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  1. #121
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    Default Facial Testing

    hey guys... been a while since I have posted anything in the forum. I have been looking for a way to get blendshapes working properly in Modo
    and I think I have found a nice formula for it. In the meantime, here is a render of the expressions I have so far, getting myself familiar with layers and shape tools.
    The workflow with Modo since it doesn't have a plugin similar to Maya just yet, is to sculpt your shape, rename it, and send to Modo by GoZ. Every time a new shape
    is made, I rename the subtool.



    Here is a video of it in effect.

    https://www.dropbox.com/s/4xuip8sipd...0Test.mp4?dl=0

  2. #122
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    Smile Character: Vigilante Cop

    Hey guys, it's been a while since I have posted here, but I am back with a character model that I revisited for the purpose of newer details and learning how to use better tools for modeling.
    Created using ZBrush, Marvelous Designer for the clothes, and ZModeler for the glasses and Desert Eagle... I will admit, I love how quickly and powerful ZModeler is. Once I add detail like hair,
    I can move on to the texturing phase.




    I do have a question in regards to using the grooming tools for Fibermesh... how do you control the strength of the brushes so they are not so overpowering... any feedback would be awesome.

    Thx
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  3. #123
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    Default ART DUMP: Dark Mercenary

    Hey guys... I haven't posted in a while, and I wanted to share some work that I have done for 2016. This one was a very fun experience to create and I am glad it came out the way it did. I hope you will like it too.

    Now this character is one of 14, from my personal game project that is being made using the Unity 5 engine. The inspiration for this project came when I wanted to add some challenge to my designs and create a character with a mix of hard surface and organic design, using
    a variety of software in my personal pipeline. The completion date for this model was Oct 2016.



    Turntable: Rendered in Unity

    https://www.youtube.com/watch?v=8tjK6ZXcfY4

    You can also see the making of this character. Enjoy.

    https://www.youtube.com/playlist?lis...Iy8BAazXXmcWdi

  4. #124
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    Default Character Modeling: Time Master

    Good morning guys, I hope everything is going well today. I thought I would post some new work in progress shots of a character that I have been working on the last two days. It is also part of my new YouTube series where I show the creation of my characters in real time, explaining my process and inspirations for this piece. And for this one, I was inspired by a character that I played with in a classic Sega Genesis fighting game I had as a kid, and this is kind of my modern day take on him, with the layered cloth and extreme details that to have on him. He is also going to be part of a game that I am currently working on in my spare time. I am also a fan of Elder Scrolls: Skyrim so that influence fit in there as well...
    This is still a WIP as I am fixing up the clothing parts and mulling the idea of adding a belt buckle on the sash... not sure on this one yet. Work time was about two days on this so far (would have been faster if I wasn't recording my progress, but oddly I was very fast), and the head is coming up next, just searching for a good look for it. The hanging bits of cloth are not going to be detailed too much as it will be driven in Unity by cloth simulation. And then setting it up for real time... C&C is always welcome as I continue to improve my craft...








  5. #125
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    Default Updates on Time Master

    Hey guys... added the head on this guy... still needs a lot of refinement and details before I call it done in the high res process. Retopology is the next stage and then further refinements. Any C&C is welcome. Still working on this. I have an entire YouTube series recorded on creating this process.
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  6. #126
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    Default Updates on Time Master May 30th

    Good morning, all... Kashif here, and I have something new to share. I've been working on a new character for my game and I am now working on an aged version of this character, which I want him aged 150 years older. The screenshots below are from a recent WIP session of the character with all of the finished texture work.

    Render of the character from iRay.



    Paintwork in Substance Painter




    Zbrush Work and Details



    There is still work to be done on the old version of this character, since I wanted to show the consequences of the characters' immense powers of time travel and manipulation. I am not liking some of the wrinkles and they will need to be toned down in some areas. I am ageing him 150 years. C&C welcome.
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  7. #127
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    Default

    Hey guys... I am still working on adding proper wrinkles and furthering the age on the character... it is a lot of fun adding age on such a character. Once I get the pores set up... then I will be ready to dress him in MD. C&C welcome

  8. #128
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    Video Skin Pore Demo

    Hey guys... so now I am detailing this character and working on his skin details with a method I saw from Zbrush 3 back in the day. So I am hoping to be done with this model in a bit... C&C is welcome.


  9. #129
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    Default

    I think the problem with your characters is the lack of basic shapes of underlaying structure of the skull. You need to establish a proper planar foundation before even thinking about detailing the skin. You have some sort of understanding of the head anatomy, but not quite though.

    And I'm sorry to say that those wrinkles you added to your sculpt look more like dam_standard strokes instead of a proper wrinkles.

    BUT, I like your attempt to create aging to your character. That's pretty cool thing to do. Even though you'd need to revisit your original young version of him and get the anatomy right. Also ears are looking very unfinished, and the way they're sitting on the head looks weird. Like bulging out from the skull, especially in the front view. Parietal eminence is usually the widest point of the skull when viewing from the front.

  10. #130
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    Default Creature Design: Obsidian Juggernaut

    Hey, guys. It's been a while since I've posted anything here, and I decided to visit the forums and share what I have been working on... I have been working on game-based characters and
    wanted to try my hand on high detailed creatures and really push my VFX knowledge from high detail texturing to rendering with displacement maps, something I've never fully explored.
    The story behind this character is I have been dealing with anxiety and depression, waking up from horrible nightmares after having panic attacks. And I figured a character like this one would be ideal
    to personify the sheer terror I feel when I wake up totally freaked.

    Anyway, this model is in its early phase, as I am just blocking things out until I get the feeling of weight on him. Also for his body type, I opted to design a more "muscular fat" character to get
    out of my comfort zone with the typical overly muscular models and have something with more mass. After I work on this pass, I will be adding details like spikes and skin pustules after I do a retopology
    in Modo for an animation mesh for film rendering. Also I had to separate the head from the body to gain some resolution as the entire character is dynameshed.

    C & C is definitely welcome as I am shaking off rust, trying to get back into modeling creatures. This one is especially important since I am planning on 3D printing this model for actual casting and
    painting. More to come.


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