It's Incredible!
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Peter, we need a rigging plugin for you!
Superb modeling. I wouldn't even know how to start such an IncredibleTomasz
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Pete,
You have done it again. You are truly a "Pro". Have you ever thought of private training or doing training seminars? If not you should and I'd be interested for sure.
Jeff -
Thanks guys.
Coen, I have a few other bits and pieces on my main modeling machine, I will see what other proxies I have of this around. Here is a basic head progression from various saves, it'spretty difficult to see from these images exactly what my process is and it's also difficult to explain. I have developed a different way of modeling organic shapes that involves going from intersected shapes saved as components to Deep explortion for reduction then back into SU for refinement, etc. I have requested for a reverse SDS which would really make the workflow smooth and open newer modeling possibilities.
Tomasz, I have a rigging request in the ruby discussion forum, yet to get a bite however.
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Wow its great "solo"
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One of my favorite movies. And with many more interesting characters to go!
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Hey Solo....any chance of posting just a small screen capture video of this process of the head?
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Pete, have you tried to export the mesh into a program like Zbrush for further sculpting? I wonder how it would hold up because it's triangulated and not quad poly. I've tried to take SU mesh into Modo and use the sculpt tools, but it tore apart at the seems. Probably due to the vertices not welding properly. I think Max handles triangulated mesh better than any other software. Perhaps you could try to take one of your sketchup characters into max and try playing with the trial version of Joe Alters Lip Service and L brush? http://www.lbrush.com/test/features.htm
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Jeff, When I get the time (time is a strange thing as I always seem to find it when I think of a new character to model)as making a tutorial takes a lot time and planning, I am hoping to make a full video tutorial soon on my new 'subdivision' modeling workflow but before I do there are a few processes that I need to optimise as right now it's a little complexed and not very user friendly.
Adam, I have never gone from SU to z-brush for that exact reason, i have however created a mesh in z-brush and imported into SU, it works fine but the polycount on even the most basic form cripples SU.
I have used Maya for rigging before but again SU is not the best format for such modeling.
Now if you have the patience and are willing to use Topology tools to turn your SU mesh into something more universally useable then that may be a better option.I will look into L brush, never seen it before, and let you know how it works out.
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i presonally would love to see your SubDivision tutorial! It would be a huge help.
amazing stuff!
i have to say, i've been learning modo, and while it has a lot of great stuff, there is something about sketchup that is so much fun.
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Hey guys, I am busy making a new character and I did a quick video of the steps, not the actual mesh manipulating as that takes way to much time modeling with the screen capture going and having pause, continue all the time, I will do a full modeling video where I show my technique soon.
This is the WIP so far, video will show the how.
[flash=600,350:nuxwks6c]http://vimeo.com/moogaloop.swf?clip_id=2983741&server=vimeo.com&show_title=1&show_byline=1&show_portrait=0&color=00ADEF&fullscreen=1[/flash:nuxwks6c]
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Incredible, as always, Solo.
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Hey Pete,
LOVE IT! Talk soon.
Dave
P.S. I noticed that some members have standard tag lines at the end of their signatures ... many of them prophetic and thought provoking (seriously). So I thought I'd try one out for size:
"To idiot drivers: OBJECTS IN YOUR MIRROR ARE MORE PISSED OFF THAN THEY APPEAR!"
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