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Self portrait
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  • Location: India,Mumbai
  • Total Posts: 15
  • Joined: 25 September 2009 12:09 PM

Hello,

worked on a self portrait in my free time.here are couple of images.

Base Mesh was done in maya and Mudbox for sculpting.

mjsfront2.jpg

mjsthreefourth.jpg



Replies: 1
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I like it, very nice detail. Do you think this could have been done exclusively with Maya? Was Mudbox a big help?
I am thinking of buying Mudbox and am interested in your opinion.

Author: johndevine

Replied: 22 October 2009 06:50 AM  
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  • maxer
  • Posted: 03 October 2009 02:39 PM

hi
you dont have your actual photo here to consider . but ears strike me first , they are a bit plane . and the head is a bit bulgy maybe it is caused by camera FOV . nice work by the way .



Replies: 0
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Hello Maxer,

Here are couple of reference images that i took of myself,and one more screenshot without specs,and yes i agree ears are quite flat,didnt really worked much on them,thanks for the reply.

mjsref.jpg

mjsfront.jpg

Best,
Mayuresh



Replies: 0
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  • RedCobra
  • Posted: 09 October 2009 08:10 AM

Nice, you really did a great job to match your self dimensions with the CG image!!

But i think you head is more “Rounded” than the CG image…



Application: 3Ds Max 2010
GPU: ATI HD6970
RAM: 8GB
OS: Windows 7 64-bit
DX: 11
My website: http://www.wix.com/redcobra/Mohammed-Al-Khatib-Portfoilio
Turbosquid Page: http://www.turbosquid.com/Search/Artists/redcobra?referral=redcobra

Replies: 0
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  • maxer
  • Posted: 10 October 2009 05:22 AM

thanx for the actual references
here i made some liquify job in ps . it seems you made the sculpting in perpective view which can fool you in the proportions . try orthographic views .

all the best



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Replies: 0
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Its well modelled, the thing that pops out for me is that the width of the temples and skull behind is too narrow for the width of the brows. Perhaps the lower part of the face could be a bit wider around the cheeks too. The shape of the forehead at the top in the 3/4 view looks a bit domed forward at the top, from your refeerence it looks like it should be a little further back and flatter to make it look broader
Good work



Replies: 0
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  • Mud_FX
  • Posted: 16 October 2009 10:05 AM

Nice work. I agree with Maxer for the proportions.



Replies: 0
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  • gunawan
  • Posted: 16 October 2009 08:24 PM

Hai..everyone I need help..to comment my first time rendering 3dsmax, I use render vray.



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Replies: 2
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Hi gunawan.

Please respect the original poster of this thread and kindly start your own thread in another forum. Thanks.

You can start one here http://area.autodesk.com/forum/autodesk-3d-general/highlight-your-work/

or http://area.autodesk.com/forum/autodesk-3ds-max/lighting---rendering/ if you have specific questions on materials/rendering.

Author: ekah

Replied: 19 October 2009 10:18 AM  
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nice work

Author: JIG

Replied: 22 October 2009 07:23 AM  
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  • MattN
  • Posted: 19 October 2009 06:50 AM

*THREAD HIJACK*



Software:
3ds Max Design 2012 [64bit] - Awaiting SP / Hotfix
Boot Camp (2.1) Windows 7 Ultimate [64bit] - SP1

Hardware:
Apple Mac Pro (3.1):
- 2x 2.8GHz Quad-Core Intel Xeon 5400 (8-core)
- 6GB (2x 1GB - 2x 2GB) 800MHz DDR2 ECC FB-DIMM
- ATI Radeon HD 4870 512MB GDDR5 - Driver: Catalyst 9.9

Max on a Mac: Life doesn’t get much better!

Replies: 1
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LLLOOOLLL!!!!

Author: RedCobra

Replied: 19 October 2009 07:26 AM  
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Hello,

Redcobra:Thanks for the reply and feedback.

Maxer:Thanks for the reply and feedback.yes usually i work mostly in perspective view,without any imageplanes in either orthographic or perspective ,just trying to eyeball it.but yes making the face slighlty broaded would have certainly helped .thanks.

Tonytrout:Thanks,for the feedback,agreed the pointed parts could have been better,but just tried to get as close as possible.:)

Mud-Fx:Thanks.

Gunawan:Good effort,But you could use some vray shaders for wood and fabric,to make it look real ,and playing with specularity settings can be helpful,right now the render looks quite flat.but still nice effort for a first render.

ekah::)

Matt-N ,RedCobra:LoL ;)

Best,
Mayuresh



Replies: 0
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Hello,

johndevine:Thanks,yes, with maya this could have been done exclusively ,but it would have taken lot more time splitting edges, pushing and pulling vertices to make it look natural and organic.but yes yu can achieve it if you are a good polygon modeller.
but you cant achieve natural looking fine details in maya and subtle variation which sculpting applications like mudbox can achieve,another advantage of mudbox is you can sculpt a realistic head even from a single cube or sphere,which is great.
mudbox was a huge help while sculpting this head,the real perspective camera ,its brushes, and the speed which mudbox gives while sculpting is just great,in my opinion,i would advice you to go ahead and buy it.

JIG:Thanks.

Best,
Mayuresh



Replies: 0




   
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