Justi Romero
Justi Romero
  • Видео 1
  • Просмотров 232 130
Character modeling reel 2011
Digital characters made in the last two years with zbrush and 3ds max. You can see more at: www.justiromero.com
Просмотров: 232 130

Видео

Комментарии

  • @saulreyes8964
    @saulreyes8964 4 года назад

    7 years ago I saw this video and fell in love with 3d modeling really thanks you :,)

  • @ashwin4302
    @ashwin4302 6 лет назад

    My god man , the topology is just orgasmic to look at!

  • @fractalelement857
    @fractalelement857 7 лет назад

    good music choice

  • @yosofya
    @yosofya 7 лет назад

    firstly, really good job you are pro .. would you mind if asked you what type of material did you use on most character? this beige color seems really comfortable and good to eyes

  • @victormorarq
    @victormorarq 8 лет назад

    Great job. author of the background music?

  • @ClayClaim
    @ClayClaim 8 лет назад

    Your video is so excellent!! I know how complicated it can be… Looking forward to see more tutorials :)

  • @lucasvignal6717
    @lucasvignal6717 9 лет назад

    awesome!

  • @yeshu1990
    @yeshu1990 9 лет назад

    You are the best ........ Impressive work...

  • @nidheeshkt92
    @nidheeshkt92 9 лет назад

    inspirational!!!!!!!!!!!!!!!!!! thanks man...

  • @ihabiano
    @ihabiano 9 лет назад

    Impressive work!

  • @imatoucan
    @imatoucan 9 лет назад

    That is the best and most realistic female representation i've ever seen. Bravo you are going places. :P These are amazing.

  • @jetson35
    @jetson35 10 лет назад

    how the hell do u amke such detailed models with so few meshes, or is that just how Z-brush works? (im a blender user and silghtly new)

    • @timdoonan5898
      @timdoonan5898 9 лет назад

      The reason he can have such high detail with low polygons is because the detail is being defined by a normal map. Basically instead of having tons of polygon detail he takes information from a 3d sculpt and turns it into pixel information that can be applied to the low poly model.

    • @alexandros_visuals
      @alexandros_visuals 9 лет назад

      Tim Doonan I don't think he's using maps at all. The detailed renders are the full resolution models and the wireframe renders are the actual base meshes. Of course the normal maps applied to the base mesh are necessary for animation though

    • @timdoonan5898
      @timdoonan5898 9 лет назад

      Alexandros Papaspyros okay well then the answer is easy. For jetson35​. Zbrush just allows extremely high polygon counts unlike other modelling programs(blender, maya, 3ds max etc)

  • @bluesbyblues
    @bluesbyblues 10 лет назад

    Hi, nice work man. How long does it take for you to do a character from A-Z and after how many years of practice? Thanks a lot in advance and keep the good work up! :)

  • @badbiffa2
    @badbiffa2 10 лет назад

    amazing work!!!

  • @Zypheee
    @Zypheee 10 лет назад

    That wireframe though

  • @buildgamebootcamp9407
    @buildgamebootcamp9407 11 лет назад

    So inspiring, great work.

  • @driedpancake
    @driedpancake 11 лет назад

    very nice lighting and shadowing,some very nice ideas here

  • @ImageDesign100
    @ImageDesign100 11 лет назад

    fricking awesome man ,, I bow down to your awesomeness

  • @kyawvideostudio1342
    @kyawvideostudio1342 11 лет назад

    you are the best

  • @stevekramer8812
    @stevekramer8812 11 лет назад

    It's called retopologizing.

  • @TheTigien
    @TheTigien 11 лет назад

    Handsome model and detail =) Vote

  • @ChristopherLeBlancArtAndDesign
    @ChristopherLeBlancArtAndDesign 11 лет назад

    Nicely done, I think the pieces at the beginning are the strongest and match the music nicely. Great reel!

  • @michaelpiaf1882
    @michaelpiaf1882 11 лет назад

    Thank you. Your video reminded me of why I started sculpting in the first place.

  • @vishalsharma4892
    @vishalsharma4892 11 лет назад

    did u render this in zbrush?

  • @doorgeshramjuttun1153
    @doorgeshramjuttun1153 11 лет назад

    thnks

  • @rhinaw
    @rhinaw 11 лет назад

    retopologizing, he probably relaxed the polygons to make them that even, most retopologizing applications have relaxing tools

  • @d0pep0pe
    @d0pep0pe 11 лет назад

    Beautiful work

  • @snizzzle1
    @snizzzle1 11 лет назад

    Moby - porcelain

  • @doorgeshramjuttun1153
    @doorgeshramjuttun1153 11 лет назад

    can you tell me the songs plzzz??

  • @starkstefen3D
    @starkstefen3D 11 лет назад

    very difficult u r my inspiration

  • @antonkishkin
    @antonkishkin 11 лет назад

    What did he use for render? Cause for 3d max very difficult to render such count of polygons

  • @misterhed
    @misterhed 11 лет назад

    You can't model a little circular thing?

  • @josephemnace4103
    @josephemnace4103 11 лет назад

    what material is this?

  • @HaskyCG
    @HaskyCG 11 лет назад

    Perfect!!

  • @jononaidoo2893
    @jononaidoo2893 11 лет назад

    research rendering wireframes with contures (spelling? )

  • @wildicepick
    @wildicepick 11 лет назад

    his pipeline probably goes something like: Basemesh (3dsMAX) >> detail Sculpt (zBrush) >> Retopologise (could use 3dsmax zBrush or other programmes)

  • @newtonale222
    @newtonale222 11 лет назад

    usted es un artista espectacular, su trabajo es inspirador, gracias por compartirlo, saludos

  • @jeffta1979
    @jeffta1979 11 лет назад

    i know im 2 years late but this is beautiful!!!!!!

  • @roachey
    @roachey 11 лет назад

    I know he uses normal maps to keep the polycount low. I mean't to say how is his topology so perfect and evenly squared.

  • @lolpower4076
    @lolpower4076 11 лет назад

    That is because basic mesh was made in max, and zbrush was used to add details (skin roughness, etc.) so the wireframe never changed. the REAL wireframe is probably so high poly that it you probably would not be able to see the squares

  • @taruntamoli4301
    @taruntamoli4301 11 лет назад

    amzing reel gr8 choices of models very clean definately one of the best wrk showcased on youtube check mine out watch?v=lajL4-k_Xhc

  • @npj5578
    @npj5578 11 лет назад

    How are you rendering your wireframes so nicely at those high subdivisions?

  • @Perciville107
    @Perciville107 12 лет назад

    it looks lyk he mainly modelled it on 3d max and used Zbrush to texturise and detail, poly count stays the same that way

  • @DenysGlagoliev
    @DenysGlagoliev 12 лет назад

    Very nice models and topology. Could U pls answer - did u retopologized it in Zbrush ?

  • @FemmaDSijtsma
    @FemmaDSijtsma 12 лет назад

    Moby - Porcelain / Natural Blues

  • @polop9011
    @polop9011 12 лет назад

    i have no idea because i'm a big noob of z brush yet, but maybe coulb be the Qremesher feature or something similar

  • @beauregardie
    @beauregardie 12 лет назад

    he used relax option :D

  • @Caesiumhydroxid
    @Caesiumhydroxid 12 лет назад

    Well, I think it is done with bump-mapping. I think it is the easiest way doing this. (Kinda necroed this comment^^)

  • @PDJazzHands
    @PDJazzHands 12 лет назад

    the only way you can put boobs n youtube

  • @Gabice93
    @Gabice93 12 лет назад

    Nice modeling, but... damn 360s are boring.....