View Full Version : Scudz Sketchbook
ScudzAlmighty
03-01-2009, 02:17 AM
thought i'd start off with my my DomIV mini, not enough time for the whole thing but i'll be happy if i get a cool sculpt out of it
http://i20.photobucket.com/albums/b236/mrsunfish/KED_Wip_02.jpg
it's alittle tricky to explain but the eye's are going to go just below the brow ridge, just up and to the right of the nostril looking things, if you squint and look at the pic at half size it makes sense, and no i couldn't just wait to post an updated pic that included it......
here's a couple older pieces as well,
the first is just head sculpt but i'm proud of it cause i did the whole thing with a mouse
http://i20.photobucket.com/albums/b236/mrsunfish/MudHead_04.jpg
and a close up
http://i20.photobucket.com/albums/b236/mrsunfish/MudHead_03.jpg
the last one for now is my Hancock sculpt from GA's Comicon
http://i20.photobucket.com/albums/b236/mrsunfish/Hancock_wip_008.jpg
http://i20.photobucket.com/albums/b236/mrsunfish/Hancock_wip_021.jpg
and the low poly, 6996 tri
http://i20.photobucket.com/albums/b236/mrsunfish/Hancock_wip_035.jpg
most recent as attatchment full size on last page
TangentSpace
03-01-2009, 11:50 AM
dude, the hancock sculpt and low poly rocks!
spybg
03-01-2009, 03:27 PM
it's awsome
the geometry of the model..was low poly and then you reprojected high poly detail or you just export normal maps and stuff like that from mudbox? :D
Wagner
03-01-2009, 08:28 PM
Great Hancock, you really nailed him. Now please show us Charlize Theron ;D
ScudzAlmighty
03-01-2009, 08:42 PM
hmmmm, i've honestly only EVER liked her Mighty Joe Young...
but maybe with a little arm twisting i could make an exeption,
for the good of the forum and all
spybg: typically i will do the low-poly first in maya, do the sculpting in mudbox and then bring either the first or second subdivision level back into maya as my new low-poly (depending on polycount) that way the low needs very little adjusting to fit the high. i do all the baking piece-by-piece in maya and then combine the maps in photshop.
thanks for the replies guys!
spybg
03-01-2009, 11:29 PM
spybg: typically i will do the low-poly first in maya, do the sculpting in mudbox and then bring either the first or second subdivision level back into maya as my new low-poly (depending on polycount) that way the low needs very little adjusting to fit the high. i do all the baking piece-by-piece in maya and then combine the maps in photshop.
thanks for the replies guys!
Thanks man :D I do the same thing but in 3D studio MAX,but I use Polyboost to create the geometry I need becouse my High poly meshes...are full with different objects and :) they ware created to be high not low poly like me Mental costume I did my high poly and on the low poly I've reprojected the high poly ;D
ScudzAlmighty
03-04-2009, 12:11 AM
http://i20.photobucket.com/albums/b236/mrsunfish/KED_Wip_04.jpg
Hulahuga
03-04-2009, 07:08 AM
Hey Scudz. It looks good, nut let me tell you an advice which I've gotten a couple of times.
When you are sculpting, work your way up from the lower subdivs with proportions and blocking out shapes. Use all subdivs as much as possible before going on to the next. Then when you are done with the major shapes you can do the finer detailing on your sculpt.
ScudzAlmighty
03-04-2009, 10:02 PM
thanks for the feedback Hulahuga, i actually do mostly work on the lower levels with a bit of back-and-forth between them, i just post images at a higher res cause the sculpt is really jagged and looks weird at the lower rez
Hulahuga
03-05-2009, 06:16 AM
Aight, same as me before then ;). Though as I watch your sculpt. The "holes" see to have been sculpted at the higher levels?.
Tip when you do defined edges. Go up a couple of subdivs. Make a basic hole, go back and forth pinching the edge, soon the edges will have aligned themselves to the shape.
For me it's one of the only tactics for reshaping meshes in mudbox.
Keep your work up :). Post a Wip here for your DW4 char too :)
ScudzAlmighty
03-06-2009, 02:28 AM
do you mean the holes in the chest? they may have been at a higher level, i've tried a bunch of different things in that area and kind of just stopped where it looked interesting.
when i get my new comp (gawd i hope its before DWIV) i'll try the pinching thing, right now i'm pretty lucky when "pinch" doesn't freeze my whole system so i don't really wanna throw changing levels into the mix.
Hulahuga
03-06-2009, 06:50 AM
;). I understand. Small tip though, lower the levels to about 3/4 and pinch, it's a huge difference in performance compared to the higher.
I'll hold my thumbs
spybg
03-06-2009, 08:09 AM
Can I say please show us the wire frame of Hancock (the low poly model ::) :D
ScudzAlmighty
03-06-2009, 04:04 PM
http://i20.photobucket.com/albums/b236/mrsunfish/Hancock_wip_024.jpg
http://i20.photobucket.com/albums/b236/mrsunfish/Wires.jpg
TangentSpace
03-06-2009, 04:32 PM
thanks for sharing, nice clean mesh
ScudzAlmighty
03-07-2009, 12:57 AM
my pleasure :)
Hulahuga
03-07-2009, 11:30 AM
Good work around on the forehead :)
ScudzAlmighty
03-16-2009, 03:41 AM
just got my new comp (been playing Crysis on high...) and thought i'd do some speed concepts for my Dom War entry.
http://i20.photobucket.com/albums/b236/mrsunfish/DemonHead.jpg
500 000 polys from the default head, 25-ish minutes
Hulahuga
03-16-2009, 09:30 AM
When you sculpt and make horns and such. Use the grab brush at the absolute lowpoly before you subdiv. Else you'll get a low poly count on the horns.
It is very important when sculpting without modelling support.
Congrats on the new computer ;D
I want to be able to use AO too :'(
ScudzAlmighty
04-06-2009, 06:08 AM
been busy with DWIV lately http://www.gameartisans.org/forums/showthread.php?t=7617, so not much time for mud,
fortunatley i was too hungover today to focus on my entry so i did a quick speedz of one of my other concepts.
little over an hour, and 5mill polys
http://i20.photobucket.com/albums/b236/mrsunfish/KEDDem_wip_002.jpg
question, how do you get the thumbnail image on the thread page to show up?
Hulahuga
04-06-2009, 04:57 PM
Hia Scudz. The thumb should be attached to the first post in the thread. It also has to be the smallest one.
What brush did you use on this mesh?
ScudzAlmighty
04-06-2009, 06:43 PM
i was thinking that might be the case, thanks Hulahuga.
this was mostly wax, buldge and scrape
Hulahuga
04-06-2009, 07:35 PM
Okay. Cause some areas where detailing is done look really flat. Like stomach muscles and such
ScudzAlmighty
04-06-2009, 08:19 PM
that's on purpose actually, trying for a sorta rocky look.
maybe like shale or slate not like "the Thing", i can't stand his design
Hulahuga
04-06-2009, 08:38 PM
Okay, I like the head of him ;P
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