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suvakas

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by suvakas » Sun Jan 04, 2009 12:27 pm
Hey,
I had a bit of free time to kill today and I thought I'll check out the MudBox trial.
This is what came out after fooling around for an hour or so.
Since it was my first try ever, then I thought, that it deserves it's own thread
Rendered with the latest Indigo version.
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Borgleader
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by Borgleader » Sun Jan 04, 2009 12:28 pm
Wow he looks great! He would've told you, but you forgot to give him a mouth
Nice work suvakas.
benn hired a mercenary to kill my sig...
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Doug Armand

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by Doug Armand » Sun Jan 04, 2009 11:16 pm
+1
Really neat character - Like a lot
Doug
Doug Armand
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CTZn
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by CTZn » Mon Jan 05, 2009 12:01 am
If you had no digital sculpting experience before that's excellent
At this stage I import the shape in Maya and build a clean topology over it, I hardly go further in details before this step.
The render is very eye candy !
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suvakas

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by suvakas » Mon Jan 05, 2009 2:00 am
Eh, thanks guys.
The thing is more of an accident, than a character
@CTZn
Could you explain your process a bit more?
You re-create the topology in Maya? Why don't you use the mesh as it was exported from Mudbox (or similar soft.) ? I'm asking, cause I don't know what's the common workflow.
Currently I just exported as obj and imported it to Max.
Ps. Here's a side view

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Kram1032
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by Kram1032 » Mon Jan 05, 2009 5:46 am
suv: becuase you could go into further details without problems, with a more optimally shaped mesh
if you go into deeper details with the current mesh, you'll soon run into computer-spec-related problems...
Great first try

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CTZn
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by CTZn » Mon Jan 05, 2009 6:03 am
Currently I just exported as obj and imported it to Max.
I would have done it the same way to render a sculpt
I was refering to character design only, after a quick shaping I import the -not so- high rez mesh and build a lowpoly version with better edge loops. I then import the lowpo back in the sculpting software and go ahead.
The step I was refering to. On the left a sculpted sphere, on the right the reconstructed mesh that would be sculpted further. To build the mesh I used an option wich makes the sculpted sphere sticky, to create and place new faces/vertices.
Cheers
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suvakas

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by suvakas » Mon Jan 05, 2009 7:18 am
Great. Thanks for the tip.
CTZn wrote:To build the mesh I used an option wich makes the sculpted sphere sticky, to create and place new faces/vertices.
Interesting. So you manually create a new geometry over the sculpted one?
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CTZn
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by CTZn » Mon Jan 05, 2009 7:32 am
Exactly. It's a normal modeling process, except that the "final" shape pre-exists. You shaped it with a sculpting sowftware just like one would scan drawings as references, but now it's a 3d sketch.
Glad it helped !
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Kosmokrator
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by Kosmokrator » Mon Jan 05, 2009 9:58 am
oohh nice suv!!!!!!
i like it.......
work on it more.....mat,light setup,model sculpt and will out a great render!!!!
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aleksandera
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by aleksandera » Mon Jan 05, 2009 11:16 am
Nice!
Can you tell us what is the poly count?
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suvakas

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by suvakas » Mon Jan 05, 2009 12:31 pm
Thanks guys!
aleksandera wrote:Nice!
Can you tell us what is the poly count?
A bit more than 1 million (about 1.02 million or so).
I textured the poor thing

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Kosmokrator
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by Kosmokrator » Tue Jan 06, 2009 8:19 am
ohhhhhh fantastic!!!!!!!
keep it up

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M/B ASUS P6T DELUXE,WATERCOOLING ZALMAN RESERATOR 2
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CTZn
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by CTZn » Tue Jan 06, 2009 9:22 am
the red scares me

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suvakas

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by suvakas » Tue Jan 06, 2009 9:43 am
Thanks Kosmo !
@CTZn
Why? Is it too saturated or doesn't fit with the model or what?
I have to say, that Mudbox really surprised me. It almost has no learning curve and even someone like me (who can't draw and has done only rectangular shapes in 3D) can do something in it. Very fun piece of software.
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