Vyusur's studio experiments

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Comments

  • VyusurVyusur Posts: 2,235

    Ted, thank you for your kind words. I really appreciate it.

  • VyusurVyusur Posts: 2,235

    This is my video of my 3d painting workflow in Blender:

  • VyusurVyusur Posts: 2,235
    edited November 2019

    My recent modeling video

    Post edited by Vyusur on
  • VyusurVyusur Posts: 2,235
    edited November 2019

    Janna animation test

    Post edited by Vyusur on
  • nicsttnicstt Posts: 11,715
    Diomede said:

    Vyusur, I just want to do a couple of quick posts to reinforce what I was saying about how inspiring your videos are.  I hope you don't mind.  So, I started modeling my own figures a while back, mostly toon.  Didn't know what I was doing but that is OK as they were not meant to be realistic anyway.  Then I decided I wanted a more realistic set of figures - with "more" being a relative term.  I wanted figures with comic hero and heroine proportions.  So, I tried to model my own figures again. 

     

    Here is half of the female.  You can see how wastefully dense the polygons are, how the edge loops are useless, etc.  While this figure would "work,"  it was terrible.

     

     

    Then I spent more time trying to learn better approaches, including you videos.  Here is the mesh for the revised male character.  Maybe not great, but so much improved.  The edge loops are much better.  Mesh density declines where it can, and increased where I want more detail.  It may have a long way to go, but your modeling videos have really inspired me 

    Thank you, Vyusur..  heart

    .

    Making the mesh too high poly is a mistake folks often make; as is increasing the poly count too soon.

    This isn't just true for modelling figures, but for anything really; I found that out modelling cars.

  • VyusurVyusur Posts: 2,235
    nicstt said:
    Diomede said:

    Vyusur, I just want to do a couple of quick posts to reinforce what I was saying about how inspiring your videos are.  I hope you don't mind.  So, I started modeling my own figures a while back, mostly toon.  Didn't know what I was doing but that is OK as they were not meant to be realistic anyway.  Then I decided I wanted a more realistic set of figures - with "more" being a relative term.  I wanted figures with comic hero and heroine proportions.  So, I tried to model my own figures again. 

     

    Here is half of the female.  You can see how wastefully dense the polygons are, how the edge loops are useless, etc.  While this figure would "work,"  it was terrible.

     

     

    Then I spent more time trying to learn better approaches, including you videos.  Here is the mesh for the revised male character.  Maybe not great, but so much improved.  The edge loops are much better.  Mesh density declines where it can, and increased where I want more detail.  It may have a long way to go, but your modeling videos have really inspired me 

    Thank you, Vyusur..  heart

    .

    Making the mesh too high poly is a mistake folks often make; as is increasing the poly count too soon.

    This isn't just true for modelling figures, but for anything really; I found that out modelling cars.

    Thank you for your kind words! I'm happy to help.

     

  • VyusurVyusur Posts: 2,235
    edited May 2020

    Testing my new figure

    Post edited by Vyusur on
  • Llola LaneLlola Lane Posts: 9,345
    Vyusur said:

    Testing my new figure

    looks great Vyusur!!!

  • VyusurVyusur Posts: 2,235

    Thank you!

  • VyusurVyusur Posts: 2,235
    edited November 2020

    Blender 2.9 Head Sculpting

    Post edited by Vyusur on
  • Llola LaneLlola Lane Posts: 9,345

    WOW.. you make it look easy Vyusur...but I know it's not.  I love his rugged jaw.. Very masculine... :)  Thanks for sharing.

  • VyusurVyusur Posts: 2,235

    WOW.. you make it look easy Vyusur...but I know it's not.  I love his rugged jaw.. Very masculine... :)  Thanks for sharing.

    Thank you very much for your nice comment!

     

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