1. #1
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    Default Wild West Exodus Models

    Hey everyone!

    My name is Brandon Beren, the 3D Sculptor for Outlaw Miniatures LLC.

    Finally getting around to Some of the work I do for our game Wild West Exodus. This has been an awesome game to work on. Here is a small sample of various models I've made in our range.

    Nzambi:





    Madame Marie Laveau:





    The models are for a 35mm tabletop game. He are what these models look like assembled, unpainted.




  2. #2
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    Here are these models Painted (painted by: James Wappel):





    The Apache Kid:





    Jesse James:




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    Sitting Bull:





    Skinwalker:





    Iron Tooth:




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    King Scarab:





    Beta II:

    ]



    Gyrocopter:




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    Misty Mimms:





    Little Claw:





    Sgt. Bell Wilson:




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    Dr. Carpathian (Legendary):

    Render:



    Unpainted model:



    Painted model (painted by: James Wappel):



    Iron Tooth (painted by: Tom Schadle):



    The Apache Kid unpainted model:



    Gyrocopter unpainted model:


  7. #7
    Pixologic - Thomas Follow User Gallery
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    That's a lot of amazing figurines!! You did a very good work! Would you mind sharing some ZBrush screenshots, to see the difference between the 3D model and then final result?
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    Thank you! That means a lot coming from a fantastic sculptor/3d modeler such as yourself. Here are a couple of them in zbrush. Let me know if there are any in particular you are interested in seeing. In addition, there are many more models I've made in our range, that can be seen on our facebook or on our website:

    https://www.facebook.com/WildWestExodus/

    http://www.wildwestexodus.com/

    I can show the Tpose and zbrush screenshots any of the models on there...






  9. #9
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    With this model, I added things like the belts and back brace after posing in zbrush.






  10. #10
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    How did you pose the snake after it was modeled in the T-pose and textured?

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    For some of the models I make, I made a base model with some layers that translate to being more muscular and hulking. I'm planning on adding more layers to be able to have varying levels of fatness, and emaciation.


    I'm take it from there and sculpt accordingly based on how the specific person or creature will look.


    I pose my character using transpose master. Then begin to cut it for printing, then casting ins resin.

    Here I mask parts of...group by mask... shrink the mask once, hide the masked polygroup, the mask the visible unmasked group, make all groups visible the, shrink the mask once more, and polish by features. This smooths the jagged border between the groups without adverse effect to the rest of the subtool. Alternatively, when I can, I used the slice brush.



    Now I have a cut part that used to be a single subtool.



    I then add on the clothing and accessories to the appropriate subtools and use dynamesh to do "boolean" operation, making sure each subtool fits nicely with one another and are hidden along certain parts of the model.



    Now the model is cut and ready to be exported for printing.



    This is just a very simplified overview of my typical process. If anyone would like me to make a more comprehensive tutorial, comment below.

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    @dopepope

    I used transpose master. The majority of the posing was all one piece (the main length of the snake). I think for this one I actually used transpose master with a zsphere rig. The model had 6 subdivision levels, which mad it very easy to pose at its lowest subdivision level.

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