View Full Version : models n stuff
leslie.button
03-03-2010, 03:50 AM
Hello everyone! I thought I would start a sketchbook for sculpts and models, I like this one person one thread idea. don't think I'll touch this again but who knows
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Tomaya
03-03-2010, 04:33 AM
very nice model , some parts seems to be welded ,3dcoat ? :thumbsup:
StephaneD
03-03-2010, 04:45 AM
looks great, feels very natural
there is something strange to me in the proportion though, the upper body seems a bit narrow compared to the lower body
keep posting :thumbsup:
PascalR
03-03-2010, 07:08 AM
:welcome:here Leslie,
what a lovely sculpt! I love it, feels very natural :dance:
What applications did you use? Any wireframes to show us?
Keep posting please
Cheers
P.
leslie.button
03-03-2010, 02:53 PM
Thank you guys for the nice comments and critiques!
@stephane: I think you are right, really the hips are very large. It started as a freesculpt of just an upper torso but halfway through decided to tack on a lower body as well, and probably miffed the proportions a bit in the process. Sculpting in pose is trickier for me, so in the future i'll definitely pay more attention to this
@tomaya & pascal: This one is all maya and zbrush. I think zbrush makes it appear as if its welded because of the way its shaded. I could post wires, but its just a modified mudbox basemesh (to remove all those poles in the face topology)
@pascal: Thanks and there's definitely more coming :)
Manuel Poehlau
03-03-2010, 04:05 PM
Great sculpture, great pose! Beautyfull. :love:
BrettSinclair
03-03-2010, 09:38 PM
Gorgeous! Love it all.
rasmusW
03-03-2010, 09:42 PM
beautiful and very natural looking model.
i noticed the proportional differences, but actually just thought it nice to see some more soft/natural forms.. hehe -didn't really think them to be off.
anyway, looking forward to see more from you.
-r
ianucci
04-03-2010, 04:35 AM
I did also wonder if the proportions might be a little off, but great work! I love the fleshynsess of her hips especially, makes me want to grab them. :rofl:
Tomaya
04-03-2010, 08:58 AM
For me , the proportions are very realistic in fact , that girl is just a bit "ronde" as we say in french , a bit like the 'renaissance" painters models ...
Very pretty ....
tonytrout
04-03-2010, 07:22 PM
Very lovely, I like the slight proportion weighting, makes her seem more real. :thumbsup:
drummermenco
06-03-2010, 06:26 PM
she's a beauty! great job!
collings
06-03-2010, 06:28 PM
lovely sculpt the forms look just great :thumbsup:
Intervain
07-03-2010, 03:01 PM
lovely gesture - I feel the distribution of fat would be a bit different on a woman with more form... the hips would not grow wide just sideways like they seem to have on your model - there would be a quite a bit of fat on the lower portion of the belly [the front of the body] that would not stretch up even though she has her arms lifted... just a thought
leslie.button
13-03-2010, 11:02 PM
Thanks guys for all the great feedback and kind words! I was indeed going for a rounder feel to her, because I find that sexy :)
@intervain: thanks, and your observation noted. I'll keep this in mind for the future, I think if I had used a more solid reference and not just winged most of it, I wouldn't have 'idealized' the forms as much (giving her wide hips and no belly to go along)
Here's a work in progress, couple ideas for a dress. This is the poly model, except the hair - that's just a sculpt for now
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Tomaya
14-03-2010, 06:33 AM
I' m a fan , very nice ,great clothes !:thumbsup:
Intervain
14-03-2010, 07:23 AM
sweet - always great to see clothes done well - I really love the flow of the first shirt - looks real
drummermenco
14-03-2010, 08:05 AM
that's awesome! how did you do the ruffles? I'm working on something similar but I'm not happy of the model...how is the geo?
PascalR
14-03-2010, 08:28 AM
wow beautiful models indeed. Clothing looks great in both pictures, hard to choose which one I prefer:love:
Well done clap
leslie.button
14-03-2010, 10:09 PM
Hey thanks guys! I'm glad you like both of them, they are still WIP but its good that the designs seem to work
@ Pascal - I couldn't pick my favorite either, that's why I ended up doing both :)
@ drummermenco: I simply lofted two nurbs curves and then tweaked the shapes a bit so it wouldn't look like a loft. The artisan brush is good for this, if you use maya. During the making of this I discovered an easy and very quick way to add lace to even complicated cloth shapes, I'll add some pics below to explain
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PascalR
15-03-2010, 12:26 AM
Awesome trick:bouncy:
Thanks for the screenshots and explanations clap
Intervain
15-03-2010, 02:53 AM
wow thanks for that:dance:
tiktok
15-03-2010, 12:15 PM
this looks fantastic! Great explanation of technique.
Some really outstanding work!
:bouncy:
-Bayard
It's looks really really awesome!! great progress!
I will want to try create a dress like yours because of your stuffs! hehe.
thanks for sharing! can't wait next step!
MikeANash
15-03-2010, 05:46 PM
awesome work and trick :dance:
tonytrout
15-03-2010, 06:44 PM
Awesome work Leslie, thanks for the tip too :notWorthy:
leslie.button
15-03-2010, 10:25 PM
wow, thanks Pascal for the top row :beerchug:
Glad I could share that trick with you guys, it's certainly made my life easier!
ZippZopp
16-03-2010, 06:39 AM
awesome sculpt and clothing! thanks for sharing your workflow
Tomaya
16-03-2010, 12:20 PM
hey ! much better than some tests with ncloth !;) very good trick :thumbsup:
drummermenco
16-03-2010, 07:29 PM
amazing trick, great stuff! thx for sharing! I looks so good, I shall try to use the curves next time, polygons for this kind of stuff can make it really slow. cheers! :beerchug:
nghia59
17-03-2010, 12:22 AM
Great work man! How long does the entire process take to make the folds and get the trim to work? Is there a bit of fidgeting with numbers back and forth?
StephaneD
17-03-2010, 01:31 AM
beautiful work! I love both dresses
the process is very interesting, thanks for sharing
leslie.button
18-02-2011, 11:36 PM
I've been on a bit of a hiatus for the last few months, so I'm trying again to get back to some personal work. I posted this update on my blog a while back but never updated my thread here, so I figured I should. The model turned into more of a facial project, and below is a motion test I created to see how the shapes were working together. Just recently I decided to pick it back up and start on the tongue as well.
Hopefully more updates soon!
http://www.cgclay.com/anim/tonguePlayblast_splash.jpg (http://cgclay.blogspot.com/2011/02/face-rig-update.html)
http://www.cgclay.com/anim/f600_splash.jpg (http://cgclay.blogspot.com/2010/10/blog-post_7119.html)
And a clearer shot of the wireframe and the controls:
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Intervain
18-02-2011, 11:41 PM
excellent the shapes are great, very convincing!! Makes her come to life
fantastic shape tests haha soo cool. how long did it take you to rig the face?
BrettSinclair
19-02-2011, 12:59 AM
I've been oogling this on your blog for sometime. I never knew that you and Clay Osmus are the same person :sw:-Sneeky. Beautiful work.
Kel Solaar
19-02-2011, 01:09 AM
Hi,
The shapes are excellent :) Was a long time since I saw such quality ! :) Will follow your next updates for sure.
KS
pitiwazou
19-02-2011, 02:23 AM
Impressive work, It's very good !!
I really like the expressions !!
Good job ;)
Storm
19-02-2011, 03:46 AM
Those shapes really gave that model some life, looks so convincing, might be a stupid question, but it the wire frame you show the one you actually modeled or is it at sDiv 1?
moonjam
19-02-2011, 04:28 AM
Holy crap - that is outstanding!
delavega
19-02-2011, 04:42 AM
brilliant! so much character in that facial anim. I'm impressed
Bigguns
19-02-2011, 12:13 PM
Wow superb rig and deformation! and really smooth modeling, I love it!
I hope the render will be as good, and with a little anim of this, it can be really awesome.
great work mate!
leslie.button
20-02-2011, 04:23 PM
@Intervain: Thanks a lot, really appreciate your kind words :)
@MJG: It was a long project spread out over a few months, working on it outside of my full time job. Theres about 50 unique blend shapes built for it right now, some split into unique left and right shapes and combinations of those. In all, about 100 shapes driving the rig, which was the most time consuming part. The actual controls and setup were the quickest parts. Glad you like it :)
@Brett: Thanks man, sometimes I like a bit of anonymity when I post work on public forums otherwise I feel too much pressure. Yeah I know that sounds crazy :P
@Kel: Thanks! I hope to update soon, maybe something else entirely!
@pitiwazou & moonjam & delavega: Thank you very much! You guys rock!
@Storm: That is the actual base wireframe without subdivision. I needed the density to achieve believable shapes and expressions without the need for any displacement. In fact, if I could start over I might even add some more density in certain areas :) Glad you like it, big fan btw!
@Bigguns: Very happy you are impressed! Eventually I will get around to rendering it, I only hope I can achieve a result similar to your renders!
PascalR
20-02-2011, 08:53 PM
+1, that looks really nice dude, thanks for sharing them here. :thumbsup: Looking forward to more:bouncy:
awesome sculpts and thanks for workflow,i wonder why in cg worlds every one tend to just doing realistic works(even in classical traditional sculpting back in Renaissance era,you can find many example of manipulating the certain parts to tell a certain messages or story,the best example is Michelangelo's David which the proportion of head is a lot bigger in purpose,maybe if Michelangelo lives in our time and doing cg sculpting people critic himself about his mannerism proportion:D ),i think as an artist you can do whatever you wants.
by the way keep posting your awesome and inspiring models:thumbsup:
Storm
21-02-2011, 02:33 AM
Makes total sense, and as the video shows it works perfectly ( I can't count how many times I've watched that video by now ;) )
If I may add another question, do you have any tricks to avoid pinching when modeling with that many polygons, do you take the mesh truth zbrush or something like that?
Intervain
21-02-2011, 02:40 AM
awesome sculpts and thanks for workflow,i wonder why in cg worlds every one tend to just doing realistic works(even in classical traditional sculpting back in Renaissance era,you can find many example of manipulating the certain parts to tell a certain messages or story,the best example is Michelangelo's David which the proportion of head is a lot bigger in purpose,maybe if Michelangelo lives in our time and doing cg sculpting people critic himself about his mannerism proportion:D ),i think as an artist you can do whatever you wants.
by the way keep posting your awesome and inspiring models:thumbsup:
I agree about the drive for realism somewhat, though I'm guessing it has a lot to do with challenging oneself technically ... as for David - well the proportions were a technical solution not so much an aesthetic storytelling device, because he was supposed to be viewed from a distance and while looking up [still is really cause he's huge :)]. He was meant to be placed on a roof. It's often the case with such sculptures that their legs look short while their heads and hands look big...
ianucci
21-02-2011, 09:05 AM
Wow Lesley, amazing facial shapes. Did you make the base mesh over a sculpt? What do you use for retopo?
I agree about the drive for realism somewhat, though I'm guessing it has a lot to do with challenging oneself technically ... as for David - well the proportions were a technical solution not so much an aesthetic storytelling device, because he was supposed to be viewed from a distance and while looking up [still is really cause he's huge :)]. He was meant to be placed on a roof. It's often the case with such sculptures that their legs look short while their heads and hands look big...
totally agree with you Magda about David but if it dos not spoil the great thread of Leslie ,just read the mannerism Wikipedia page for more info:
http://en.wikipedia.org/wiki/Mannerism
:dance::dance:
Branduarte
27-02-2011, 04:12 PM
Great work here !
Really awesome man !
man, really nice work! anim as model itself!
would be nice to see a sheet with your blendshapes
if you could share!
PascalR
10-03-2011, 08:45 PM
:sw:plugged:sw:
johnseventine
10-03-2011, 08:57 PM
im.........pressive....
HOLY TURTLE TIT ! That's some nice work! :thumbsup:
Tentacle Ninja
10-03-2011, 09:21 PM
Speechless... Awesome!
you are my new hero... :dance:
LetsEatSomeBananes
11-03-2011, 01:53 AM
Fantastic job on the modelling, blendshape, the rigging and on the animation. It's crazy good, and I'm impressed all this is done by one single guy :)
Jake_H
11-03-2011, 02:00 AM
WOW 000 - just found your thread - great job on the facial blend shapes - blog bookmarked - so much to learn - :notWorthy:
chuckhigreen
11-03-2011, 02:21 AM
This is just awesome... at least one of the best non-captured facial animation I've seen so far!
I've been following your blog for a couple months now and really enjoy your work. It's eye candy!
Looking forward to more! :dance:
braseN
11-03-2011, 07:51 AM
amazing work man, its so smooth and realistic, congrats and keep it up.
:beerchug:
vargatom
11-03-2011, 09:49 AM
Nice stuff there! Can we get some more? :)
Are you using FACS or something else for the shapes?
Infinite
11-03-2011, 11:16 AM
Mind boggling stuff! She's stunning, great work! :drool:
AlexStratulat
11-03-2011, 11:55 AM
Great work! Your rigging skills, and face animation is brilliant! clap
looks really nice!!! :rofl:
do you have any plan to use disp-map animation for rendering work?
if you already answered about this step, please don't mind, It's just curious...
Manuel Poehlau
11-03-2011, 02:35 PM
Great modelling and blend shape tests, really impressive work! :notWorthy:
chindian
11-03-2011, 06:57 PM
Wow... this is really great stuff! The model looks awesome and those face shapes are very compelling!!! Excellent work!!! Looking forward to seeing more...
Keep it up!
frankino
12-03-2011, 02:05 AM
OMG! i love her!!
tnx for sharing all this
awesome work!
:D
frk
leslie.button
12-03-2011, 02:23 AM
Wow, thanks again Pascal for the plug! That is too kind of you! :thumbsup:
Thanks to everyone for all the comments, they are much appreciated. Hope to post some updates soon, but I might take a break and work on another project for the time being. Now for some of those questions! :)
@Storm: To avoid pinching I tend to use weighted clusters to push and pull the verts into place slowly. It's the best way to retain full non-destructive control over the mesh and easy to quickly get rid of any problem areas. Also, the relax brush in Maya artisan is awesome for touch ups as well
@ianucci: I sculpted it before hand and retopologized in Maya using NEX, my favorite retopo tool :) Then I spent some considerable time tweaking the mesh in Maya to get all the subtleties into the base mesh
@vargatom: I will keep this thread updated as I continue working on the rig, so you can expect some more as I get around to it :) The shapes are indeed FACS
@Ken: I probably won't be doing any displacement map in the end, as I tried to get everything I needed out of the mesh. Maybe some bump map for details though. Glad you liked it :)
vargatom
12-03-2011, 02:31 AM
Something to consider for your workflow:
http://dpk.stargrav.com/pafiledb/pafiledb.php?action=file&id=32
This is one of the best tools I've ever found for making blendshapes and other stuff. I use it almost every day and it's insanely good.
The images should be pretty self explanatory, one note is to make sure you turn off both Reflection and Soft Selection before painting because these tend to slow it down a lot.
I usually set it to 0.3333 strength and use a tablet to paint, but it's good in many other ways too. I also use it if I have to refit some existing model onto a new set of proportions and the manipulations mess up the details - with this you can simply paint it back in.
incredible expression Clay
madmatt
16-03-2011, 01:49 AM
I saw your blog, and I found that I love your work, from models to the animations...
Really Great Stuff !!!
Bye :thumbsup:
BrettSinclair
16-03-2011, 02:21 AM
Said it before, Will say it again. Brilliant. Please show some blendshapes. Or something behind the scenes :)
denz3d
17-03-2011, 01:29 AM
Stunning work Leslie, such character. Thanks for the tips also!
Yolao
21-03-2011, 04:31 AM
hey Leslie
This is an amazing work, from modeling to rigging and animation. The expressions are very well done.
Speaking of modeling, can you tell me please when the face is in calm neutral expression, how do you avoid the pinching in the forehead area where there are more added edges?...i mean it looks very smooth...is perfect!
thanks
andyLP
24-03-2011, 01:20 PM
Oh wow this is sooo impressive.
Congrats!
Andy
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