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3 Dimensional Chat / Official 'What are you working on?' 2012

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Seppuku Arts
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Posted: 9th May 2012 06:29
With tools like this you can normally just export the displacement as a normal or displacement map (which could be converted into a normal map) and they'd match your UVs and would be applied to the lower resolution mesh. Though, I've not figured out how to do that in 3D Coat, but the tools are there, I just don't know how to use them. I should probably read a manual or something.

MrValentine
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Posted: 9th May 2012 07:04
Quote: "I should probably read a manual or something."


NEVER!!!



[ps... as this is not my own image I linked to the original site so forgive me if it is missing when you, the future reader reads this...]

David Gervais
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Posted: 9th May 2012 14:33
Travis, I hope you don't mind, but I did a 'Mod Edit' of your trumpet post. (just changed the size of the sample pic) the original huge one is still there as your 'attachment'. It was throwing off the browser formatting.

Cheers!

Oh and nice render btw, great use of HDRI

Travis Gatlin
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Posted: 10th May 2012 00:01
Thanks David, I was gonna do that anyway , I hated having to scroll over to read posts! And thanks for the compliment!

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
noobnerd
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Posted: 10th May 2012 19:01 Edited at: 10th May 2012 19:02
just got Zbrush 4 and i just cant believe the amazingness of it!

my first model ^^

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MrValentine
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Posted: 10th May 2012 19:35 Edited at: 10th May 2012 19:37
I just threw up

EDIT

But yeah I toyed with Sculptris and was amazed how nice it is with a Graphics Tablet

henry ham
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Posted: 11th May 2012 02:03 Edited at: 11th May 2012 10:36
heres a high to low poly bake i did tonight


i didnt make the high poly model only the final low poly model & texture maps

cheers henry

noobnerd
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Posted: 12th May 2012 15:31 Edited at: 12th May 2012 15:32
cool, whats a bake?

heh, another zbrush monster from me

this time its a seamonster.

8million polygons most of the detail is invisible in theese pics but it has a kind of scaly skin that needed those extra

polys

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MrValentine
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Posted: 12th May 2012 15:33
wow bloody mary that would be scaary chasing you in an underwater game with fog and darkness and just that lit up...

nice work!

Travis Gatlin
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Posted: 12th May 2012 16:24
Quote: "cool, whats a bake?"

Well, there are certain type of texture maps you can "Bake" from your high poly model, to your low poly version of your model. This is how sculpted objects get into games. Programs like xNormal and Blender do this for you. This is mostly used with normal maps, so the normal maps can be applied to the low poly to look similar to the high poly model. It's a very good technique and you should look up a tutorial on it, if you ever plan on making games, that is.

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
noobnerd
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Posted: 13th May 2012 13:11
thanks! will certainly do just that.
Indeed i doubt any games could handle a schoal of 8million polygon seamosters
Travis Gatlin
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Posted: 13th May 2012 21:07
No problem You're doing a really good job at sculpting, by the way. Your first model looks better than most of the models I do now... lol

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
JLMoondog
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Posted: 14th May 2012 06:20 Edited at: 14th May 2012 06:21
yes...I'm making a gun...


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MrValentine
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Posted: 14th May 2012 09:05 Edited at: 14th May 2012 09:06
Nice... Glock? Josh!

EDIT

More a DEagle right?

henry ham
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Posted: 14th May 2012 10:51
Quote: "I'm making a gun..."


that made me lol

any luck with them files mate ? im guessing you got it sorted

cheers henry

JLMoondog
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Posted: 14th May 2012 13:46 Edited at: 14th May 2012 13:50
Quote: "that made me lol "

...lol

Quote: "any luck with them files mate ? im guessing you got it sorted"

It was h_ man, but I finally got something working. Thanks for your help.

Quote: "Nice... Glock? Josh!"

919 Pistol

Ortu
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Posted: 17th May 2012 09:28
Progress has been sporadic and slow, but it's still going, so I guess I'll share an update.

I've reworked the vest, giving it seams, a more defined collar, and just generally a more tailored/assembled look. texture is planned to be a mixture of leather and patterned fabric.



I've also started detailing the skin texture, working in stronger red tones and freckles and the like. I still need to improve the hair alphas some more.



MrValentine
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Posted: 17th May 2012 11:12
Otru you better be backing her up!!!

And I wish I could sit next to you and see how you did that model its amazing...

Quik
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Posted: 17th May 2012 16:15
not a big fan of her eyebrows, they look like she color brushed them, which to ME looks extremely awful..

rest of her looks AMAZIGN though


The result of origin.. Oh and ponies
MrValentine
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Posted: 17th May 2012 16:39
yeah they are a bit bold

Pincho Paxton
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Posted: 17th May 2012 16:48 Edited at: 17th May 2012 16:49
The hair is a good method. I would find it time consuming to make all of those hair ribbons, is there an easy way?

Ortu
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Posted: 17th May 2012 17:26
Quick: I agree, I'll work with them some more when I get back to the hair

Pincho: I did a large solid under sheet to fill out the bulk and shape then the ribbons over that to break it up and feather it. Once you have a couple of basic ribbons I just duplicated the clump and adjusted. Get one side done then dup/mirror it over and adjust for variation to finish the head. It's actually pretty fast.

At the moment all of the strips are using the same alpha, I'd like to vary that up more. The under sheet is a bit too solid around the bottom edge it needs to be broken up more, and the part needs work. At the front it looks like it is floating over the scalp, not good.

Right now I'm debating if it would be worth the effort to model in the stitching for all the clothing or to just take care of it in the maps.

Thanks for the feedback guys

Pincho Paxton
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Posted: 17th May 2012 17:57
Ahh it's just the top ones. Cool!

Seppuku Arts
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Posted: 17th May 2012 23:05
Done a retexture of my character from Abeyance. Thought I'd use photographs to do this one. 3D Coat is quite awesome and I'm gonna be sad when my trial runs out because I'll have to do this via Gimp.



MrValentine
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Posted: 17th May 2012 23:07
aww cute but face lighting looks iffy...

Travis Gatlin
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Posted: 20th May 2012 05:54
It's been too long since I've made a gun...

Thompson Sub-machine gun!

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
noobnerd
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Posted: 20th May 2012 15:55
ARGH! 5 days of work vanished because of some unexplainable save corruption. my zbrush just says : error has been encountered while trying to load a tool. Loading has been aborted.
Travis Gatlin
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Posted: 20th May 2012 16:05
Try running it with Administrator permissions (If you're using Vista or Windows 7). It could be trying to access some files that are only allowed by an admin's permission.

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
MrValentine
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Posted: 20th May 2012 16:32
thats why I save in sequence

version 1.00
version 1.01
version 1.02
etc

Quik
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Posted: 20th May 2012 17:07
I have one mesh atm which i have called "Man"
i have
Man 1
Man 2
Man 3
Man 4
Man 5
Man 6
Man 7
....
Man 22


that way, i always can go back to previous versions if i screw up or get corrupted stuff


The result of origin.. Oh and ponies
JLMoondog
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Posted: 20th May 2012 22:57 Edited at: 20th May 2012 22:58
Found some time to work on this "gun's" texture. Not much to show, no real references just making it up as I go. I want to make all my textures for this and keep it clean.



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Quik
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Posted: 21st May 2012 17:21




now i dunno if these are too big, please tell if thats the case and ill render a smaller version.

Doing some anatomy excersize with this "new technique" iam using, basicly I made a basic mesh in 3ds max, and then exported to Zbrush, smoothed it out and sorted out the polies and moved around some polies for more detail, back into 3ds max and added a few edge loops and back into zbrush again..

thats how I make organis stuff nowadays since that feels better for me.

Anyway, iam aware that there are a few poly problems in there (a few weird lookking quads and some tris)


The result of origin.. Oh and ponies
Travis Gatlin
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Posted: 21st May 2012 23:50
That's a darn nice head model you got there! I need to work towards getting my head models to look like that!

On a side note, nobody has anything to say about my gun?

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
MrValentine
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Posted: 21st May 2012 23:52
@ travis gatlin

your gun reminds me of RE1 and RE2

Quik
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Posted: 22nd May 2012 00:20
Your gun is so great that I dont have anything to say about it, other than it's lacking textures! ^^ Great work


The result of origin.. Oh and ponies
Travis Gatlin
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Posted: 22nd May 2012 00:22
Quote: "RE1 and RE2"

You mean Resident Evil? Cause I've never played any of them.

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
MrValentine
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Posted: 22nd May 2012 00:32
Quote: "You mean Resident Evil? Cause I've never played any of them."


Yes and thats a real shame, those were the good days of video games...

Travis Gatlin
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Posted: 22nd May 2012 00:44
Eh, I've never been too much for the zombie games. I played the demo for RE5 and I absolutely hated it. I hope the past ones are better.

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
Seppuku Arts
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Posted: 22nd May 2012 03:49 Edited at: 22nd May 2012 03:55
Quote: "Eh, I've never been too much for the zombie games. I played the demo for RE5 and I absolutely hated it. I hope the past ones are better.
"


Yes. Yes they are.

I've got Resident Evil 5 and to be honest, I didn't think it was that great. I've not played much of Resident Evil 4 (and didn't like what I did play).

The gameplay is different, 4 & 5 haven't really remained true to how the games are played. It tries to modernise it personally I think it ruins it in the process. One of the best thing about the Resident Evil games is that like Alone in the Dark is that they double as adventure games. Later REs seem to be more focused on shooting zombies.

However, the problem with the original Resident Evils is that they're a bit dated now, so playing them now might not be a fair assessment. I still find them enjoyable, at the time (mind you I was a kid) I didn't think anything of its voice acting, but I recently replayed through Resi Evil 1 and the voice acting is horrendous. I think there's a remake for the GameCube, so that version might have better acting. See what I mean by bad voice acting. Still you get that brief period of time in the series where nobody knows Wesker is a traitor. Also loved that you could play the game from 2 different character's perspectives. The games were pretty awesome IMO and very well paced and had a good atmosphere, even for old games.

[edit] Founds the Remake equivalent of the above video.



Compared to Resi Evil 5? I'd still rate them better. I think my favourite was Resident Evil 3: Nemesis, followed by the first and then the second.


Anyway, your gun is looking great.

JLMoondog
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Posted: 23rd May 2012 07:04
Well, after several years of putting this off I've finally picked up sculpting again in an attempt to expand my skills. Here's my first sculpt in 2 years. Goblin head. Still a lot of work to do and definitely will redo the eyes once I figure out how to add another sphere object.

Screens:



Seppuku Arts
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Posted: 23rd May 2012 13:33
Awesome as always Moondawg. The top of the eyes look a little weird and maybe the cheek bone is a little too defined, like he's sucking a lemon.

Either way, it's looking great, much better than my sculpting attempted. But then I'm not that great with a mouse (prolly why my texturing sucks too), which is why I prefer more traditional methods, I can just plot accurately.

JLMoondog
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Posted: 23rd May 2012 14:54
Quote: "Awesome as always Moondawg. The top of the eyes look a little weird and maybe the cheek bone is a little too defined, like he's sucking a lemon.

Either way, it's looking great, much better than my sculpting attempted. But then I'm not that great with a mouse (prolly why my texturing sucks too), which is why I prefer more traditional methods, I can just plot accurately.
"


Thanks for the critz. I agree the eyes are poop now, lol. The cheek bones I actually like, but I'll give them a bit more meat.

I know what you mean when it comes to building a head mesh. I like to plan-out my polys, get edge flows right. Sculpting is chaotic, which is why I avoided it for so long. At first I tried importing an existing head then sculpting, but for some reason it made it harder to sculpt. So finally I was just like, 'flip it!', and loaded the default sphere and went to town. For a first sculpt I'm very pleased at how it's turning out. I'll probably take this all the way with a body sculpt.

noobnerd
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Posted: 23rd May 2012 17:18 Edited at: 23rd May 2012 17:19
Nice models!

sory the pause,

@Travis : didnt work i tried EVERYTHING
@Quik & Mr: Yeah i kinda learned that the hard way... my new version of it had 37 saves @ 150MB (deleted the old ones after it was done and seemed to be fine )

Here is the new version. @ 5.8million points
Its a submarine/spaceship

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JLMoondog
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Posted: 23rd May 2012 17:36
Quote: "5.8million points"

...I just pissed myself!

noobnerd
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Posted: 23rd May 2012 17:40
hmm? why? the max limit seems to be 22 million so this isnt even on hte limit
Quik
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Posted: 23rd May 2012 18:13
Quote: "hmm? why? the max limit seems to be 22 million so this isnt even on hte limit"


Doesnt mean you should use it... What program did you use?


The result of origin.. Oh and ponies
noobnerd
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Posted: 23rd May 2012 18:22 Edited at: 23rd May 2012 18:45
zbrush 4 R3
some of the details would be blurry if i had a lower point count.

it is awesome
Seppuku Arts
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Posted: 23rd May 2012 19:10
Quote: "So finally I was just like, 'flip it!', and loaded the default sphere and went to town. For a first sculpt I'm very pleased at how it's turning out. I'll probably take this all the way with a body sculpt."


As a firsty, well, it's bloomin' brilliant then.

Quote: "zbrush 4 R3
some of the details would be blurry if i had a lower point count.

it is awesome"


Whilst it looks good, I think for the level of detail the poly count is a bit excessive, you can get the same results with fewer polies. I guess that's something to work toward, it's generally a good idea to not waste polies and it's make good practice.

JLMoondog
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Posted: 23rd May 2012 19:11
You know you can paint normal info? That model could easily be 200k max,

My head is 240k and that makes me cringe.

noobnerd
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Posted: 23rd May 2012 19:27 Edited at: 23rd May 2012 19:29
well it is my fourth model with zbrush so i think i will definitely trust your judgement on this. Paint normal info? you mean like a bumpmap or something?

oh and as i have not intended to use theese as anything but art isnt it a little bit useless to optimize polycounts as long as it runs smoothly in the editor?

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