Scooby Doo and Shaggy
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I am just amazed !!!!
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so so goood. Brilliant
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Bravo, maestro!
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wow. small but perfectly formed!
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Well done Pete!
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Pete, please refrain from posting your imports here. It's a disgusting habit.
Your organic models are insane!
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There're better tools for sculpting pete.
But the whole scene is brilliant. A fine composition from a talented man. Great use of simple texture on wood only. I love the SU 2d layout. -
Looks great! Marvin is still my favorite, but hard to believe this is in SketchUp.
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You're having way too much fun! Wow
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Dynamic animal!
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Thanks guys, it's always appreciated to get positive feedback.
Michal said:
@unknownuser said:
There're better tools for sculpting pete.
I agree,there are many great apps out there, some even free. However I really enjoy the challenge of using SU, I know it can be clunky and awkward to create organic models but SU is so much fun.
Today as I await new work (more like hope all my bids get accepted) I decided Scooby needs Shaggy.
All the same tools were used.
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Shaggy has an amazing resemblance to you Pete. Great work.
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Thanks guys.
The head was a little higher poly than I hoped to achieve as I needed to use the sculpt tools to get a likeness then reduce, as much as I could with 'smooth selection' and polyreduce.
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ZOINKS!
Rice Rob RETE! RI'm RO Ronored! *use your scooby voice as you read this. .. itll make sense.
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Question for you Pete
How do start out on one of these masterpieces ? Start like you showed us with the evil mouse, or make a block and then sculpt away at it
I'm getting better but have trouble with the sculpt and smooth tools -
@unknownuser said:
How do start out on one of these masterpieces ? Start like you showed us with the evil mouse, or make a block and then sculpt away at it
Another difficult question, I spend a lot of time pondering this also every time I get an idea for a new model. If it's a cartoon character I usually start with an initial pose, I have a bunch of saved proxy's that I reuse, like the one below, where I have the arm, leg, foot, abdomen and head in separate groups for posing, then stitching and manipulating. The proxy's are created in a way that I have the ability to bend them at certain points without destroying them.
I then subdivide, add detail, simplify (Artisan reduce poly or just use Artisan smooth feature) Then add more detail and repeat the reduction until I have what I'm looking for.
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An update.
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These cartoon models are great, Pete.
I appreciate the little tips about Artisan too! Hopefully in a year or two I can make something with it worth showing off
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@solo said:
Thanks guys.
The head was a little higher poly than I hoped to achieve as I needed to use the sculpt tools to get a likeness then reduce, as much as I could with 'smooth selection' and polyreduce.
Good job Solo You still can use polyreduce for cheeks and forehead as these parts are more flat than others and one question
Do you have a symmetry axis for head to make a companent and mirror?
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