![]() The diameter is 180 mm while the width and depth of the printer is only 145mm. It is, in fact, bigger than the building volume of the printer, but by playing with the angle of the print, you can make it fit the max size of the printer. Below is the model out of the printer, still full of liquid resin which is waiting to be cleaned up.Īnother part is the massive base. Then I started the long printing process. here is an animation on how I use these booleans to check the way it will be sliced by the printer, where are the openings and of course, controlling the thickness itself. ZBrush 4R8 and its new Live boolean has been a game changer for me, where I was able to visualize the results of my cutting, joins and thickness in real-time. Then with the model done, I started the final process of 3D printing preparation. This is where 3D printing make things easier than traditional modeling. Notice the "rose" model which is 5 mm width. But the panties thickness was not enough.Īnd then I redid a test print with some adjustments on the panties and applied quickly some primer painting to have a better visual result.Īnd the arms/shoulder parts of the character. ![]() Then I used a 100 microns resolution and it took 4.5 hours to print.Ībove, the hips and panties with a FDM (Ultimaker 2+) and SLA test prints. No specific optimization for printing the model I only wanted to do a quick check. It is something that I do on a regular basis. I did a print of the full body to check the proportions and overall shape. I would love to spend some time to articulate everything. In fact, legs and little arms are partially articulated. Then these robots come handy as I can use them to hide the lead.ĭuring the creation, I did several test prints with the Form1+ and after the Form2. The robot (pod) has been fully created within the ZModeler. Then I built the ground and robots in the mud which have been hallowed and I put in it some lead balls that I glued.īelow, the gravity line: as you can see, no way to have it supporting the weight of the figurine, pod and accessories. I also had to consider one thing: (center of) gravity: since the model was "flying" and connected to the ground by a glass rod, I had to build a quite large base and more important, adding some weight to it, to compensate the position of the character which is far ahead the base. The shoes have been modeled mainly within the ZModeler. You can see the whole sculpting in action in the video below in this article.īecause the character has an eye band, it made the face creation easier □ The hair part has been time-consuming, as usual, while it was not really a complex process.įor the clothes, it has been a mix of multiple techniques, like manual retopology, topology brush, sculpted primitives and / or mesh extract. Then I spent quite some time on the body itself, that I refined it all along the model creation. Of course, since it's based on an existing character, I used some official references found on Internet. The process has been a classic for me: ZSpheres, DynaMesh retopology subdivision levels with ZBrush. ![]() ![]() The videos are available at the end of this article. I skipped some parts as it was very repetitive, like the hairs and some 3D printing process. You can watch online all my streams, which cover the full process of this model, from scratch to the end, including 3D printing preparation and some post process. To be honest, doing the process of creation while doing a live stream and in English wasn't an easy task. Then it was the time to start the sculpting. ![]() I really love his work, please visit his Art Station page! While searching for references and ideas, I found the illustration below from Tim Löchner. I was also looking for a subject to start my own sessions at ZBrushLive, the live stream platform for ZBrush artists. I really love this game and I really fall in love with it and the main character. For the Wonder Festival 2017 Summer in Japan, I wanted to work on 2B, from the video game NieR:Automata. ![]()
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