Tarsa 3D // Splinterlands Art Contest Week 183!

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  • Hello hivers! Happy day
    Today I'm sharing my new art for the weekly Splinterlands contest. This time I wanted to work differently from what I normally do.
    First, I looked for information on how to work with the remesh, so as not to use a dyntope, which is what I always use to make the sculpture, and I almost succeeded hahaha, in the end I had to use it because when combining two parts, the sculpture was damaged, but I have to say that it is very comfortable to work by section.

  • ¡Hola hivers! feliz día
    Hoy les comparto mi nuevo arte para el concurso semanal de Splinterlands. En esta oportunidad quise trabajar de forma diferente de lo que normalmente.
    Primero busque información de como trabajar con el remesh, para no usar dyntopo que es lo que siempre utilizo para hacer la escultura, y casi lo logro jajaja, al final tuve que usarlo porque al combinar dos parte, se me dañaba la escultura, pero debo decir que es muy cómodo trabajar por sección.

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  • It's been a long time since I took the time to search for different references, and the truth is that it helps a lot.

  • Hace bastante tiempo que no me tomaba el tiempo para buscar diferentes referencias, y la verdad es que ayuda bastante.

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  • After having all the parts of the blocking or sketch in 3d, I joined it and worked on it by part using remesh, something very practical.

  • Luego de tener todas las partes del blocking o boceto en 3d, fui uniéndolo y trabajándolo por parte usando remesh, algo muy practico.

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  • One of the most complex parts to do for me is the face, although it is the part that I like to do the most. And as I told you, in the end I couldn't continue working with the sculpt with remesh because when joining the face with the body it wasn't done correctly, so I moved forward with the sculpt using dyntopo as always, but the way I had been working on the model since first it helped me a lot.

  • Una de las partes mas compleja de hacer para mi es la cara, aunque es la parte que mas me gusta hacer. Y como les dije, al final no pude seguir trabajando con el esculpido con remesh porque al unir la cara con el cuerpo no se hacia correctamente, entonces avance con el esculpido usando dyntopo como siempre, pero la forma en que venia trabajando el modelo desde el principio me ayudo mucho.

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  • After having joined all the parts, I began to give a little detail to the body.

  • Después de haber unido todas las partes, me puse a darle un poco de detalle al cuerpo.

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  • The next thing was to model the clothes, this reminded me a bit of topology, which is what is done to the sculpture to be able to make animation with the model. I have made the clothes in this way so that it is not attached to the sculpture and so that different materials can be applied to it.

  • Lo siguiente fue modelar la ropa, esto me recordó un poco a la topología, que es lo que se le hace a la escultura para poder hacer animación con el modelo. La ropa ha hago de este modo para que no este unido a la escultura y poder aplicarle diferentes materiales.

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  • The last steps were to make the hair using the curves, apply the materials for the textures and the fire of the hand that didn't tell me how to do it, but definitely I wasn't going to do it with simulation hahaha.

  • Los últimos pasos fueron hacer el cabello usando las curvas, aplicar los materiales para las texturas y el fuego de la mano que no me decía como hacerlo, pero definitivamente con simulación no lo iba hacer jajaja.

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  • Now if I leave you some renders that I took, I really liked the final result, although I think it took me longer than it normally does, but it is while I adapt a little to work this way of doing it although I could continue looking for different ways to do it.

  • Ahora si les dejo algunos renders que tome, la vedad me gusto mucho el resultado final, aunque creo que me tomo mas tiempo a lo que normalmente tardo, pero es mientras me adapto un poco a trabajar esta forma de hacerlo aunque podría seguir buscando diferentes formas de hacerlo.

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-Well friends, that's all for this occasion, thank you very much for taking the time to see my work and support me ✌️😉

-Bueno amigos, es todo por esta ocasión, muchas gracias por tomarte el tiempo de ver mi trabajo y apoyarme ✌️😉

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Isso ficou incrível! !PGM !HBIT !PIZZA

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(Edited)

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Wow is good to see that people still have time to devote to what they love and see it through till the end.

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Thanks friend, the truth is that I really like 3D but I still have a lot to learn

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WOW, amazing!

!PIZZA !PGM !LUV

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@shiftrox The coolest thing is that you like it, thanks for the support friend.
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Well you got everything worked out in the end XD came out alright :)

perhaps a bit more windblown effects on hair and dress in the future as the pose is quite stiff which indicates to me there's a bit of tension going on as she's channelling her fire

and maybe one day if your computer can handle it, play with particle effects for the fire as particle fire looks pretty damn cool

Does multires work with remesh? (I'm assuming you're using the modifier)

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Yes, me gusto como quedo.
I can use the particles for fire, but I haven't used them for a long time and I've forgotten how to work.
The effect of the skirt moving would have been very good, I changed the hair in maya because I do it with curves, maybe with some bones to make it move.
I don't use the multires modifier, I'm talking about the remesh to sculpt.

Your comments always bring good ideas, thanks for that bro.

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Ohhhh THAT remesh, I thought you were talking about the remesh modifier, my bad ^_^;

Have you tried using curves that have a shape to make stylised hair? You can then animate the curves and it can look pretty cool.

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The thing is that when I do the render I don't know why the curves aren't visible and that's why I turn them into a mesh haha. maybe some confirmation i have checked.

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I don't know if it shows up by default (looks like a string). Did you play around with the Geometry settings?

Screenshot_20220408_084338.jpg

The settings in my screenie above are super basic and will just make the curves thick so they render. I used them in one of my dreadlock experiments which resulted in

Screenshot_20220408_085159.jpg

this was also when I was mucking around with cel shading and then this project had a stylistic shift and I ended up back at particle hair

You can use different helper objects to give them different shapes. Search terms along the lines of "blender stylised hair with curves", there seem to be a few videos that should show you how to achieve various looks.

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That type of hair is great, someone gave me some well-crafted nodes and I almost always use them. but I don't know what the problem is with the render that is not seen.

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That is a pretty cool node tree!

So what's the problem, the brown "hair" isn't rendering? What does the curve settings panel look like? Is there a thickness to the geometry? I don't think the curves will show up in the render (or maybe they're there just very hard to see) unless extrude and/or bevel (in the screenie that I posted last comment) are greater than 0.

Also maybe try checking the Path Animation checkbox if it's not already checked on, I don't actually know if you need that or not but it's on in my thing ^_^;

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lol I use them, but then I convert them to a mesh because they don't show up in the render. I don't know why, another thing, I have to learn to animate them XD

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Oh that one is easy, bone hook each control point :D apparently you can also animate curves as cloth but I haven't figured that one out yet.

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This looks fantastic! Nicely done.

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Thanks! It was a long but satisfying job.

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That is really cool! I know that @aimeludick will enjoy this! When she eventually gets on to Hive that is...

cheers! !PIZZA

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Thank you very much, I hope your friend likes it too.

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Ah, she's my daughter. She is a weeb and wants to do animation one day. So this is definitely her kind of interest.

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Great, if she likes 3D, she can try this program called "Blender" and it's open source.

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Woah.... You did it again.
Amazing work and dedication.
Great Job!

!PIZZA !LOLZ !BEER

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@thecuriousfool haha thanks for being aware of my publications and for the support friend. The truth if it was laborious, but it was worth it.

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I know how hard and time consuming sculpting is, I tried and failed. lol. 😁

But I will soon be posting sculpted characters too.
I'm currently focused on hard edge modeling.

Can't wait to see your next artwork. 😍

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I saw your comment and immediately went to see your model hahaha, it's very good.

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(Edited)

lol. Maybe we can fit in your Tarsa and make her pilot it. 😁

I closed the hatch and cockpit as I don't know what to place in there.

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That would be difficult, the clothes are another piece, if we change position maybe he will be left without clothes 😱

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No worries. She will be covered inside.
Also, when it comes down to it, she can flash some distraction. 😅

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is her dress a black hole?

spaghettification princess dinner at little italy!

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A black hole?
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Oh, I understand.
You are a pervert. it's a joke lol 🤣

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Daaamn sick brooo! Hahaha well done keep it up! !PGM !PIZZA

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lol thanks you bro i will try 😁

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Incredible, I loved seeing step by step how a simulation is done and your drawing is incredible

Posted using Splintertalk

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Thanks! It is quite laborious, but it is very rewarding when it is to the liking of others.

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quedo genial felicitaciones. Me gusto mucho tu modelado!!

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Gracias amiga! es muy chévere que tenga tanto apoyo.

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Hello brothers!
It's a great job! 3D art looks tough, but the results are amazing.
Good luck from now on!

Posted using Splintertalk

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Hello friend, thank you very much.
That's right, but as long as one likes it and receives support, it encourages a lot to continue

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¡Me encanta, yo ilustre ese personaje tambien!
Me recuerda a la chica del wendys haha.

Acá mi último fanart por si lo quieres ver:

https://peakd.com/hive-13323/@joshtable/doctor-blight-fanart-splinterlands-digital-drawing

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