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Published: 2011-09-27 23:14:27 +0000 UTC; Views: 3521; Favourites: 26; Downloads: 0
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Description
This is one of my latest projects; it was done as part of my final project for a 3D class I took this last semester.I am an avid fan of martial arts, specially Kung-Fu.
I wanted to sculpt a very dynamic pose captured from a Shaolin in the middle of one of his routines.
I hope you all like it!.
The fly-over scene is a very quick low-quality render.
This scene is by no means finished. I am currently working on lots of changes and refinements. Hopefully pretty soon I will be able to post some final renders.
Maya 2010, Zbrush 4, Mental Ray, Photoshop CS3
All the content on this clip was created and rendered by JK Torres.
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Comments: 25
KyleCrum [2011-12-27 03:10:08 +0000 UTC]
I start animation classes at the art institute this July, This is great.
👍: 0 ⏩: 1
EtherealProject In reply to KyleCrum [2012-01-01 19:26:49 +0000 UTC]
That's awesome, which art institute are you going to be attending?
Don't forget to post your work here so we can see what you are doing!
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maxlover [2011-10-15 20:54:22 +0000 UTC]
cool pose just .. dont you think left arm's bend (brachioradialis) should have more bulge what you say?
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EtherealProject In reply to maxlover [2011-10-26 01:04:35 +0000 UTC]
Thank you very much!
To answer your question, the Brachioradialis becomes more evident when the arm is straight but in a tense position. The muscles that actually do bulge when the hands forms a fist (like in this case) are the Extensor Digitorum Communis, and the Ext. Carpi Ulnaris.
Maybe those do need to be enhanced a bit more. Thank you for your honest assessment! I truly appreciate it!
👍: 0 ⏩: 1
maxlover In reply to EtherealProject [2011-10-26 17:46:01 +0000 UTC]
welcome and i need tips as well, i am studying and these days I hardly get time to play with zbrush, i love such sculpting but my never ending web projects lol
Thanks
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EtherealProject In reply to theradikl [2011-09-30 18:31:46 +0000 UTC]
Thank you!, I am glad you like it!
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theradikl In reply to EtherealProject [2011-10-04 22:54:10 +0000 UTC]
SERIOUSLY I THINK THAT IT IS NICE.RESPECT FOR YOUR JOB.RESPECT
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nekonotaishou [2011-09-28 02:45:21 +0000 UTC]
Te quedo buenísimo! Me fascinan los detallitos!
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EtherealProject In reply to nekonotaishou [2011-09-30 18:35:36 +0000 UTC]
Mil gracias! Me agrada muchisimo que se alla dado cuenta de los detalles. En verdad, hay es donde puse un monton de tiempo y energia al crear esta esculptura!
👍: 0 ⏩: 0
Hamtoilet [2011-09-28 01:43:23 +0000 UTC]
Oh man that looks awesome but I think you should slow it down a little. It just seemed to go by to fast.
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EtherealProject In reply to Hamtoilet [2011-09-30 18:37:40 +0000 UTC]
Thanks for the kind words!
Yep you are right! I thought the same thing too. Specially the fly-over part. But I will be taking care of that soon, as soon as I am finished with all of the detail and reanimate the whole scene.
👍: 0 ⏩: 1
Hamtoilet In reply to EtherealProject [2011-09-30 21:57:50 +0000 UTC]
No problem, it looks really good! I have been showing my friends and stuff because we are all in school for Game Art and you have some great stuff.
👍: 0 ⏩: 0
Fhanel [2011-09-28 01:13:25 +0000 UTC]
está genial! pero quedé con la duda: el modelo tiene displacement map o normal map?
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EtherealProject In reply to Fhanel [2011-09-30 18:29:19 +0000 UTC]
Muchas gracias, hombre!
El modelo usa Displacement Maps y Normal Maps. El displacement map toma cargo de los cambios grandes en la geometria, y utilizo los Normal Maps para obtener los detalles más leves (high-frequency detail). Es más hay veces que le añado bump maps tambien para hacer el effecto mas notable.
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Fhanel In reply to EtherealProject [2011-10-02 18:00:14 +0000 UTC]
high frequency details? nunca habìa oido hablar de eso
Ojalà algùn dìa se te ocurra hacer un tutorial basico para estos elementos (displace + normal+ bump) xD, pues al menos yo, solo tengo conocimiento hasta normal map. Displacement sè hacerlos pero con poco èxito
En fin, felicitaciones por el trabajo, me dejaste temas por investigar saludos
👍: 0 ⏩: 1
EtherealProject In reply to Fhanel [2011-10-03 06:47:06 +0000 UTC]
Mil Gracias hombre!
Cuando aqui hablamos sobre "high frequency details" en 3D, a lo que nos estamos refiriendo es a los poros, arrugas, e imperfecciónes de la piel, o el tejido en el caso de un saco de lana o de unos jeans. Basicamenete se refiere a la textura natural de qualquier objeto, animal o planta. Una caracteristica de los detalles de alta frequencia (High frequency detail) es que nunca cambian el perfil de un objeto, por eso es que los puedes aplicar como normal o bump maps. Obviamente los normal maps son utilizados mucho en modelos de bajo poly-count destinados para juegos de video. Yo dejo los displacement maps para geometria que si tiene que ser desplesada en perfil.
Hehe! Sí, un dia de estos hare un tutorial, desafortunadamente, la falta de tiempo me prevee hacerlo por ahora. Pero sin duda, cuando haga alguno con toda seguridad lo pondre aqui en un post en DA.
Saludos
👍: 0 ⏩: 1
Fhanel In reply to EtherealProject [2011-10-04 19:47:23 +0000 UTC]
gracias por la aclaración y ojalá hagas el tutorial
suerte!
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EtherealProject In reply to FAVRA [2011-09-30 18:30:54 +0000 UTC]
Mil gracias, hombre! Me agrada tanto que le alla gustado
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FAVRA In reply to EtherealProject [2011-10-01 17:33:36 +0000 UTC]
y komo no viejo trabajas muy bien
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