliit o butas man lang ng nostrils para at least alam ng audience mo na humihinga siya.

Paki post naman ng base lo-poly cage mo.

Hello v_wrangler! Sorry pero bust model lang po ito, practice lang kasi ang habol ko (sculpt & composite) when i did this and i'm not planning to make a lowpoly or normal map for this. About the ear, I'll fix it pero ung nostrils intention ko po tlgang wala yun. May gills kasi sya sa back ng ears at sa ribcage ng body, water type monster po siya kung baga. alien

Thanks po sa comment.

Here are some screenshots:





Hope u like it. Cheers!

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Re: Wafukulol's head

Post by Guest on Sun Jan 11, 2009 12:12 pm

So this was made from zbrush' spheres? Wala kang base poly?

If thats the case - this will be one hell of a work to edit, animate and render...

It would have been better if you started off with a low poly base model and added the details in zbrush. Then export displacements or normal maps. Production wise - thats the way to do it. Thanks for the gills explanation - now I get it.

Are you employed somewhere btw?

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DELETE ME

Post by teSSa on Tue Jan 13, 2009 12:16 am

Cleansing Ritual.


Last edited by teSSa on Sat May 08, 2010 11:56 pm; edited 1 time in total

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Re: Wafukulol's head

Post by Jeff MD on Tue Jan 13, 2009 12:36 am

nice one!

theres a way around here. check zbrush topic retopology with zspheres. Go back to your base mesh subdiv 1, and work everything there as you normally do in your other software. import it back to zbrush including the sculpted. by that reto method, it can be sculted or transfered to your fixed mesh. dont forget to save your morph targets in this process.

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Re: Wafukulol's head

Post by Butz_Arki on Tue Jan 13, 2009 12:51 am

i like this shot...ang galing..

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Re: Wafukulol's head

Post by uwak on Tue Jan 13, 2009 12:54 am

ASTIG! mabuhay ka! 2thumbsup

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DELETE ME

Post by teSSa on Tue Jan 13, 2009 12:56 am

Cleansing Ritual.


Last edited by teSSa on Sat May 08, 2010 11:52 pm; edited 1 time in total

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Re: Wafukulol's head

Post by torvicz on Tue Jan 13, 2009 12:58 am

again....envy mode!


galeng....one of my dream...

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Re: Wafukulol's head

Post by torvicz on Tue Jan 13, 2009 12:59 am

normal maps???

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Re: Wafukulol's head

Post by Dajotoy on Tue Jan 13, 2009 1:25 am

_


Last edited by Dajotoy on Sat Jul 21, 2012 11:23 am; edited 2 times in total

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Re: Wafukulol's head

Post by torvicz on Tue Jan 13, 2009 1:29 am

dude, kelan k pa nag aral ng zbrush?
madali lng ba compare sa max?

I'm actually asking wat is normal maps...hehehe

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Re: Wafukulol's head

Post by torvicz on Tue Jan 13, 2009 1:31 am

wat are the advantages of using zbrush compare to max?

dami ko tanong no? gusto ko kasi pumasok ng character modelling e...

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Re: Wafukulol's head

Post by Dajotoy on Tue Jan 13, 2009 1:52 am

torvicz wrote:dude, kelan k pa nag aral ng zbrush?
madali lng ba compare sa max?

I'm actually asking wat is normal maps...hehehe

kanina lang po ako nag aral ng zbrush... JOKE lol! Hehehe...
Seryoso Neutral ... I think early 2008 pero bara bara sculpt lang, ginamay ko lng yung mga tools at UI. That time kasi, naka focus ako sa lowpoly modeling and texturing . Then mid 2008 sinubukan kong careerin tongue

Link ko nalangi tong info about normal maps, marami pa rin kasi akong hindi alam kaya mas sigurado kung i'll share it this way. study

Normal maps: http://en.wikipedia.org/wiki/Normal_map

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Re: Wafukulol's head

Post by dickie_ilagan on Tue Jan 13, 2009 2:06 am

torvicz wrote:wat are the advantages of using zbrush compare to max?

dami ko tanong no? gusto ko kasi pumasok ng character modelling e...


bro torvz, try ko sagutin ang inquiries mo
max and zbrush has no competition to each others program...
both can do character models,
max can be at polys and zbrush by zspheres

some advantages and disadvantages on both sides
do a base character on max and import it to zbrush for finer detailings like wrinkles, veins, blotches etc...
but note as you go on detailing extra polys are created on your character meshes making it millions in numbers....
and could be a candidate for longer render times... due to ram issues....

once detailing for character is at your like,
you can save your detailed character and import it back to max environment....
together with your new normal maps for 3ds bump and displacement usage...

zbrush is good in detailing like the traditional clay sculpting
its direct counterpart is mudbox and modo for simplier interface program...


hope it helps too....







Very Happy thumbsup

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Re: Wafukulol's head

Post by Dajotoy on Tue Jan 13, 2009 2:18 am

torvicz wrote:wat are the advantages of using zbrush compare to max?

dami ko tanong no? gusto ko kasi pumasok ng character modelling e...

Heehe ok lang, hanggat kaya ko sagutin sasagutin ko, kung di... err... link ko nlng ulit ung info HAHAHAHAHA!
Mas madali mag add ng details sa zbrush gaya ng mga wrinkles atbp. kaysa sa max. Kung interested ka sa character modeling, based on my experience try mo muna mag focus sa lowpoly characters, madugo kc pag naghigh poly ka kaagad.

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DELETE ME

Post by teSSa on Tue Jan 13, 2009 2:21 am

Cleansing Ritual.


Last edited by teSSa on Sat May 08, 2010 11:52 pm; edited 1 time in total

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Re: Wafukulol's head

Post by Guest on Tue Jan 13, 2009 2:28 am

Dajotoy wrote:
v_wrangler & teSSa: Retopologizing in Zbrush po is the key, Actually working w/ a basemesh model from the start is a bit oldschool. May mga bagong workflow na po na mas madali at nakakasave ng time. In this case, di ko na inapply dahil practice sculpt and composite lang naman ang habol ko kaya bust model lang ito. Salamat po sa comment.

Retopologizing in ZBrush http://www.youtube.com/watch?v=-Fdog0y9jVQ.

You know - sometimes old school works better! Very Happy

Actually, I understand the concept of Retopologizing. What Tessa and I meant, was that you need not go the process of retopologizing if you had kept the base mesh in place even before. So you will be basically adding another process to retreive a workable mesh (assuming somebody would have to animate and render that out). Something I consider a waste of time. But waht else could you do - u don't have a base mesh eh.

People might be thinking what the need for the base mesh? Well - try to imagine rigging, animating a gazillion zbrush poly and I bet you'll understand. Still and its old school, riiging, animating and rendering medium polys is the key - the details are added thru micropoly displacements or normals during rendering..

Please forgive me if I have I different approach at looking at your work - and I understand that all you wanted was to try your hand at modeling. In my mind, a good model isn't just about topology or details - it has to be production ready, it has to conform to a workable set of reasons otherwise the model will just remain a 3d model or eye candy. Nice mesh though!

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Re: Wafukulol's head

Post by Dajotoy on Tue Jan 13, 2009 2:38 am

teSSa wrote:Good luck with the bust, you
should post some dynamic sketches so we have an idea what the
final bust is gonna look like.

Wink

Very Happy

I don't do skecthes anymore kasi kain oras and the bust... scratch err... i'll try to post it pag natapos na.... kung tatapusin ko pa pale . I'm working w/ a new model ulit kasi eh, sculpt lng ng sculpt hanggang mahasa.

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Re: Wafukulol's head

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