Hey guys, I've been trying to sculpt more over the past few weeks, taking on some speed sculpt sessions with some other artists on online forums. It's a similar approach to what we were doing previously, pick a theme, then crunch for around 45m. These sculpts are all about 45m-1hr crunches:
Just under an hour and half to model. Sigh. Not anywhere near where I want it to be, but creatures just ain't my thing which is why I will keep thumping on them until we can live in harmony.....more to follow for this mofo....
Just free-sketching, ~90 min between lab and desk. Was trying to improvise loosely off some sort of cheshire-cat-hyena-pitbull-creature-thing theme... been reading the Hunger Games books, what can I say... Don't think I had a great bone structure logic worked out in there, but here's an angry-lookin' monster.
It's been a bit since I posted and found myself up supah late with nothing but the eyes blinking in the shadows to keep me company. Decided to spend a bit more time on the undead theme, an additional hour of modeling, one on paint and waaaaaaaaay to long monkeying around in photoshop and NIK to get the comp better.
Going with the Facebook "Lunch Crunch" group theme of Undead this week... had a few minutes over an hour here, botched / ran out of time to finish the blade sticking out of his head. Next time... :) - is
Edit: Some updates as of 6/24. Blocking in some colors too:
So back when I was learning Zbrush, I had created this character (at some point last year), but I wasn't really happy with it so I decided to revisit and redesign him. It's still a WIP, but it's starting to come along so I figured it'd be worth a post! :)
This character is supposed to be a bit of a wanderer, finding different scraps of hides and metal debris that he crudely attaches and stitches to himself as armor. He'll be draped in some different pieces of cloth which I'm using Marvelous Designer to tailor, exporting to ZBrush, and adjusting there. Like the previous design, I'll probably be bringing this guy back down to a lower resolution for a game engine.
I've picked up some notes regarding the curvature of the calves and boots, so I'm looking into some of those in my spare time. I'd love any other comments that you guys have. Thanks! :)
Hey guys, here's a quick workflow video I did while playing with Marvelous Designer to generate some fast cloth for a character. It works pretty well if you need realistic cloth, but don't want to sculpt it by hand.
Hoping to pump out 4 (!) new ones this week in addition to these - I'm in deep (subtool). Good news: Got a look I'm happy with. Bad news: This workflow has proven far slower than I'd like, and this side project is running very low on time. Will gun it out this week and then revisit... But I will have a couple weeks for fixes too, so notes are absolutely welcome, esp. if they're photoshop adjustments!
My self discipline has been strong. Here's what I've been working on:
Still have some things I want to do with this one. I might spend the week refining this instead of starting something new. I've also updated the Mermaid but don't yet have any renders. You'll just have to use your imagination and visualize the BEST MERMAID EVAR.
This is a test render of a thing I've been plinking away at in my spare time. I was using this model to try out a bunch of different things, one of which is starting a human model using some of the techniques taught in the most recent sculpture class at work.
Here's the progression shot in ZBrush from ZSphere armature to Dynamesh sculpt:
I'd like to finish the tail at some point. I will likely not take it to a paint/shade/kickass render stage, but you never know.
Getting a little handier with using Z for Illustrations... Still feel like I have so much to learn, but getting there... Thoughts on what is working and what is not are welcome.
My self-called "pri 2" fixes: Adjust the yawn pose in the night shot, and adjust the blue hair strand in the shot by the tree - kind of ended up wonky. Would really like to hear how important you all would rate these fixes since my time is extremely limited right now...
Lessons so far:
- Next project I'd better pony up for Modo for rendering/compositions!
- Less refinement in Z with more paint touch ups = good for illustrating.
Remember me? I started to dedicate some time to zBrush recently and thought I'd contribute a couple of "learning" exercises I did last week. I discovered fibermesh and wanted to get my head around it. The first image "Le Lapin Gris" is a little rabbit I made to test fibermesh grooming. The second, slightly less cuddly turntable is called "Creature of God." Again mostly to test out fibermesh and also a bit of lighting exploration in zBrush. It was just a couple days work to surprise a friend of mine who posted the sketch on his facebook. I wasn't necessarily going for a complete likeness.
Anyway.. if it's ok, I'd like to keep sharing stuff here with you all and am interested in learning more from you all as we go. I'll attempt to do the thing a week as regular as possible.
I miss you all back at Pixar a bunch, and hope you're all doing great.
If any of you are visting Paris in the next 6 months or so and want any pointers or want to share a coffee please look me up. It's nice to hang out with people who speak English :)
The uploaded video quality was horrible, so here is a better vimeo link.
Combo ZBrush/Sketchbook/PShop illustration technique I'm working with for the "Realms Unreel Illustrated" Project. Midground char is still missing a lot of shading / inking - particularly his head, which is just flat - but the idea is there.
Could use feedback on how relating of ZBrush and Hand-Drawn feels, particularly the mid-ground char "quick-texture" that I've been pulling from Z. Foreground char is ZBrush, spent too much time on it though!