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SoMuch3D
เข้าร่วมเมื่อ 25 ต.ค. 2013
Senior 3D Artist / Animator / Designer / Developer
The Goblin Queen Inferno Diorama
When I started this project, over a year ago, my goal was to create an empowered and triumphant Madelyne Pyor. A villain who's tragic story and creation is often overshadowed by her counterpart Jean Grey. No more, The Goblin Queen and her disciples and minions bring Limbo to our realm in this diorama. In it you will find several easter eggs and artifacts from fallen characters such as Magneto, Professor X and Mr. Sinister himself.
If you have any questions about this diorama, reach out.
Sculpted all in Zbrush, Baked and painted in Substance Painter. Displayed at 1/4 scale and lit in Unreal Engine. Post production and compilation with music and some fx in AfterFX.
Thank you for supporting me along this journey with every single post leading up to this reveal. Now do me one more favor and share this with anyone with eyes.
Like.Subscribe.Share. 🙏🏼😬
ArtStation:
www.artstation.com/somuch3d
Twitch
www.twitch.tv/somuch3d
If you have any questions about this diorama, reach out.
Sculpted all in Zbrush, Baked and painted in Substance Painter. Displayed at 1/4 scale and lit in Unreal Engine. Post production and compilation with music and some fx in AfterFX.
Thank you for supporting me along this journey with every single post leading up to this reveal. Now do me one more favor and share this with anyone with eyes.
Like.Subscribe.Share. 🙏🏼😬
ArtStation:
www.artstation.com/somuch3d
Twitch
www.twitch.tv/somuch3d
มุมมอง: 203
วีดีโอ
Madelyne Pryor, The Goblin Queen. Inferno Diorama
มุมมอง 282หลายเดือนก่อน
I was born to suffer. But that doesn't matter, because I made myself so much more. I am Madelyne Pryor, the ruler of Limbo...and once and forever, the Goblin Queen. Behold, The Goblin Queen. It's been over a year since I started this diorama and I couldn't be happier to share with you the culmination of much exploration of a character, her story, and hell's fury that follows. I faced quite a fe...
Stylized Hair Sculpt Creation in Zbrush
มุมมอง 10K3 หลายเดือนก่อน
Here's a quick run down of my process/pipeline for making long wavy stylized sculpted hair... This process is ideal for dioramas and printing. For a stylized gaming model, I'd recommend a lower remeshing or manual retopology for a lower poly count. Links to curve brushes: ⚡️Tioxic Hair Brush tioxic.gumroad.com/l/hrxKIk ⚡️Hair Salon IMM Curve Brush flippednormals.com/product/stylized-hair-strand...
Making of, N'Astirh, The Demon. Timelapse
มุมมอง 3227 หลายเดือนก่อน
Here is a condensed timelapse video of my creation of the demon N'astirh from marvel comics. This is my version of the character not based on any specific concept. In this video I primarily focused on capturing the primary and secondary forms. Tertiary details would be a much longer video. lol That said, you get a sense of my thought process, order of operation and workflow. Hope you enjoy! Tha...
N'Astirh, Demon of Limbo
มุมมอง 3467 หลายเดือนก่อน
I've been working on a larger diorama for Madelyne Pryor, The Goblin Queen and along the way, I made this incarnation of N'Astirh. One of the demons that helps give her powers and dominion over Limbo. Sculpted in Zbrush, Textured in Substance Painter and Displayed in Unreal Engine 5.
Zbrush Timelapse: Creating Professor X's Cerebro Helmet
มุมมอง 3729 หลายเดือนก่อน
In this video I wanted to share a timelapse of how I created the primary pieces for the Cerebro helmet. First and foremost, I'm by no means saying or claiming my method of creating hard surface assets is the end all be all way of sculpting hard surface in @MaxonZBrush In Fact, the beauty of 3d and art creation, in general, is the fact that there are so many methods and ways to achieve the same ...
Professor X and Cerebro
มุมมอง 1259 หลายเดือนก่อน
Professor X's Cerebro Helmet. This was a fun project and one that challenged me on different fronts. Having a variation or inconsistent concepts of the helmet, especially the back, I was left with having to problem solve much for the design. Keeping in mind the need to balance plausible functionality and shape language without overdoing the technical details and over usage of tech alphas. I ult...
Magneto's Helmet Time Lapse: Using Polygroups for hard surface modeling
มุมมอง 8K11 หลายเดือนก่อน
In my recent stream, I thought it be beneficial to share how quick and easy it can be to achieve hard surfacing utilizing a simple process of polygrouping and creasing edges. I know the idea of hard surface modeling can be considered daunting or you have to unlock some skill set or use only certain brushes but this isn't the case for creating easier assets like this one. This by no means is mea...
Madelyne Pryor: Unreal Engine Walkthrough
มุมมอง 1.5Kปีที่แล้ว
Hi everyone, I wanted to do a little walkthrough in Unreal Engine to share some of the details and thought process put into bringing The Goblin Queen to Unreal. This is the first time I've done a real deep dive into Unreal outside of studio game development. So there was a lot I wanted to learn outside of just bringing assets into the editor. A deep dive into materials and character setup with ...
Madelyne Pryor, The Goblin Queen, Leader of The Dark X-Men. In Unreal Engine.
มุมมอง 576ปีที่แล้ว
"Come, my Xmen..." Straight off the pages of Marvel's The Dark Xmen, Madelyne Pryor, The Goblin Queen and leader of the team. Initially when I started Madelyne, I had no intentions of doing this version of her but as the Krokoan era Xmen stories unfolded and the Dark Xmen emerged, the temptation to also create an updated version of her look was too compelling. Plus, I like this morally flexible...
Madelyne Pryor, The Goblin Queen. Real-Time 3d Character. Unreal Engine 5
มุมมอง 1.3Kปีที่แล้ว
"I will not be dismissed or discarded ever again." Behold, The Goblin Queen, Madelyne Pryor. Born from the genes of Jean Grey, created, manipulated and deceived by Mr. Sinister and finally given a shade of happiness only to be scorned and discarded by Scott Summers. The Goblin Queen of Limbo has returned and there will be hell to pay. This phase of creating Madelyne pryor is complete. Modeled i...
Madelyne Pryor Portrait and Hair Groom
มุมมอง 235ปีที่แล้ว
Madelyne Pryor: Heartbroken, forgotten, and scorned. She's coming for everything she was denied and something she can never have...Memories and time. Displayed all realtime in Unreal Engine 5.3, it was fun and challenging at times but the results are gratifying. In addition, taking the XGen groom from Maya to Unreal, via alembic cache, was a great process to add to my production pipeline. Movin...
Highlight: 3D Character Art for Real Time and 3D Printing -Marvelous Designer
มุมมอง 94ปีที่แล้ว
Exploring cape and cloth simulation with Marvelous Designer. Watch live at www.twitch.tv/somuch3d
Highlight: Sculpting Madalyne Pryor's Hiar Blockout in Zbrush
มุมมอง 291ปีที่แล้ว
We continued our creation and exploration of the Xmen Villain Madelyne Pryor, aka, The Goblin Queen. In this stream we explored the process of creating a block out mesh for hair in zbrush. We extracted, sculpted and moved the hair in position to match some of the general shapes of the hair in our reference. We went a little further than a typical block out but not too far in sculpting individua...
Night City Angel
มุมมอง 386ปีที่แล้ว
I often get asked, do I prefer to create realistic or stylized art? The answer is I don't have a preference. I honestly enjoy both for different reasons. I enjoy realistic projects because they allow me to utilize more disciplines and create extreme levels of detail. However, when I get to work in a more stylized sandbox, I get to pull back the detail and use other means of expression. In my op...
Twitch Stream 05/15/2023: Creating Madelyne Pryor, The Goblin Queen
มุมมอง 168ปีที่แล้ว
Twitch Stream 05/15/2023: Creating Madelyne Pryor, The Goblin Queen
Zwrap Tutorial: How to Combine Sculpted Geo and Scan Data
มุมมอง 23K2 ปีที่แล้ว
Zwrap Tutorial: How to Combine Sculpted Geo and Scan Data
Working by polygroups is goal
@@vladyslavsvyryd5315 polygroups are our friends 😉🤘🏼
do you have this somewhere as an stl for sale?
@USMCWing556 no I do not but I will be offering the unpainted kits and full produced version of this.
Absolute 🔥🔥🔥🔥
This is some amazing work! I agree with @stuarture4749. Sideshow where you at on this!
I am also a 3d artist but I can't make art piece like you. Any tips sir ?
@iswarboruah9014 time. Patience. Dedication. I've been doing this for a very long time, and everyone has a different pace and method of learning, but there is no substitute for time and dedication. You need to be patient and work hard to yield the results you want. Keep looking at other art to be inspired and aim for the sky when it comes to how good you want to be because here is the kicker... you'll never get there. That's sounds crazy but hear me out. You should never get there because you should always aim higher and better than what your current skills are at. Always want and need to be better. Stay hungry and tell yourself you always have room for improvement because it's true. The people that last in this industry are the ones that never give up and have a tenacious work ethic. Constantly challenge yourself to work harder and be a perpetual student of art. Be willing to put in extra time and never be content. More. More knowledge more skill more effort more art. It's not an easy path but once you see the fruits of your effort and your art improve, it's the best feeling to see the results. I hope this helps a little. There is so much that goes into getting better or improving at what we do and I hope you get to where you be. Don't ever give up and learn to love the process. For a long time I hate how my art or characters look in the early stages but I stick with it and trust the process. Give it time and work hard. Good luck, my friend.
@somuch3d thankyou so much for the advice
I will try harder
I also want to know how do you plan your day to be more productive
@iswarboruah9014 that's a great question. It really depends on your schedule and when you have time to focus on your art or improving. I work a normal day job as a lead artist for a studio. So i have to find time to work or practice my art skills on new things either in the morning before work, which means getting up earlier or do it after work. Finding time and trying to balance a work/ life relationship that is beneficial and healthy is something I struggle with. Everyone tells me I work too much. Lol. Depending on what you're focusing on your skills sets, I recommend always looking for reference or studying other people's art. It helps show up trends and ways people are creating. Study new applications or methods of creating art. I'm always watching little tutorials or videos on new tricks or ways of creating art even if I know how to do it. It helps to see how others work and it sometimes adds or gives me new ideas or ways to refine my own pipeline. And practice. You want to be a character artist, practice sculpting and anatomy daily if you can. Create little studies of throw away art that you can experiment with and train your eyes and mind to see the improvements and ways to fix your art. This will help you create a secondary level of knowledge on anatomy which is necessary. Always have reference, always plan and you will start to develop problem solving skills as you run into problems. Learning through repetition and muscle memory. I plan my days out and tell myself everything I'm going to get done and I do it. I keep my schedule manageable and I manage expectations for myself and my clients. Be smart and don't spread yourself too thin and try to do too much. The last thing you want to do is burn yourself out. And have fun! Being creative is a gift and you should always have fun doing it. 🙂
Amazing work Roger!
Wonderful guide!
I´d love to see a full tuto on how to sculpt a helmet using Zmodeler.
u are the beast man thank u
@cmdmeat6579 no, thank you for the kind words and support. Seriously. Any support means a lot.
Truly, an amazing sculpt! I hate you, talented people! 😁 The hours really show. The minute detailing in the cloth's weave and the boots' folds sell the realism. Every part of the pose shouts power and confidence. And I do enjoy the separate personalities with the goblins. Thanks for sharing your work!
@daviddaniels9551 i can't thank you enough for the kind words, support and i love that you saw all the details I put into this. Thank you, David. You just made the beginning of my 2025.
ОГО вещь потрясающе молодец !
Dude! DUDE! Absolutely stellar work! Sideshow Collectibles should be hounding you!
@@stuarture4749 ok, literally the best compliment! You have no idea how much it would mean to me to one day work with sideshow. Sigh....one day. Lol.
Cool stuff
Thank you!!
I’ve been looking for this video so long can’t explain how helpful this is!
@@Kurtsculpts hey! No prob! Hope it helps, my friend.
Super smooth process, thanks for the video. Definitely need to do a sketch to try this workflow.
@MerdaLegal hey! I hope it helps. Everyone has a different process and pipeline, this is the one that works for me.
Excellent work! Trying to get into hard surface stuff now.....total inspiration! Thanks for sharing
@jahsonlion absolutely. I wouldn't consider myself a hard surface guy but I have a work flow that works for me
carai biridim, ficou foda!
Hello! Do you have a full detailed tutorial on something like this. Amazing work
@ChristianRivera-y3p first off, sorry for my delayed reply to your comment/question. Secondly, thank you for the kind words and support. I REALLY appreciate it. As far as something more detailed, no I don't but if you want to cover or go over some specifics in this area, don't hesitate to reach out via IG or ArtStation. I'd be more than happy to help or talk shop. 🙂
please take out this shitty "skibidi sigma" ass music
Thank you for this great content and for explaining it in a very simple and quick way. You solved my huge doubt of how to continue to make the hair after combining each polygroup of the hair curve. I had done it up to making each strand as shown in 1:10 - 1:16 and I didn't know what else to make him if a Dynamesh or a Zremesh and with this content I can now say that I have little left to finish my project. Seriously, thank you very much.
@Ismael.03 No, thank you for the support and kind words! I'm really happy to hear that this brief overview helped. The process isn't complicated, but it can take a while. However, the results never disappoint in my opinion. 😀
That is amazing, man. I'm currently making one for Halloween and this is next level.
Why are all the mind blowing tutorials timelapsed ? Awesome video btw
wow its so cool
Great work! I just a question regarding the wrap/projection process. Like I have a sculpted full body model, which is a single mesh (a single subtool). Can I wrap/project the head part only from the scanned model without splitting head/body into different subtool? I am assuming some scenarios such as: 1. I wrap/project head from one scanned model, and wrap/project body part from another scanned model. 2. I wrap/project body part from a scanned model, and manually do the texturing/detailing part on head for mild stylized vibe. Thanks!
Hi, first off, thank you for the support and kind words. Second of all, yes you can both. The way I would do it but only wrap certain aspects of the model is mask it off. That way you're only wrapping parts that are not masked.
@@somuch3d Thank you for the info! I have udims on my mesh and it is polygrouped based on uv. I guess hiding polygroups might work like masking. Definitely will give it a try. Just finished the sculpting & UV unwrapping phase, currently looking into texturing step. Wrapping/projecting and procedural generation are two relatively easier methods I have run into.
@@somuch3d lol, I have tested out both masking/hiding methods, and ended up redoing the mapping 3 times on the scanned head. I'm writing feedback here so anyone else run into this situation might skip the headache. We're morphing the scanned head into the shape of our own sculpted character, and therefore, the scanned head cannot have hidden parts. To avoid wrapping unwanted parts such as mouth bag, we need to mask it off, but DO NOT hide it away by polygroup selection. If anything is hidden away, ZWrap can wrap successfully, but the scanned head will not change shape after exiting ZWrap menu. For our own sculpted character, it's safe to hide part of it by polygroup selection, since we're not changing the shape of it. For example, I have a full body character, and I can hide away the body and the mouth bag, only keep the head displayed.
Hi SoMuch, how did you do to perfectly merge "kites" objects with the ornment of the helmet? I did a cool video, but I could be helpful to know that :) thx
Hello and sorry for the late reply to this comment. I must have missed it. I did merge of the two pieces and a quick retopo in zbrush. Creased the edges and subdivided.
Nice wok!
Thank you!
NICE thanks i will try to practice this techniques
i love ur content so much its very helpful dont ever stop uploading
@VisionsGames139 i hear you and appreciate your patience with my uploads. Between work, projects and life, I try to fit in time to make content worth sharing or that I feel could be helpful. Thank you again for the support and kind words.
thx
you should do some cool armors for tutorials i need a channel displaying armor creation with narration :)
you had me at fortnitecreamy
this is cool ! where can we watch the stream? I dont see that option for your TH-cam channel
nevermind found your Twitch channel..thanks brooooooooooo
Bro, keep up this kind of videos, are REEEEAAAAALLLLYYY helpful, it's super useful to see the work flow of such and amazing artist like yourself, hope to see more videos in the near future.
@@DanielAlva360 thank you so incredibly much for the kind words and supporting my work.
You had me at Magneto
It always blows my mind how many people skip using ZModeler and do simple functions in Maya instead.
Wolverine 2.0😂
Amazing tutorial. Thank you for this
Hi! Thank you for the kind words, I'm happy to hear you found it helpful!
yeah time to ditch hair cards lets go
TO GLORIOUS PURPOSE!!
wow! she is beautiful! great work!
Thank you for the kind words and support
Bro you did this incredibly well and the looks are brewing with awe you should be working with insomniac thats trying to make a wolverine game plus to top this all off the animalistic with human growling is definitely a huge match to this dude's animalistic and ruthlessness
Looks epic
Thank you so much for saying that! It's been a couple of years but I'm still really happy with how he came out. Definitely one of my fav projects.
@@somuch3d it just showed up since all the news with Sabretooth in deadpool 3 has been confirmed but man you sir out did yourself. He's my favorite marvel villain
do the same with a body scan!!
I lost all the scan dettails using zwrap. I don't know what is going on
I watched loki, that looks super cool!!!
Thank you! LOKI was awesome. Totally inspired me to makes this and capture the moment of Glorious Purpose! Thank you for watching and support.
@@somuch3d I am truly grateful to you. I found you while looking for a zwrap workflow. I think it was a tutorial using zwrap and projection, and it was really realistic. Thank you for sharing your core workflow with others. I still can't use the vface source properly, but I won't give up.
I'm honored to help and equally grateful for the support. If you have artstation or ig, send me a message and perhaps i can help out further or see what issue you're having. Again, thank you for the support. Always a pleasure to share and talk art.
@@somuch3d thank you sir, I just follow your instagram. have a great day
Damn....she is beautiful ...and more beautiful is your work. Congratulations!
Hello! I'm glad you like her! Thank you for watching and thank you so much for the kind words and support. It really means a lot. 🙏🏼💙
@@somuch3d You are welcome! All the best for future projects
Xmen verschwiend#
I wish I had time to learn this stuff.
I'll say this, it takes time and a lot of patience to do or learn anything you're passionate about. But It's never too late to starr and there's an infinite amount of resources to learn from. 🙂
such a great job you did sir its very gorgeous!
Thank you so much for the kind words and support. I'm glad you liked Madelyne Pryor!
I have a problem, first mesh have a tongue, and wrap fucked up. How can I remove the tongue from wrapping? or hide or what? Thanks
Thank you for your comment and question. Yes, easy solution. Mask off the area like the mouth so it's not included in the wrapping process. I forget to do this sometimes as well. 😉
@@somuch3d yeah I've solved thanks, i'm new to zBrush, I moved from Blender recently, zBrush UI make me crazy. Thanks for your answer!
Absolutely. Yes, the zbrush ui can be a bit jarring at first but customization really helps make it your own. Happy zbrushing and thank you again for your support!