Drew's WIPping Posts
-
Dragneye
- Lieutenant
- Posts: 906
- Joined: 02 Sep 2009, 22:09
Drew's WIPping Posts
Just wanted to share some of the personal WIPs I am working on. High poly count/red colored ones are done in zbrush
For now, the working title for this is 'Drowning Mind' It consists of three models. the male, the brain, and the ocean. There may be a mermaid or two added in time. Total poly count so far... 3.6 million
This next one is one of two wings that will be attached to a male. Working title: 'Hellrazer'. Wing poly count so far... 2.4 million
For now, the working title for this is 'Drowning Mind' It consists of three models. the male, the brain, and the ocean. There may be a mermaid or two added in time. Total poly count so far... 3.6 million
This next one is one of two wings that will be attached to a male. Working title: 'Hellrazer'. Wing poly count so far... 2.4 million
-
Steve
- Master Chief Petty Officer
- Posts: 394
- Joined: 29 Jun 2009, 10:20
- Type the number ten into the box: 0
- Location: Hiding (Like a ninja)
Re: Drew's WIPping Posts
WOW that is good stuff, really well done!
(Kalee soo mera
)
(Kalee soo mera
-
RAYMAN
- Captain
- Posts: 2547
- Joined: 21 May 2009, 18:56
Re: Drew's WIPping Posts
That realy great Drew! Shows that you are a very talented alround artist and
are very good at drawing and sculpting !
Peter
are very good at drawing and sculpting !
Peter
-
v3rd3
- Lieutenant Commander
- Posts: 1191
- Joined: 21 May 2009, 20:04
Re: Drew's WIPping Posts
You seem to be taking to Zbrush quite well.... 
-
marcel
- Captain
- Posts: 2247
- Joined: 21 May 2009, 19:52
- Type the number ten into the box: 0
- Location: paris - France
Re: Drew's WIPping Posts
the hight polycount can have an interest for 3d printer. you can have the same quality with ten time less polygons. millions of polygons is not useful to share with other soft. Can you reduce it without lost the quality?
Design - illustration - Animation
http://www.crea-vision.fr
http://www.crea-vision.fr
-
Dragneye
- Lieutenant
- Posts: 906
- Joined: 02 Sep 2009, 22:09
Re: Drew's WIPping Posts
Thank you Very much guys for the kind words. Thank you. VERY appreciated
Yes Marcel. that's the beauty of zbrush. There is NO Way I can use this type of polycount Anywhere. But I don't have to worry about it as I create. When done, I can 'retopologize', I can 'decimate', etc, and bring the polycount down to something reasonable. I can then create a displacement map, and it will look the same, but lite on the polys. That's what I was trying to say in the other thread.
I can just concentrate on the creating, the 'art', and let the machine do the work, the calculating.
It's like my thoughts on a car. What's the point of having a cool sports car... if ya keep it in the garage. It's a machine created to be used, to be fully enjoyed. That's why it has Great handling, a powerful engine, etc, (if you are still 'young at heart', you'd enjoy going for a ride with me
), not just to be looked at.
In my mind, a software should free me to do what I have imagined, not worry about the 'how'. The folks at zbrush, we are on the same wavelength
But, because I have spent roughly 4 yrs learning the 'poly' way, I still create all my base meshes with tS for starters. Habits are hard to break. The Only reason I would and am considering other 'poly modelers' is the issues with crashing, lost edges, etc in tS. I still feel tS interface is the user friendliest out there (I Hate to use the keyboard) but, progress is sometimes fickle (6.6 was/is the best we had I feel. For example; why Can't we just open all the icons at once in 7.6? Why does a Boolean operation create extra verts? etc)
Yes Marcel. that's the beauty of zbrush. There is NO Way I can use this type of polycount Anywhere. But I don't have to worry about it as I create. When done, I can 'retopologize', I can 'decimate', etc, and bring the polycount down to something reasonable. I can then create a displacement map, and it will look the same, but lite on the polys. That's what I was trying to say in the other thread.
I can just concentrate on the creating, the 'art', and let the machine do the work, the calculating.
It's like my thoughts on a car. What's the point of having a cool sports car... if ya keep it in the garage. It's a machine created to be used, to be fully enjoyed. That's why it has Great handling, a powerful engine, etc, (if you are still 'young at heart', you'd enjoy going for a ride with me
In my mind, a software should free me to do what I have imagined, not worry about the 'how'. The folks at zbrush, we are on the same wavelength
But, because I have spent roughly 4 yrs learning the 'poly' way, I still create all my base meshes with tS for starters. Habits are hard to break. The Only reason I would and am considering other 'poly modelers' is the issues with crashing, lost edges, etc in tS. I still feel tS interface is the user friendliest out there (I Hate to use the keyboard) but, progress is sometimes fickle (6.6 was/is the best we had I feel. For example; why Can't we just open all the icons at once in 7.6? Why does a Boolean operation create extra verts? etc)
-
Steinie
- Captain
- Posts: 2958
- Joined: 21 May 2009, 17:38
- Type the number ten into the box: 10
Re: Drew's WIPping Posts
ZBrush is another way to think when creating your models. You actually need artistic talent to use a program acting like clay. That is why real "Clay Modelers" love ZBrush and not Silo etc. You have to think in 3D.
Silo, Hexagon, trueSpace, Max and other poly modelers do a lot of the work for you. You can think in 2D and still get nice results.
They are both great ways to model but they also have their strengths and weaknesses.
Isn't there a free plugin for ZBrush that will retopologize your model bringing the poly count way down? I believe game modelers are using it.
Nice work Dragneye I'm glad your back show us your work again. You need to hang around more!
The wings look good but I would thin out the tips more, they look too heavy.
Silo, Hexagon, trueSpace, Max and other poly modelers do a lot of the work for you. You can think in 2D and still get nice results.
They are both great ways to model but they also have their strengths and weaknesses.
Isn't there a free plugin for ZBrush that will retopologize your model bringing the poly count way down? I believe game modelers are using it.
Nice work Dragneye I'm glad your back show us your work again. You need to hang around more!
The wings look good but I would thin out the tips more, they look too heavy.
-
marcel
- Captain
- Posts: 2247
- Joined: 21 May 2009, 19:52
- Type the number ten into the box: 0
- Location: paris - France
Re: Drew's WIPping Posts
Dragneye : "why Can't we just open all the icons at once in 7.6?"
It is right with workspace. modelside can do that. it is a 6.6 version + hdri.
workspace lost the originality of Truespace. It is beautifull but it is more similar than most of standard soft with his windows at the rigth, the LE, etc...more technic and less for artist. Because this side will be never finished, i am sure modelside is the prefered by most of artist (especially if you do real animation, real tiime render is too limited for artistic work). i think i will change modelside to another soft later without learn the workspace. Like change XP to seven without use vista (it is a "beta seven"). I like the comparison.
workspace seem wonderful at the begining but when you ask yourself: "to do what, except to see my screen?", you begin to see to other soft. It is sad.
It is right with workspace. modelside can do that. it is a 6.6 version + hdri.
workspace lost the originality of Truespace. It is beautifull but it is more similar than most of standard soft with his windows at the rigth, the LE, etc...more technic and less for artist. Because this side will be never finished, i am sure modelside is the prefered by most of artist (especially if you do real animation, real tiime render is too limited for artistic work). i think i will change modelside to another soft later without learn the workspace. Like change XP to seven without use vista (it is a "beta seven"). I like the comparison.
workspace seem wonderful at the begining but when you ask yourself: "to do what, except to see my screen?", you begin to see to other soft. It is sad.
Design - illustration - Animation
http://www.crea-vision.fr
http://www.crea-vision.fr
-
Dragneye
- Lieutenant
- Posts: 906
- Joined: 02 Sep 2009, 22:09
Re: Drew's WIPping Posts
Ya know, I was thinkin' about that Steinie when I wrote it. Parva mentioned it also in another thread; basically the idea that one has to be a 'traditional' artist to appreciate zbrush way of creating. Dunno, since I was maybe I have an inherent mental bias. But the way I see it, if one creates 3D models, they Have to be able to see/feel in 3 dimensions. If one doesn't have that capacity at the start, it must be quickly learned (and IS, one way or another) to create anything in this medium.
Steinie, as for the wings, agreed. But I do that so there is room for geometry, that I can then stretch if needed.
I am in so many things/mediums I am working in (film, 3D, digital paintings, hopefully oils and sculpting again (if I can revamp my studio)), that time is once again, NOT my friend. Spread too thin I believe is the phrase
And, I don't get to do much personal work, or work I can show just yet. (Hm, just remembered; there's a model that won't be used in a film. Will post that. A bit unfinished, but it's the best I can do for now)
Then there's life dealing me some harsh financial reality at the beginning of the year, that, even though the tS community has Always been and Still IS my first 3D love, I just can't keep up. But I tryin'.
So I'll take this opportunity to say to all, it's not that I don't want to comment and support you all with the Great art you all are putting out, it's just that my 'airtime' is Very limited. Please understand. I usually come on, hit "View New Posts", and lend support as much as I can with the time I have, knowing quite well, that I've missed a whole bunch more.
I agree Marcel. The 'spark'/simplicity of 6.6 has been... changed. I work on both sides in 7.61 which unfortunately is bad because I tend to lose textures, colors, verts, etc in the process but it's the only way tS is viable for me. WS has some very useful tools (Loop tools for example), but I have to go constantly to MS when I want to Boolean to avoid having stray verts added, or add any color, or preview render, etc. Not a good way to work, but we do what we can with what we have.
Steinie, as for the wings, agreed. But I do that so there is room for geometry, that I can then stretch if needed.
I am in so many things/mediums I am working in (film, 3D, digital paintings, hopefully oils and sculpting again (if I can revamp my studio)), that time is once again, NOT my friend. Spread too thin I believe is the phrase
Then there's life dealing me some harsh financial reality at the beginning of the year, that, even though the tS community has Always been and Still IS my first 3D love, I just can't keep up. But I tryin'.
So I'll take this opportunity to say to all, it's not that I don't want to comment and support you all with the Great art you all are putting out, it's just that my 'airtime' is Very limited. Please understand. I usually come on, hit "View New Posts", and lend support as much as I can with the time I have, knowing quite well, that I've missed a whole bunch more.
I agree Marcel. The 'spark'/simplicity of 6.6 has been... changed. I work on both sides in 7.61 which unfortunately is bad because I tend to lose textures, colors, verts, etc in the process but it's the only way tS is viable for me. WS has some very useful tools (Loop tools for example), but I have to go constantly to MS when I want to Boolean to avoid having stray verts added, or add any color, or preview render, etc. Not a good way to work, but we do what we can with what we have.
Last edited by Dragneye on 12 Jan 2010, 06:56, edited 1 time in total.
-
Dragneye
- Lieutenant
- Posts: 906
- Joined: 02 Sep 2009, 22:09
Re: Drew's WIPping Posts
Here's one model that will never see the light of day (well, except today). I was proud of this one, but, that's life. It was for a movie that basically was an anti-drug movie (his teeth were going to be heroin needles), though you would only realize that at the end, in the last scene.
Here's what it started out as...
-
LeonRegis
- Captain
- Posts: 1946
- Joined: 18 Aug 2009, 17:36
- Type the number ten into the box: 0
- Location: Brazil/Earth/Orion Arm/Milky Way/4th Dimension/This Universe/Multiverse???/Singularity???
Re: Drew's WIPping Posts
Stupendous work man, really cool things here! Are you planning to finish the animation? You will do that in tS?
I need to look forward to ZBrush!
Keep the good work!
I need to look forward to ZBrush!
Keep the good work!
Be the change you want to see in the world. - Mohandas Gandhi
-
Dragneye
- Lieutenant
- Posts: 906
- Joined: 02 Sep 2009, 22:09
Re: Drew's WIPping Posts
here's another personal beast for the folio.
It's a scavenger on a very rocky planet.
Base model created in TS, then finished exclusively in zbrush including painting and rendering. Minimum touch up in Painter (smoothed some edges and put a gleam in its eye)
It's a scavenger on a very rocky planet.
Base model created in TS, then finished exclusively in zbrush including painting and rendering. Minimum touch up in Painter (smoothed some edges and put a gleam in its eye)
-
froo
- Captain
- Posts: 2554
- Joined: 22 May 2009, 12:13
Re: Drew's WIPping Posts
Damn dude that is very detailed!
Someone quick! Get a damn can of RAID!
Someone quick! Get a damn can of RAID!
-
Finis
- Captain
- Posts: 5410
- Joined: 21 May 2009, 18:26
- Type the number ten into the box: 0
- Location: America!
Re: Drew's WIPping Posts
You make great beasts.
I prefer dangerous freedom over peaceful servitude. -- Thomas Jefferson/Jean Jacques Rousseau
-
Dragneye
- Lieutenant
- Posts: 906
- Joined: 02 Sep 2009, 22:09
Re: Drew's WIPping Posts
Thank you Finis. Just trying to make stuff that's unique, but for me 'possible/logical' is the guideline. So the backstory works for this design... on his planet. The side view shows his 'lung area'.
Yes he is Froo. Came in at 4.3 million polys; and I feel it needed a bit more.
Yes he is Froo. Came in at 4.3 million polys; and I feel it needed a bit more.
-
RAYMAN
- Captain
- Posts: 2547
- Joined: 21 May 2009, 18:56
Re: Drew's WIPping Posts
wow Drew that is a little creature... i am affraid i cant sleep tonight... !
Peter
Peter
-
Steinie
- Captain
- Posts: 2958
- Joined: 21 May 2009, 17:38
- Type the number ten into the box: 10
Re: Drew's WIPping Posts
I like this beast a lot! Very nice work Drew!
This is a WIP so I'll express my impressions. I'm not crazy about the Antennae/Eyes extensions because it make the creature cartoony. The tail need a texture or small hairs. The modeling and texture job you did on the head is fantastic. I also like the lung modeling. Is this a meat scavenger? That would explain his teeth shape. If not I think the teeth need to be another shape.
This is some of your best work so far!

This is a WIP so I'll express my impressions. I'm not crazy about the Antennae/Eyes extensions because it make the creature cartoony. The tail need a texture or small hairs. The modeling and texture job you did on the head is fantastic. I also like the lung modeling. Is this a meat scavenger? That would explain his teeth shape. If not I think the teeth need to be another shape.
This is some of your best work so far!
-
Dragneye
- Lieutenant
- Posts: 906
- Joined: 02 Sep 2009, 22:09
Re: Drew's WIPping Posts
Thanx Peter. Listen, I have a lil blue pill that'll help ya sleep 
Thanx Steinie. (secretly working on a short animated scene that YOU inspired me to do ohh.. a year or two ago? I'm using it to see if I'll be using Blender or DAZ for my animating pipeline. It'll be a while but stay tuned)
The eye 'bulbs' are retractable into the stalk. That was the least finished of the parts. Wanted to avoid the regular eye designs but yeah, I see what ya mean. Also right abt the tail. Other than spraying a lil paint here and there, didn't do anything with it. And yes, meat scavenger. His big legs are more for 'running from' rather than chasing.
Didn't use any maps at all really. Just painted it in 3D and did a quick 'best render' in zb. I'm trying to hone my skills as a Concept Designer/Modeler. That's what I want to be the 'go to guy' for. Though I Love animating, professionally I am using it to help the client pre-viz stuff only. The polished finish I leave to the other guys.
Thanx Steinie. (secretly working on a short animated scene that YOU inspired me to do ohh.. a year or two ago? I'm using it to see if I'll be using Blender or DAZ for my animating pipeline. It'll be a while but stay tuned)
The eye 'bulbs' are retractable into the stalk. That was the least finished of the parts. Wanted to avoid the regular eye designs but yeah, I see what ya mean. Also right abt the tail. Other than spraying a lil paint here and there, didn't do anything with it. And yes, meat scavenger. His big legs are more for 'running from' rather than chasing.
Didn't use any maps at all really. Just painted it in 3D and did a quick 'best render' in zb. I'm trying to hone my skills as a Concept Designer/Modeler. That's what I want to be the 'go to guy' for. Though I Love animating, professionally I am using it to help the client pre-viz stuff only. The polished finish I leave to the other guys.






