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January 4, 2010
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DeamonLord digital sculpture by aaronfang-art DeamonLord digital sculpture by aaronfang-art
deamon character for DW4 competition
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:iconchaoz2209:
Chaoz2209 Featured By Owner Sep 4, 2013  Hobbyist Digital Artist
awesome stuff what was it done in
Reply
:icondeathbrain:
deathbrain Featured By Owner Mar 16, 2012
Good daamn...huge detail...I like It, is it Zbrush ? WTF...then how to retopo this creature lol
Reply
:iconart-by-sammy:
Art-By-Sammy Featured By Owner Dec 3, 2010  Hobbyist General Artist
Holy shit thats fucking awesome!!!! instafave!! :clap: :+fav:
Reply
:iconsoulsshine:
SOULSSHINE Featured By Owner Mar 26, 2010  Professional Digital Artist
ALRIGHT ! SO How many days ANd hours for this one ?

:glomp:

CHEERS !

:w00t:


RPGSI STUDIO ADMIN
Reply
:iconaaronfang-art:
aaronfang-art Featured By Owner Mar 27, 2010  Professional Digital Artist
This takes me about 2 weeks to sculpt all the details.

Hope you like it! =D
Reply
:iconsoulsshine:
SOULSSHINE Featured By Owner Mar 29, 2010  Professional Digital Artist
Actually I made some rough models in Zbrush before start to put details on this "final model". As you say, I do made a process of retopo form rough model to highrez model.Then when I do the lowrez model,I also retopo form highrez.
Here is a link of video capture shows how I make this character (in Chinese).But you can have a visual idea of the process. [link]

=D


THATS! whY YU TOOK SO much time ... With video capturing and everything ...

Yu crazy yu ...

:glomp:

SO COOL OF YU Also!
teaching the wanabes live...

:w00t:

That is a sign of the real artist with Substance to give to the world !!

Thanks so much ! ...

Are very cool those videos ...






And actualy after revising them all quicly here ...

I actualy already know all steps yu done there .
There is nothing i could count as new - UNLESS The Nuke and exporting to unreal tornament part lol ...

But anyway i'm the kind of freack that already seen all gnomon workshops and all available tuttorials there is to see and also tryied all softwares in the latest 15 years like ... and i', still trying and learning every single new one ....

OR Old ..

YO A WOUNDERFULL INSTRUCTOR !!

But still ...
On what i see of your workflow yu play too much with the what the tool does and give yu - in zbrush

( well zbrush makes people do that - and waste time because is not wysiwyg ) ...

SO i reaaly think that if yu reaaly work for serious a litle with 3dCoat And voxels ...
Yu will be atonished by its unlimited modeling habilities ....

When in zbrush yo still playing and tweeking around with Polys and mesh previews and etc ...

on 3dCoat yu experiment the real sculpting with clay ALWAYS from the start

Check out 3d coat tuttorials on voxels [link] if yo not sure ...also the curvstudios ones and etc ...

Yu got here the lastest betas to try out
[link]

Works best if yu have cuda nvidea card geforçe 8 and above graphic card

3d coat is still almost a beta aplication ..

But is reaaly artistical to work with voxels yu dont have to mess with tecnical details that much ...
Just how to tweek the brushes

and for that pay close atention to manuals and videos [link]

sometimes 3dcoat brushes are not that intuitive or simple as zbrush experience and can get slow in high polys...
What is deeply a shame ...

But starting out things in 3d coat is always amust for more artistical stuffs

Personaly i always have the both aplications running same time - 3dcoat and zbrush and always get back and fourth exporting and importing things out...

Easy hells out whatever yu got to do ...

but anyway




I have a personal secret for retopology !

Zbrush decimate Master ... Put the topology on the lowest 2k to 5k to 10k poly max if big meshes ...
Then export obj and import in wings3d www.wings3d.com/ select faces -» subdivision - » Quadrangulate ...

And thats it a low Poly version - quadrangulated But exactly the shape needed ... But in near "Notime"

Then back again to zbrush subdivide and project all from the highpoly ...

And yes i know the deal with retopology is have those amoung of polys for INGAME etc etc ...

But for me is just a waste of time when ya have decimate master - wings 3d - quadrangulate ...
Then if yu need to tweek things further import into Silo ..
Or even transform the low quadrangulated poly mesh into a Imported topology mesh to further refine ...

But then again sometimes is just a waste of time ...

HAHAHHA




YEAH i had spoted that CGTOP hxsd.com Site some time ago ... ALOT OF GOODIES there ...

And i see yu are a 1ARMY man ... Yu deal and work with alot 3d apps ..

Body paint hum ! ...

But yu do retopology because of uvs ...

Now look at this baby her name is MARI
[link]

It will be the replacement of body paint - with the PTEX tecnology ...

No uvs Needed just STraight painting ..

Actualy the PTEXT tecnology is already in 3dCoat ...
And it outputs obj with text maps that are readable already in all overall renderers ...

Again is no pain for retopolgy and no pain for uvs is just straight working ...





ITS VERY COOL YOUR WORKFLOW !

Yu basicaly dont limit yourself to 1 or 3 aplications just ...

Yo are like me - yu study deeply what ever ALL aplications Can do and then mix them using on them the features that can give yu a better and faster and simplier workout ...

For that one needs reaaly a hell lot of years in the field study ...

But i do think yu concentrate too much on details details details ... Tecnicaly tecnicaly tecnicaly ... then yu waste too much time ...

I KNOW THAT dominance war is all about Showing tecnical steps to whatever ...

Actualy is very cool to have such a contests like cgtalk ones and dominancewars that make pros show how they work out ...

But sometimes pEOPLE THAT KNOW "too much" LOST THEMSELFS in endless Tecnical details when otherwise they could get things better "More fast" ..

As example Flatiron / Unwrella tecnology Just in 3ds max do a awsome more fast job than / Deep uv and maya
As well as the new uv master plugin from zbrush
If yu want to become more precise 3dcoat does a hell faster job for interactive seams cut ...
Do also things more fast ...

If yo a topology freack - or needed for client work game poly / unreal tornament etc ...

Check out wrapit [link]

Wenever is released to add to your workflow [link]

For me is just incredible what just decimation master and a Quadify tool does ...

3ds max got a quadify tool the untriangulator [link]

There are alot of tools that do that Cinema4d got one ...

But seriously the wings3d F-5 >>tesselate>>quadrangulate tool ... is the best .

But of course AFTER YU RUN Decimate Master on Objects ...
Because decimate master optimises and adjust the mesh reaaly for topology silhoete lines at the most optimizing way ... then taking that and quadrangulate in wings after does miracles ... takes the wholle topology work there .

If yu need topology by parts - just need to paint zones in the mesh in zbrush - then ask to make the decimation of the topology with the polypaint influence ... or just divide and cut the object by groups or severall objects and its done that ...

OFCOURSE Nothing exanges in quality the Do topology and uvs by hand ...

But seriously take that off your workflow ...


And yu will be doing things like this www.xcomicx.com more easy ...

Hahaha...







AND PS: I forgot to mention a oldie but goodie program ( MAIBE THE BEST ) for freeform nurbs modeling


Check it out
Links:

[link]

Links:

[link]

Here is the full pakage :

Links:

[link]

Links:

[link]

Links:

[link]

Links:

[link]

Links:

[link]


ITS A DEMO but a full demo ...

If yu want to use it more than yu should yu can overright the trial instaling it in 32bits with with BufferZone or deepfreeze or a sandbox program so yu can use it more than the timelimit trial ...



IS amazing as that program is nearly 3 4 years ago outdated since was released ... but only now in Alias for inventor they are working out something alike ...

And still not good as it ...

But is amazing as a nurbs modeling pakage ...


Cinema4d for modeling is also a amazing pakage ...
Expecialy with all its many plugins ...

Not puting down 3ds max plugins as powernurbs or whatever that are too much complicated for nothing ...

But did i already mention the power of subdividion modeling out of low poly in SILO ?

Hahahaha







OK...
Nuff said for teh eternity ...

And the eternity is LEARNING but ..




I ADMIRE YU ALOT ...



A guy with so much work and working at disney watever big job ....
Then still trying to have time to Make videos to teach / and still participating in contests ....

And still making this amazing things yu do - just on your spare time ...

is very cool of ya!

THANKS SO MUCH For the cool links ...

CONGRATS !!




Well back here to work in my bastard novel in 3d ...

[link]




And keep going with yours !
Want to see your own original characters and original histories out of them also ...

AND SEQUENCES !!! ALSO why not ...

If ya need any brainstorm for any project just ask ...
Jhere is always raining and storming Projects like!

:glomp:

HAVE FUN!


:rose:
RPGSI STUDIO ADMIN
Reply
:iconsoulsshine:
SOULSSHINE Featured By Owner Mar 28, 2010  Professional Digital Artist
This takes me about 2 weeks to sculpt all the details.

Hope you like it! =D


YEah I reaaly like it alot !

Expecialy the precise contrast on hard/soft surfaces ...

We got here severall well defined surface tipes variations just on sculpture and that is not easy to do it so precisely ...

It seams that you didnt got "randomnly dribling" ever ...
Or even needed to retopology ..

Seams that Yu just knowed what yu wanted since the start - so seams that yu puted alot effort in the base low poly mesh then from a high defined low poly mesh you just dribled in some precise alphas and used alot the new r3 polyshing brushes etc ...

SEAMS like ...

Yu are very good at poly modeling in maya and 3ds max ...
Then its just jump in at zbrush to give details ...

BUT 50% of what is here is poly modeling ...



BUT IS VERY COOL MAN !

KEEP THE WOUNDERFULL WORK !



Ruben Ismael
RPGSI STUDIO








Sorry As always dont have time for much Web talkings ...

And wen i talk i talk for months then disapear for months again like ...

So this will sound rought but ..


...
Now let me give yu another workflows ....

Not so much zbrush ...
Zbrush sometimes "yu dont notice" But makes yu waste a hell lot of time ...

With things that in other aplications are more fast and easy ..

AS EXAMPLE.

A good Workflow for less time could be .

3dcoat for base meshing in Voxels .
Already with alot of detail out of whatever shape tree of severall voxels tools yu want.

Then zbrush .

Can be more creative than starting with PolyModeling ...
And even more fast than Zspheres2 for base modeling "Creative shaping" start ...

Actualy yu also can start as creative shaping with zspheres2 then export to 3d coat and go no creative limits there - then back to zbrush to micro detailing ...

Will cut yu down your production time to half ...
As sometimes zbrush got a slow not so creative workflow because yu have to deal with polygons output ...

EVen with GO-Z That yu can Import the mesh in maya modo c4d and max or silo ...
Ends up more Slow And more steps than just

Zspheres2 -» 3dcoat voxels -» Zbrush again for details and finishing ...

Our studio is reaaly fighting against those 2 to 4 weeks to each dam character ( final fantasy characters like each ) yu can see our Sculpt Acount here :iconsoulsshade:

And believe me is dam hard in a production enviroment were yu have to make hundreds characters like for cinematic a "Grafic novel" near ~azazel1944 on style and detail and *JoeJusko on finishing quality ... made out of 3d .. is just nuts to know that every single lil character - with that grade of design and detail thakes so long as 4 weeks for each one ...

Is owfull .. and we are reaaly on a stoped process of study all available very best and faster workflows to reach a better grade of production detail and deep design on the faster way ...

The hardest parts are non doubts non solids , cloths and armours were we would reaaly need a Interactive nurbs shaping process to design things like ...

Actualy that interactive nurbs shaping process is coming very near in some days with the soon to be released Alias Studio For Inventor Fusion 2011 with abilities of direct3d nurbs capabilities .. yu see here [link]

ITS still not interactive as one needs of "Direct3d nurbs" ... ( it should update interactivly automaticaly not needed a button to make it ) ...
But we have to test it still that ...

Yu see there are things that yu just dont model any precisely at all without nurbs
And Alias 2011 we hope steps on that this year ... [link]

They say will have direct modeling as inventor ...

And we are still testing Other direct 3d modeling nurbs pakages as Catia and siemens sistems ...

Yu know there are just sometimes that yu waste a hell lot of time in trying to make precise modeling with Sculpt pakages - That will never give yu the right results ....

Impressive that could be - SILO Is a Polygon Modeling pakage that has have subdivision softsurfaces - such a litle aplication is - but does still a hell lot job for everything ...

We use it alot with zbrush ...
Even as Go-z
Is just to go to the lowest dividion and import the mesh obj from silo - it will ask if yu want to keep the higuer details and say yes - Is exactly as goz or gomax working ...

There will be still teh day that aplications like ILOVETSketch Come out [link] ..

Yu see [link] FRIEND - Interactive Realtime 3d Nurbs Solids and realtime nurbs sketching is the future of precise / freemodeling ...

As voxels it is for sculpting .

But they should reaaly invent a way to deform Voxels with NUrbs Controls Splines and cages - To alow more precise Modeling ...

But anyway THAT is the future .

- Right now

SIlo For poly And subd Modeling
Zbrush All pakages + zSpheres2 + 3d coat .

Is our Studio Fastest workflow ...

But there are some problems with 3dcoat
- It doesnt have multitreading - and its dam slow on lower sistems for simple operations like just a MOVE lol ...

So seriously i reaaly would like that ZBRUSH 4 Would come out with VOXELS DUDE that would be a happy day for us ...

But STILL 3d coat retopology / And disney PTExt is like AMAZING features ..

As silo have a very special way not just to 2 in 1 of Poly modeling & SUBDIvision Modeling ..
And also retopology tools that are not just retopology , yu can retopology and model same time ...


SO SOMEONE PLZ MERGE SILO / ZBRUSH / 3DCOAT in One Freaking Dam aplication PLEASE !!!!

Anyway - Just some random thoughts as usual ...

Try to usethem on your favour Plz ..

And by the way If yu need Inspiration for zbrush Speed sculpt HERE some of quality !

Here are some zbrush korean user

[link]

that guy is a very cool speed worker

[link]

WELL!

Nuff And lot said ..

:glomp:

R.





HEY !
HAVE FUN MAN !

Keep kiking !
That project yours ...

Wenever yu have some times off dude !


We are with an eye on ya.

CHEERS AARON!

Nice to see yu around


Ruben Ismael


RPGSI STUDIO ADMIN





PS: If yu see its too much talking for your portfolio page ya can Hide this post ! Or should ...
Thanks so much !

Cheers yo!

:glomp:
Reply
:iconaaronfang-art:
aaronfang-art Featured By Owner Mar 29, 2010  Professional Digital Artist
Actually I made some rough models in Zbrush before start to put details on this "final model". As you say, I do made a process of retopo form rough model to highrez model.Then when I do the lowrez model,I also retopo form highrez.
Here is a link of video capture shows how I make this character (in Chinese).But you can have a visual idea of the process. [link]

=D
Reply
:iconsoulsshine:
SOULSSHINE Featured By Owner Mar 30, 2010  Professional Digital Artist
~aaronfang-art 1 day 11 hours ago
Actually I made some rough models in Zbrush before start to put details on this "final model". As you say, I do made a process of retopo form rough model to highrez model.Then when I do the lowrez model,I also retopo form highrez.
Here is a link of video capture shows how I make this character (in Chinese).But you can have a visual idea of the process. [link]

=D

HI THERE DA FANG MAN !

Thanks so much for the links !

OK Nuff shity talk from this studio ....

Got here a "Case Study" for yu ...

Actualy this morning 5am already lol ...
There was here a dificult - Almost impossible to Retopology well litle tool , from one of our characters Litle crazy detailed skirt .

Were even just decimation Master would not handle as it would screw all the topology ...

And do it by hand ? Ho god no way rosey ...

So WHAT TODO ? WELL here is the ZTOOL And the REsult :




[link]

15mb



Got The original Sculpted tool with 400.000 polys
And the Optimized with 4500 ....

The low Poly is not just Optimized to 90% As the low poly is exactly the topology of the mesh ( better than decimate master topology result ) and also gets quadifyed ...

How to get to that Degree Of low poly but still exact topology and quadifyed?

Well the work around is LARGE...

::::::::::::::::::

First - Export the 400.000 polys To obj from zbrush .
LAunch 3d coat - In the vooxels room .
Add a empty layer - Put its resolution to x4
Import Zbrush 400.000 polys to merge Convert as Voxel
( what ensures the correct mesh topology with voxel cubic mesh optimization ) Ends up in a voxel mesh with near 600.000 polys
Export the voxel tool WIth 90% decimation - Ends up in a mesh with 40.000 polys ...
Import in 3ds max - Run prooptimizer ... put it at 90% decimation
And ends up with amesh with 5.000 polys
Export to wings 3d .. Select all faces Right click - tesellate - untriangulate ... AND VOILA !!

A Extremly optimized topology mesh Quadrangulated with 4.500 polys ...

Now as The quadrangulated polys are "human readable" If yu are a topology freack yu can edit the topology further by hand ....

But the topology perfection reached there "sinteticaly" is otherwise unreachable ...


Actualy without voxels converting would not be possible ...
The degree of what happened to that mesh .
No decimation tool alone could do it .



AND THERE YU GO !
The fastest way to retopology WHATEVER ! ...

WHat yu think ? WIked hum !...

=D
Hahahha


CHEERS FRIEND !

:rose:
RPGSI STUDIO ADMIN

Reply
:iconaaronfang-art:
aaronfang-art Featured By Owner Apr 8, 2010  Professional Digital Artist
Thanks for sharing your workflow! I should try the process some time.Sounds pretty straight forward.Never use so many software to accomplish a goal.=D

All I know about topo is manual.its easy to ctrl and qualified.just need some patience =D

yeah, anyway.good idea! thanks man!!

aaron
Reply
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