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Old 01-24-2008, 08:30 AM   #21
lorembolo
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thx for coms....

about the old man, I must finish it...it's true....

About the monster, you are right, the design is not really finished, so my sculpting attemps failed....
I will redefine some parts and have a clean topology.

About the horn, I totally agree... I don't really know how the are attached...I must work on this !!

I'll up soon !
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Old 01-24-2008, 01:03 PM   #22
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next step... tweaking the basemesh.


closeup :
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Old 01-24-2008, 03:57 PM   #23
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This monster is interesting.
He looks like he could be a gargoyle perched atop a medieval cathedral.
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Old 01-24-2008, 09:45 PM   #24
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Exclamation

I certainly wouldn't want to meet him in a dark alley at night!!!
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Old 01-25-2008, 12:16 AM   #25
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if you get stuck on this one you can just do another one. it happens all the time.I have done 100s of sculpts that are not totally done.
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Old 01-25-2008, 09:01 AM   #26
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Thx for coms....
Brook : I also have too much unfinished meshes....so I would like to finish this one...at least one !!

More tweaking, correcting eye region topology...


More to do.... I'll post soon...;

Last edited by lorembolo; 01-25-2008 at 09:04 AM.
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Old 01-25-2008, 12:14 PM   #27
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The midday update....


closeup:

changes:
eye and mouth topology
general design
horns... I don't really know if I must turn them like that :

or keeping them like they are, wich is more agressive I think...

Thx to all...

Last edited by lorembolo; 01-25-2008 at 12:17 PM.
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Old 01-28-2008, 12:46 PM   #28
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more tweaking and changes


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Old 01-29-2008, 04:24 PM   #29
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good call on changing the eye shader...the normal iris made him look funny rather than scary.

I would like to see him without an iris, only a white eyeball.

ref: the exorcist.

http://www.citynews.ca/images/2006-10/exorcist.jpg

and actually, this kind of has a look of an extra layer covering the iris. like fat stale milk or something . Might be a nice add
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Old 01-30-2008, 02:31 AM   #30
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looks pretty good. i like the forms, and the bulk of the proportions.
you've added more character to the guy with all the changes.
at this point i'd just go for sculpting, it's just easier to experiment in terms of concepts. even if you want a poly model for the final, i still think it'd be more efficient to sculpt it out and then re-surface.

anyway, good start and keep going.

Last edited by 3dEE; 01-30-2008 at 02:34 AM.
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Old 01-31-2008, 05:31 PM   #31
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thx for coms...

last tweaking step before sculpting....


according to you, do I have to develop UVW before sculpting if I want to export it?
Thx...
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Old 02-04-2008, 04:19 PM   #32
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first sculpt, subdivision step1
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Old 02-06-2008, 11:01 AM   #33
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+__+
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Old 02-06-2008, 12:29 PM   #34
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Wow! This thread is great. To see the progression from the beginning is very informative. Thanks.
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Old 02-08-2008, 12:44 PM   #35
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Thx Breadboard, I was wondering tha so many post could be boring...I'm glad you appreciate !
So, more sculpt on horns :

I'm not satisfied, but keep working on .....
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Old 02-11-2008, 08:07 AM   #36
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Old 02-12-2008, 11:26 PM   #37
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lookin good. the gray shader is better also.
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Old 02-15-2008, 09:11 PM   #38
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Nice start, the updates seem a bit slow, the overall look is too blobby, try to maintain some definition, the design looks pretty interesting though, keep it up man, looking forward to any updates.
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Old 02-15-2008, 09:37 PM   #39
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This model is crazy good!
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Old 06-20-2008, 12:43 PM   #40
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Hi there !
I'm back with the "Cornu"

1/ "seams marks"


2/ UV MAP


Why, even if my model is a symetrical one, the map is not symetical ???

The aim is to generate Normal Map in Silo, and then import the obj model + the NM Map in Blender.
If you have advices, I'm really interested.

Thx in advance...
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