Freak

pugman 1
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Freak

Post by pugman 1 »

Here the head im working on in sculptris had probs reimporting it to sculptris.
so i got it into 3d coat and used the retro tool to reduce the poly count,
worked a treat now no prob in ts with it and sculptris.
please be honest ,what do you think so far .its not yet finished
any tips welcome .
Thanks Ralph
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Re: Freak

Post by pugman 1 »

Here is a update trying to make the
clothes look right
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Re: Freak

Post by pugman 1 »

Here another shot
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3dfrog
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Re: Freak

Post by 3dfrog »

Looking good pugman, can we get a wireframe of him?
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Re: Freak

Post by pugman 1 »

not to good but this is from sculptris, triagle count at the bottom
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Math Path
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Re: Freak

Post by Math Path »

:o You are doing very well Pugman :)
Overall shaping is good. I like the details too.

One thing to think of, it seems to be too much noise on the cloth. It distracts me a bit from the face which is much more important here. I'm truly impressed though.
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Re: Freak

Post by Steinie »

I can see that your talented in clay modeling. I also see that you are picking up
Sculptris rather rapidly! Great!!!
Try comparing your creature with human bone structure and muscle groups. I think the arms
could use better bisceps and on the face I would work the cheek bones.
Did you do the mouth (gums, teeth, tongue) separate from the skull? You can get more details much easier
if you do.
I would also turn off mirror and try to bring out feature unique to one side so that the face doesn't look so balanced.
I would do that at the end of your modeling.
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Re: Freak

Post by MikomDude »

Yeah, Sculptris is fun :) I made a character model in sculptris myself once: http://media.moddb.com/images/groups/1/ ... _00104.png
I also edited the seats for my Royal Enfield motorcycle in Sculptris, added more detail. So I'm a big fan of Sculptris myself ;)
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Re: Freak

Post by bitkar »

hm, hmmmm, nice model... iam curious about texturing which will be very important.
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
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Re: Freak

Post by pugman 1 »

Thanks Steinie, i have not done much to the
arms yet concentating on the neck and shirt ,might change the shirt
to bulky . every thing is out of my head, no pic to compare or work from
ill look at his cheek bones they are a bit wrong BUT this is fantesy.


Bitkar, i am curious to in how to render this :lol:
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Re: Freak

Post by pugman 1 »

Here changed a few things ,still have to turn off symentry
and play a bit , maybe rip his shirt a bit if i can do that
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Re: Freak

Post by pugman 1 »

I just tured off symentry crash got to go back into 3d coat and hope i dont lose
to many details
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Re: Freak

Post by Steinie »

Cheat sheet for Sculptris:
http://www.scribd.com/doc/39358389/Scul ... heat-Sheet"

You don't have to leave Sculptris to reduce your poly count.
There is a "Reduce Selected" button you can use to reduce the poly count. Don't overdo it
or you will loose the details. This will help you from having too many polys.

It sounds like you are hitting a limit with the count.
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Re: Freak

Post by pugman 1 »

Here a update ,i think he is done .but please let me know if
i can better it . texture ,render ?
Steinie thanks for the tip it works a treat
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Re: Freak

Post by pugman 1 »

Here with texture and painted in sculptris ,one prob the eyes
i have never been any good makind eyes . has anyone a pair for me ,would be cool
and how do i get this out of scuptris with the textures .i cant find any docs for this
thanks for any help Ralph
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Re: Freak

Post by Steinie »

Yes he is "Freaky" :lol: From what I can tell using Sculptris, I would not
add textures to him until you either retopology the object redo his UVmapping in 3dCoat. (or other app) The object is made up of all tri's and I would want quads first.
If you apply a flat UV plane on the eyes then just apply a google eye onto it. Another way is to study Madmouse's tutorial on making an eye.

vi ... 4699#p4699"


(hey I didn't get any responses from my last image post either...it sometimes will happen.)
:bananacheers: Keep it fun!
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Re: Freak

Post by Finis »

I wish I could do things like this.

I think the hyper polycount of Sculptris, etc., is unnecessary since the tiny details are best done with textures, bumps, and displacement maps. So poly reduction isn't a bad thing.

(Steinie: I'd comment more on your pics but I'm afraid I'd wear out the thesaurus pages for "great", "awesome" ...)
I prefer dangerous freedom over peaceful servitude. -- Thomas Jefferson/Jean Jacques Rousseau
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Re: Freak

Post by pugman 1 »

OK here another try ,this time in 3d coat, still no eyes ,i want to try to make
realy piercing eyes man there hard.
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RAYMAN
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Re: Freak

Post by RAYMAN »

looking good so far !
Peter
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Re: Freak

Post by Math Path »

Hey, very well done!

Um... eyes. Maybe using 2D for concept before you make nth 3d eye would help?
I took your picture in Corel Painter for a while... Just a thought.
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Re: Freak

Post by pugman 1 »

nice one .i have sunken the eye holes so mabe i must go back to
skulptris bring them back out then try this but it means re painting him
in 3d coat. fun time
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Re: Freak

Post by Steinie »

Pugman, what application are you using to render and what rendering engine?
You'll get more help with the eyes if they know what you are using. Remember
piercing eyes are smaller pupils
Have you tried MadMouse's tutorial yet?

I like what you have but hope this is not a self portrait... :lol:
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Re: Freak

Post by pugman 1 »

Hi i used 3d coat for it render in it as well.
and no my teeth are cleaner
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Re: Freak

Post by pugman 1 »

Hi made two eyes cant for the life of me get them on my model
any clues on how with all textures from both eye and model
left in blender right in ts
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Re: Freak

Post by Steinie »

Add the eyes as separate objects. If you have eyes already on the object you
will have to paint them on in 3DCoat, add the texture to the UVMap in Photoshop or remove the polys to form an eye socket.
Which program are you trying to add them to your model?
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Re: Freak

Post by pugman 1 »

Hi seinie, I tryed in ts model crashes it. in vue it slows down to much to work
in 3d coat i have also tryed merging them but no joy,
I can model virtualy anything i want but texturing is my downfall ,uv
mapping no plan, idea.
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Re: Freak

Post by Steinie »

When you save the voxel object to a poly object does it ask to simplify the
poly count? (like 50%).
In trueSpace try the "Mesh Simplifier" on the workSpace side. (experiment without loosing your details)
Are you loading your object into the Modeler side or using Froo's Object Importer on the workSpace side?

It sounds like you have too many polys and everything is slowing down or crashing. What is your polygon count?
Also fill me in on your workflow. I may not know the best way but I am not crashing...
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Re: Freak

Post by pugman 1 »

Hi steinie, i reduced the poly count imported it into ts workspace with luuv wavefront
added 2 eyes went back to 3d coat only the eyes were there clicked on uv the hole model
came in. shit happens the uv does not fit any more
Soooo i start again but this time add the eyes first

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