LC Doodle Testing
Started by
digman
, Sep 29 2011 06:54 AM
48 replies to this topic
#21
Posted 14 January 2012 - 09:36 PM
Start of another sculpt... surface mode only LC and regular brushes
500,000 polygons. I like to keep it low till I'm happy with the anatomy (face) which I am not yet...
Polypainting is pretty cool for adding some quick painted eyes on the spheres.
Two of my favorite books, Dynamic figure drawing and Drawing the human head by Burne Hogarth
500,000 polygons. I like to keep it low till I'm happy with the anatomy (face) which I am not yet...
Polypainting is pretty cool for adding some quick painted eyes on the spheres.
Two of my favorite books, Dynamic figure drawing and Drawing the human head by Burne Hogarth
#23
Posted 24 January 2012 - 08:42 PM
Start of another Surface mode doodle using regular surface brushes and some LC...
A non-symmetrical sculpt after I got the base skull then I broke symmetry.
Current tri polygon count 315,000.
I keep everthing low so I can learn, It is easy ot get rid of areas, change them.
On the right side of the image, A concept for the character. shader applied in 3DCoat and some post work in TB
A non-symmetrical sculpt after I got the base skull then I broke symmetry.
Current tri polygon count 315,000.
I keep everthing low so I can learn, It is easy ot get rid of areas, change them.
On the right side of the image, A concept for the character. shader applied in 3DCoat and some post work in TB
#24
Posted 24 January 2012 - 10:10 PM
Powerful !
#25
Posted 04 March 2012 - 11:12 AM
Hello there!
Nice Medusa!
But it seems that SHE was frozen
(saw her own reflect?)
Nice Medusa!
But it seems that SHE was frozen
#28
Posted 23 April 2012 - 11:58 AM
Very nice render, though vue isn't great on interior scenes. (light leaks on walls and corner areas). Try to apply some simple texture to hide these.
#29
Posted 28 April 2012 - 06:49 AM
Another aimless doodle. the wandering of a mind that knows no discipline... 
Funny in life I very methodical but in art I'm sloppy. I have to give some life to a model by a little painting and a quick render. I can not see it otherwise.
So here is another very unfinished doodle to throw at you...
Incense Holder:
Funny in life I very methodical but in art I'm sloppy. I have to give some life to a model by a little painting and a quick render. I can not see it otherwise.
So here is another very unfinished doodle to throw at you...
Incense Holder:
#30
Posted 11 May 2012 - 12:25 AM
Very early Wip...
I used the vox layer tool in surface mode to separate the suit into different layers, did some smoothing as I want to rebuild the sharp edges and design the suit some more plus add the details.
There are other ways of doing the above, I'm just experimenting using the vox layer tool.
I am using the new version 3.7.11B as it gives a lot smoother response in surface mode using the brushes...
I used the vox layer tool in surface mode to separate the suit into different layers, did some smoothing as I want to rebuild the sharp edges and design the suit some more plus add the details.
There are other ways of doing the above, I'm just experimenting using the vox layer tool.
I am using the new version 3.7.11B as it gives a lot smoother response in surface mode using the brushes...
#34
Posted 30 May 2012 - 12:49 AM
I have been seeing what I can do with sculpting in surface mode and keeping the polygon count very low.
The statue head is 55,000 tri polygons rendered in Vue with a displacement map created for details in PPP.
No retopo just imported the obj model into PPP and a auto uv map created upon import.
Displacement map and a Vue shader mix in the render...
Some post work in TB.
The statue head is 55,000 tri polygons rendered in Vue with a displacement map created for details in PPP.
No retopo just imported the obj model into PPP and a auto uv map created upon import.
Displacement map and a Vue shader mix in the render...
Some post work in TB.
#35
Posted 30 May 2012 - 01:04 AM
The scars on the hat and those on the face lack congruency. Are they supposed to be made of different materials? Their properties confuse the perception of what this is, a baked clay, or painted wood or stone. I can't see stone as the injury looks like it was done to wet clay where the cap defects appear to have arisen through uneven decay. Anyway, it looks like you had fun which is necessary if one is to persevere.
.
8 core 2.5 Xeon /12 gb RAM GL 64 Cuda / 560GTX-Ti. I always use the latest build.
#36
Posted 30 May 2012 - 01:17 AM
Wow! I Missed the room doodle (#27).
This is very good!
Agree with Tony Nemo on the last one. Adding some dirt or moss
would probably make it more real too. Cool lightning though!
Can't wait to see next step.
This is very good!
Agree with Tony Nemo on the last one. Adding some dirt or moss
would probably make it more real too. Cool lightning though!
Can't wait to see next step.
#37
Posted 30 May 2012 - 01:22 AM
Correct on both counts...
I will have to let go of the vue shader completely or greatly reduce it and the satute still has a plastic unreal look to it...
I will have to let go of the vue shader completely or greatly reduce it and the satute still has a plastic unreal look to it...
#39
Posted 13 June 2012 - 09:12 PM
Nice shader, but not glass really. You need to use lightpath/ray length for great glass results.
It's a bit complicated, I'll post you some workaround soon. Still searching.
Interesting sculpting David. Do I see some cavity painting here?
It's a bit complicated, I'll post you some workaround soon. Still searching.
Interesting sculpting David. Do I see some cavity painting here?
#40
Posted 13 June 2012 - 10:03 PM
I'm all ears for better glass...
Yes you see some cavity painting...
Yes you see some cavity painting...
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