Tuesday, July 22, 2008

Epic Fail WITH NEW PROMPT

Yeah I fail at updating at the required time. This next one's going to be due August 4th! Get going Soopers! This one's weird, and you can do a lot with it. It doesn't quite have the same humanoid constraints as the last :D

Wednesday, July 16, 2008

Psoop 01 update!

Sorry for the lateness of this, due to some (grrr) technical issues, my psoop entry's late. But it's comin' along. I'll give people another few days to submit their psoop #1, but in the meantime, Psoop #2 will be posted later on today! Get ready soopers.

Friday, July 11, 2008

Trish : Sharkybits

I wanted to make a shark thing. I admit that. I learned to use the masking feature this time around (thanks Wes for the tips) and that came in really handy not only in making his eyes and mouth but later in the painting phase. The snake hook was the most helpful in the initial formation of his dorsal fin and especially in making his teeth which are just things I yanked out of his gums. On his hips and chest area I wanted to give an exaggerated look and really push his stomach in concave to show off the bulk of his enromous ribcage.

Clearly I got into polypainting which is a completely easy thing, except you need to know how to paint. Thank goodness I partially do. Getting a soft edged blend is hard and as a tip - the C key will eyedropper whatever color without lighting your crosshair is over at the time. GENIUS.

I'm still a retard moving the model about in 3D space sometimes but I feel I am getting better.

Tuesday, July 1, 2008

ZBC Watch

In this thread, Simon Blanc shows the results of some of his speed sculpting. These are basically the same things we're going to be doing here, and in some of the progress shots, you can see he's started with a zsphere model, and worked from there. Everything he's posted here is gorgeously rendered, which really adds that extra shine to everything. It's a testament to what you can do with a few hours and a really good knowledge of rendering techniques.

His crab is the best, I think.

Monday, June 30, 2008

Kick off!

Welcome to Primordial Soop! Here at the Soop, we are all about creativity, and having just a great old time with sculpting! Feel free to participate or don't, but remember, those who don't participate will be made fun of.

Time to get things rollin' on this sculpting stuff. Here's sort of a primer to get you going~

To Open!
1) Download the mesh, save it onto your desktop or where you want it to be.
2) Open zbrush, select "open tool or mesh" from the menu that pops up. That's not the exact wording, I'm workin' from memory here :)
3) Select your mesh, and that'll open it!

To Save!
Go to the tools subpalette, select save as. You're working with a tool, not a document, so don't go saving documents and expect it to save the tool, you'll be sadly disappointed the next time you open the tool.

To Sculpt!
You're going to have to divide the mesh a few times to get some good detail going. To divide, go to the tools palette, click on "geometry," and select "Divide." Click this a few times. If your computer takes a few seconds to divide the mesh, then you've reached your last division level. Now, if you paint on your mesh, you'll see it changes and pulls outward! To sculpt inward, hold down alt and paint on your mesh. To smooth, hold down shift, and paint. You're going to want to do large details at a lower subdivision level, which means you're going to need to go down in divisions. You can do that through through the tools\geometry palette, OR you can just press shift-d to go down in divisions, and d to go up. Be careful not to hit ctrl-d, because that's the shortcut for dividing, and if you are at your last subdivision level, it'll go on ahead and divide, screwing you royal.

NOW YOU'RE ARMED A LITTLE! GO TO TOWN! Also, you can download and print out the zbrush primer Trish is probably hosting soon, which should get you rolling even BETTER! The problem with that is that it's for zbrush 3.0, which has a few differences in the interface, but the sculpting hasn't changed too much.