Goodness gracious me, she's such a laze! Or not. Sometimes she sleeps 'til afternoon, and sometimes she stays awake all night to wander off into the mountains.
Also, this isn't her home. It's just something I visualized in me head, and didn't want to change, because it made the atmosphere all the more lazy. Plus, I REALLY wanted to do a very monochromatic piece one of these days. Might do it again sometime...
Hey, you! Like anthro chinese crested dogs and/or amphibians? Then why don't you
check out more pictures with Jinjing-Yu (and Adreea) over HERE?
Also 2, I gots me a new wallpaypar fer me tablit! And that's specifically why I made this piece. It looks beautiful on that cheap screen. Mmmmh... Ahhh...
Also 3, I made an alternative version, all nicely black and white, looking like it's a photo shot in the '30s. IT IS RIGHT HERE!
Also 4, holy crap, my second DD! Woohoo, so happy! Funny how they're both very simple pieces that took less than a week to make. But at least I'm actually happy with how this one came out!
I'm still trying to decide how much time I can sacrifice to dA at the moment. I have so much going on right now that it'd probably be dumb to spend a ton of time on the site, but it's also good for my mental health to be creative or at least see art occasionally, so . . .
couple of questions that i am sure you get all the time, i just cant seem to find the answers:
What 3D program(s) do you use? What method do you use for posing your models? What are the most interesting subjects you have sculpted? And finally, do you have any tips for a 3D student such as myself?
I look forward to seeing more of your work, don't let the haters get you down
Yeah, I get those sometimes, I think on this piece as well, so you're not very good at searching.
ANYWAY: I use 3ds max for basic modeling and rendering, and ZBrush for sculpting and partial texturing (rest of the texturing is done in Photoshop).
Posing is done entirely in ZBrush; mainly because I'm not friends with rigging, and because it lets me sculpt post-pose details (wrinkles, folds, etc.).
For me, there's no such thing as a non-interesting subject, because I only sculpt whatever I like (hobbyist, not proffesional). But I think I had the most fun with Lucas because details.
As for a tip... uhhh. Hmm... Hard to come up with something, because I don't know your level of advancement. Tell me what is your most imperfect 3D skill (other than rigging and animation), and I'll try to help you with that.
I am absolutely terrible with texturing. Is there anyway to make it less of pain in the bum? (usually setting up UV maps make me bang my head on the wall, but it might just be because Maya is a cold hearted devil)
Well, I will not be very useful here. I don't use Maya. I'll tell you what I can though.
For character UVs, I use mostly Max's Pelt tool (sometimes Peel as well); but before that, the point-to-point seam tool to define shells. After I have everything flattened, I use relax on the UV shells (still not sure how many of these tools are in Maya), sometimes tweak them manually to get rid of overlaps. For less complex objects, I get all lazy and usually use something like box mapping (or flatten mapping) and then tweak the hell outta the result.
Now, to actually be a bit more helpful: ZBrush. If you have (or can have) access to it, it has this AMAAAZING plugin called UV Master. It can create one-click human-readable UVs in a fraction of a second! AND you can use various tools and options to control the way it does them! Also, I hear lots of people talking lots of good things about Roadkill (pretty sure it's not free though). And I read somewhere about Headus being even better than Roadkill. It's expensive though.
As for the actual texturing, one tip I can give you is: if you bake a displacement map for any object, you can use it on top of its texture in Photoshop (as Overlay or Soft Light) to emphasize the depth. I use that trick with several kinds of maps baked from ZBrush (disp on subdivisions 1 and 3 usually, cavity map for bringing out the tiniest details, and an AO map).
I knew some of those words! LOL Yes, this was very helpful, most things in 3D Max and Maya cross over, I haven't gotten to use Z-brush yet but it is coming up in my next couple of quarters. I will look into all those programs, thank you for your Info!
So, are you back? Or a bit back? Or temporarily back? Or already gone? Or
couple of questions that i am sure you get all the time, i just cant seem to find the answers:
What 3D program(s) do you use?
What method do you use for posing your models?
What are the most interesting subjects you have sculpted?
And finally, do you have any tips for a 3D student such as myself?
I look forward to seeing more of your work, don't let the haters get you down
Yeah, I get those sometimes, I think on this piece as well, so you're not very good at searching.
ANYWAY:
I use 3ds max for basic modeling and rendering, and ZBrush for sculpting and partial texturing (rest of the texturing is done in Photoshop).
Posing is done entirely in ZBrush; mainly because I'm not friends with rigging, and because it lets me sculpt post-pose details (wrinkles, folds, etc.).
For me, there's no such thing as a non-interesting subject, because I only sculpt whatever I like (hobbyist, not proffesional). But I think I had the most fun with Lucas because details.
As for a tip... uhhh. Hmm... Hard to come up with something, because I don't know your level of advancement.
Tell me what is your most imperfect 3D skill (other than rigging and animation), and I'll try to help you with that.
I'll tell you what I can though.
For character UVs, I use mostly Max's Pelt tool (sometimes Peel as well); but before that, the point-to-point seam tool to define shells. After I have everything flattened, I use relax on the UV shells (still not sure how many of these tools are in Maya), sometimes tweak them manually to get rid of overlaps.
For less complex objects, I get all lazy and usually use something like box mapping (or flatten mapping) and then tweak the hell outta the result.
Now, to actually be a bit more helpful: ZBrush. If you have (or can have) access to it, it has this AMAAAZING plugin called UV Master. It can create one-click human-readable UVs in a fraction of a second!
AND you can use various tools and options to control the way it does them!
Also, I hear lots of people talking lots of good things about Roadkill (pretty sure it's not free though). And I read somewhere about Headus being even better than Roadkill. It's expensive though.
As for the actual texturing, one tip I can give you is: if you bake a displacement map for any object, you can use it on top of its texture in Photoshop (as Overlay or Soft Light) to emphasize the depth. I use that trick with several kinds of maps baked from ZBrush (disp on subdivisions 1 and 3 usually, cavity map for bringing out the tiniest details, and an AO map).
I HOPE THAT HELPS, EVEN IF JUST A LITTLE BIT!
Yes, this was very helpful, most things in 3D Max and Maya cross over, I haven't gotten to use Z-brush yet but it is coming up in my next couple of quarters. I will look into all those programs, thank you for your Info!
wymacałabym
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