Hi everyone!
I’d like to use this thread as a showcase of my personal work and designs.
I hope you enjoy them, and please, any feedback is most welcomed!
Cheers!
Hi everyone!
I’d like to use this thread as a showcase of my personal work and designs.
I hope you enjoy them, and please, any feedback is most welcomed!
Cheers!
So I was wondering how would mix of a Centaur and a dragon look like, and this is what I came up with.
His human arms are fused with the membrane of the wings, so he relies in his forelimbs to grab and handle things.
The whole character was about 30 million polys, so I used several different subtools to avoid Zbrush lagging, and work faster.
each subtool overlaps with the adjacent subtools, and I used Project, and Zproject brush to ensure a seamless continuity of the surfaces.
Nice, clean looking work! Not too keen on the design of the human arms in the wings on the dragon/centaur character, though, particularly, the hands. Doesn’t seem at all practical. The rest of the character looks good, though.
Thank you Webhead.
Hello everyone!
I’m back with another personal project.
This time I wanted to create a highly realistic Iguana model. I learnt a lot and I even developed a personal technique to achieve an accurate flow of the scales.
I created a PDF document explaining in detail the workflow. You can download it here for free (donations are very welcomed): https://gum.co/EeDEB
I hope you find this information useful, and as always, any comments are very welcomed!
And finally, here is the result:
Some technical images:
Retopoly patches used to create the scales, again I explain this in detail in the PDF document:
One of my favorite things about this technique is that since every scale is an separate mesh, I can use polygroups and play around, move or sculpt every scale individually:
excellent work and thank you for the break down.
Is there a reason why you choose micromesh over nanomesh?
Would love to see it textured.
Thank you Frix!
Actually, the same results can be achieved with Nanomesh, I guess the thing that made me choose Micromesh was the fact that I could get what I wanted with fewer clicks, and since the process had to be repeated many times with every patch, it was just easier.
Wow!
hello!
This time, I wanted to put together a pack with all the assets needed to create a game character bust.
I basically wanted to have a nice set of base meshes that allowed me to explore and practice character sculpting, without having to worry about all the technicalities.
I wanted to just start sculpting and if I really like a character, move foward to texturing without having to do UV’s and stuff all over again everytime.
I’m very pleased with the result.
I’m going to be posting some nice caracteres based in this basemesh soon.
The pack is available for sale here in case you are interested:
https://gum.co/rMRij
I set myself to quickly sculpt 10 characters of different ethnicities to test the flexibility of my recently created basemesh, and to practice facial features and basic proportions. Each character took between 1 and 2 hours to make.
Scandinavian Troll
Horse Skeleton sculpt.
I’ve been sculpting some marine creatures lately and I find when the mesh gets too thin that say if you use the clay buildup brush on one side causes artefacts in the mesh on the other. How did you do your wings on your winged centaur figure? Thanks
Hi 3DAlliance,
For that issue you can go to the Brush menu > Automasking > Backface masking.
Activate the “backface masking” button and that will allow you to work on one side without affecting the other.
Alternatively, you can assign different polygroups to each side of the wing and use “mask by polygroups”, also found in the Automask tab.
When it comes to creating thin membranes such and wings or fins I first create the “bones/muscles” of the arm without membrane, then I create the surface of the membrane with hand-drawn polygons, without thickness.
and then when I am happy with the shape and how it looks when it is subdivided, I extrude the thickness. This way the whole membrane looks much more refined and with a consistent thickness.
And since I am already happy with the shape I only need to make minor adjustments, otherwise it becomes a real pain having to fight with both sides.
After that I would dynamesh together the “bones” and the membrane, and polish the areas where the membrane inserts in the arm, so that the skin flows nicely.
Hope it helps
I knew there was a solution. … Thanks for the tips.
Manuelf;
Thanks again for the tip … worked exactly as stated … this solved a vexing problem for me. Keep up the excellent work.
Hi Everyone,
I wanted to share this high poly human skeleton I did some time ago. I did it improve my understanding of human anatomy, and it certainly was very challenging and a great learning experience.
If anyone is interested, it is available for sale here:
https://www.cgtrader.com/3d-models/character/anatomy/3d-human-skeleton
Thank you for looking!