1. #1
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    Default Citizen Takai

    Hello, my name is Omari. I am an art and programming student. I like ZBrush and Three Dimensional Forms and I am studying towards being a character artist/modeler. I like how this software lets you create things from many angles and different intensities. I try to make all kinds of things, but most of the time I like to make female characters.

    My favorite artist are (and I am sorry if I put your sceen name and do not know your real name): boozyfloozie - Isaac Oster - Marco Plouffe - Carlos Ortega Elizalde - Joseph Drust - Justin Marshall - Selwy - intervain - John Deriggi - Will Harbottle - Xada - too many other talented artist!

    So, the purpose of this is to just post stuff that was fun to make. Feel free to comment and critique (bear in mind I try to study anatomy and sometimes my skull likes to be more denser then lead, I buy these study books and try to rub them against my head before I go to sleep, sometimes it sticks but most of the time...), and yeah... Freedom and stuff. Still learning the ropes. I think its a lifelong thing.

    Anyways, a image/study/funtime project from January:



    This was from Feb:




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    Default hi

    beautiful and amazing plz give us more camera angle of the scound one

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    Default

    Thank you Mazen, yeah, Ill see if I can put more angles and more prior project images up tonight.

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    Default

    It's all done with DynaMesh ?

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    Default

    A combination of geometry generation techs and edits, dynamesh methods included.

    On my recent personal projects (especially before the Z modeler brush) I start with a dynamesh to shell things and get basic silo. Most of the time I start with dynamesh sphere or zspheres.
    When I capture enough form I retop with ZRemesher or zSpheres then project the hi poly dynamesh details (if I take the dynamesh into far detail). Lately I have been enjoying sub D sculpting, just feel it gets better control.

    Sometimes, like for example on the Royal Navy Pin-up lady's dress I will dynamesh the form in low res, then mask extract the outside polys, zRemesh, give it thickness (which is awesome now with Qmesh on the z modeler brush)
    then begin sculpting (or creating a UV) with subdivisions.

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    This is all new to me. I have not yet switched to version 4.7 excuse

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    Thumbs up Awesome

    Man your stuff is Good! I like the lady on a fish...looks very nice

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    Default

    Thank you Uoriwoh,

    When I find the time I will post some more angles and a link to a higher quality image.

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    amazing art. i can imagine the lady riding the big fish in a CG video.
    or a Game Character.
    i always admire that Chinese and the Japanese have the best Imagination and original concepts when it comes to Games, Characters , Stories.

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    Thank you, piranirani1986.


    This is something I made a little while ago on my first personal character attempt.


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    Talking

    you guys creep me out with such detailed weapons. too bad my pc is too weak to handle sooooo many subdivisions so that i can add as much detail as that. that is yet another fantastic sword you got there.

    if youre on youtube or deviantart or facebook i definitely want to follow you now

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    Default

    This is any Thai sword ?

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    Excellent Sword Love It. :*
    I Would like to learn the science behind making the blade on zbrush,
    i have seen it's a tough job to create a desired effect
    although they make it possible in zbrush 4r7 but i'm using 4r6 for the moment

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    Default

    @ lingz57: No, this was a sword I made while learning the software, I was looking at classical Japanese ninja swords and fractal patterning.

    Thanks piranirani1986: There really is no science of it, besides the anatomy of a typical sword (grip and blade is bare minimum I guess, heh). With the new ZModeler brush, blocking should be easier. As far as sculpting details into the blade, utilize "Brush -> Automasking -> Back-Face Masking". The setting is local to whichever brush you are using. It will prevent neutralizing mirrored sculpting, or pulling the other side of the geo when undesired.

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    Default

    Messing with ZModel Brush and Key Bridge.
    I did a alternate concept from a game called Warframe to practice with it.





    This is just a personal project I was fiddling away at in a pile of projects.
    Lots of experimenting.
    The Fibonacci sequence was used.


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