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Default 3D Production Challenge 2012: - Hieveryone


That's a nice concept. I'm in.

For the time being I will work on this using Sculptris and MeshMixer. Before I'm working on the details I want to nail the correct pose for both the characters, I would like to make them express the feelings they have for each other (caring and protective for him, relaxed and in control for her).

I started from a sphere in sculptris and sculpted a generic t-pose body I'm using for both the demon and the sorceress.
I then put it in three poses, two for the bodies of the two characters and one for the smaller arms of the demon. I saved the arms as parts in MeshMixer and attached them to the main body of the demon. Changed the proportions, corrected some of the volumes, and put the two characters together so that I could correct the scale and the pose for the bodies of both of them together.

I have a question: the only way to show a bigger preview is to use services as imageshack and attach the images as url?
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Last edited by hieveryone; 05-31-2012 at 07:44 PM.
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    Imageshack seems to work for me on posting here. But as far as using the upload I think it only gives the thumbnail. Haven't really looked into it too much since Imageshack works pretty good so far.
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    Little update.
    I corrected some of the volumes for arms and legs and started blocking the demon's face.
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    Last edited by hieveryone; 03-28-2012 at 04:30 PM.
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    Ok, I corrected the proportions a little more, scaled up the smaller arms, scaled down the head, enlarged the shoulders, corrected the face (I still have to reduce the eyes), and started blocking the feet.

    I already asked this on the 'rules and guidelines' thread but I didn't got any answer yet: do I have to retopologize the models to have a clean basemesh for the final piece?
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      The sculpture its self is the only thing that is being judged here. Here is what is actually stated in the first post in the Rules and Guidelines thread.

      Quote:
      Originally Posted by admin View Post
      We are looking for a high res sculpt (so everyone is on a level playing field). From there if you want to go off an texture the character, do a game res version, etc., animate him, that's fine, but you will only be judged on the raw sculpt out of your 3D package. Take a look at the 2010 Production Challenge 3D entries to see what people did there for reference. We'd really like to see a turntable of your 3D model uploaded to youtube or vimeo that you could share as well, but it's not required.
      I hope that this helps
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      Yeah, thanks.
      I've read the faqs, but I wanted to be sure about that because I've seen many people show the wireframe of their models. Doing a retopology isn't a big deal, but I wanted to be sure if it was a necessary pass after all.
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        Quote:
        Originally Posted by hieveryone View Post
        I've read the faqs, but I wanted to be sure about that because I've seen many people show the wireframe of their models. Doing a retopology isn't a big deal, but I wanted to be sure if it was a necessary pass after all.
        To me, it seems like unnecessary work for this project, especially early on. There's no animating to be done and you have to figure that the models will need to be decimated eventually...certainly if you win and it needs to go on to be printed. That would essentially destroy your retopping anyway, so why do it? Maybe to even out the mesh for detailing purposes, but I think there are faster solutions in this case.
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        Wow, I had to stop working on this guy and now I'm awfully behind compared to the others. Also there are some really scary demons around here, nice job guys.
        I corrected some proportions and started adding details in some areas, but I still have a long way to go.
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        I still have to add various details, but for now I will focus on the wings, then horns, the tail and finally on the armor, skulls and hairs.

        I'm using this model as an excuse to study anatomy, so this is taking more than I anticipated, but I'm starting to wonder if this is a good idea, especially for the wings because this would be a major change of the concept on my part and it's not really needed.

        What do you guys think, should I continue in this direction or should I just stick on Adrian's design?
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          The "armpit" on the wing really looks good!! the arm like muscles on the wings is something people (myself included) are not paying too much attention on their models... [shit! I'll have to rework that on mine... ]
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          Too bad I couldn't finish this project in time for the contest.

          Anyway at this point it would have been a waste to leave it incomplete, so I'm finishing it.

          I still have to sculpt the sword, the snake and a couple of bones for the tail and the floor.
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