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ive done this tutorial for the pixelworkshop.at last weekend…
this is my current modelling/sculpting workflow…
the concept is from the athur spiderwick book…
starting in xsi to model a rough basemesh…
http://www.mc-rolling-skulls.at/oglu/kobold/k01.jpg
working out the basic loops…
http://www.mc-rolling-skulls.at/oglu/kobold/k02.jpg
jumping into mud to work on the shape… go one level higher…
worked on the shape and the volume again…
http://www.mc-rolling-skulls.at/oglu/kobold/k03.jpg
back to xsi to modell some details… changing the topo if necessary…
cleaning the mesh… rework something…
http://www.mc-rolling-skulls.at/oglu/kobold/k04.jpg
with the new basemesh worked on details…
http://www.mc-rolling-skulls.at/oglu/kobold/k05.jpg
and here the final goblin…
http://www.mc-rolling-skulls.at/oglu/kobold/k06.jpg
hope this stuff is usefull to someone…
http://www.linkedin.com/pub/christoph-schaedl/6/558/73b
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Looks great. Why do you want an XSI tutorial ? You have got it down just fine. :)
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this is only a highpoly ambient occlusion render with some photoshop work… ;)
http://www.linkedin.com/pub/christoph-schaedl/6/558/73b
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Sweet. Love seeing the process.
I live a charmed life and try to give some of that back through my work.
http://www.podagraph.com/
http://www.podaart.blogspot.com/
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Very nice and clear flow.
Would you mind posting this in the Mudbox subforum over at cgsociety.org as well? There just appears to be a bunch of folks everywhere who don’t really seem to understand where and how MB fits in the whole flow of things… this overview of yours should hopefully help a bit.
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Very nice and clear flow.
Would you mind posting this in the Mudbox subforum over at cgsociety.org as well? There just appears to be a bunch of folks everywhere who don’t really seem to understand where and how MB fits in the whole flow of things… this overview of yours should hopefully help a bit.
I agree with you. I’d have to admit, I’m like 60% knowledge on MB and trying to catch up. But got minor probs here and there, you know.
Oglu, nice post! Good work! Did you modify the uv mapping for textures and disp map or you just focus on the model itself and render like that?
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I’m inspired! What is this story u got the concept from?
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