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 Mel's 3D Adventures

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Lyall
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PostSubject: Mel's 3D Adventures   Thu Apr 26, 2012 2:05 pm

I'm having trouble getting feedback from deviantart and facebook as of late, so I figure I may as well start posting a bit of stuff here. Worth a try, right? I'm a first year, so I have really only worked on 3D stuff in the past 10 weeks (and I am awful at anything besides the basics), but it's enjoyable and I'd like to get better at it, so any feedback and criticism is welcome. I'll probably be making stuff in ZBrush dominantly.

First order of business is a Zerg Ultralisk WIP:


ZBrush is awesome, but a lot of the interface is confusing as heck. My materials and lighting feel really off, so any advice in that area would be cool. Really, anything in general that an outside eye can see wrong with this, let me know.

I'll update with more stuff eventually.
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David
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PostSubject: Re: Mel's 3D Adventures   Thu Apr 26, 2012 2:16 pm

Very nice composition!

As you seem to be seeking points to improve I'll just kinda list what I see:

The texture for the tusks need a more solid join- they should be piercing out of the skin. Not just blending into it.

The sculpted detail on the feet is quite low in comparison to the rest of the model, try give it some more details where appropriate

In a lot of places over the model you've sculpted in these muscular bumps. They look great but are way too smooth. The texture of skin still needs to cover them.

Otherwise in general try experimenting with different light setups- changing the light will help show where areas could be better built!

All in all through a very impressive Z-brush- especially for your first attempt
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Lyall
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PostSubject: Re: Mel's 3D Adventures   Thu Apr 26, 2012 2:44 pm

Ah yeah, those mutated uncooperative tusks will be the death of me. The current version still isn't finished but there's more detail all around compared to this one. I gave up on detail before because every division just wiped it out again. However, since my laptop refuses to divide any further, it's safe to put in details now hopefully, and so I'll have a go at what you've mentioned over the weekend.

I assume animating is something that requires a combination of programs and such? Not that I'd ever dare try animate this, but maybe as something to try have a crack at over the break on something simpler.
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David
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PostSubject: Re: Mel's 3D Adventures   Thu Apr 26, 2012 2:50 pm

You bring it back into 3DS max to animate- but not at that poly. This is where it's ideal to build your low poly models in 3DS max and then take them to Zbrush to be sclupted. Animating is best done on low poly rigs and then have the whole animation attached to a high poly rig later on. Even more ideal for game animation, you would attach a normal map to the low poly rig in max.
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Mirai
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PostSubject: Re: Mel's 3D Adventures   Fri May 25, 2012 1:40 pm

There are z-brush tutorials in the library. Deffnitly check them out.

Also if you think you get the hang of organic sclupting try hard surface one. I have some tutorial from 3d, I will bring it if you want it.

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