Zinon the alien

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VyusurSun, Nov 24, 2024
jamie6Fri, Oct 04, 2024
VyusurMon, Sep 23, 2024
beachlegsMon, Sep 23, 2024
VyusurFri, Sep 20, 2024
bonjFri, Sep 20, 2024
Looks good and Zinon seems to be enjoying himself sitting comfortably, perhaps with a Martian cocktail. His microchip patterned underwear is interesting too. I liked your light-hearted approach. ...Good luck with this witty render.

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If this is based from your original Bluelien for Genesis 8 from your store in 2022 what is the first polytube figure about? it's not sculpted from the first images lol.
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Vyusur
Karma: 8,012
Tue, Sep 17, 2024I never had any aliens on genesis. Have fun with it, but this is my original figure, made from scratch, like all my original models with original rigging. I make about 200 original figures a year with various topology, but I don't put them all up for sale.
I can start with a blank of any shape, even an apple or a pear, and it will look completely different in the end.
I can start with a blank of any shape, even an apple or a pear, and it will look completely different in the end.
bonj
Karma: 12,162
Tue, Sep 17, 2024I'd like to see some wips going from your poly figure (1st 3 images) to a fully rigged retop with fingernails and compatible g8 poses (image 4) . I'd like to see a full wire frame so we can see the genesis 8 mouth and count the teeth. How do you get that sort of re topology from zbrush?
https://www.renderhub.com/vyusur/bluelien-original-standalone-figure
https://www.renderhub.com/vyusur/bluel-for-unreal-engine
The textures are the same.
It is perfectly acceptable to present a daz morph. But you did not sculpt this from the 1st 3 images. Just pointing that out.
Anyone who knows the g8 figures well can see.
"Have fun with it," with what?
https://www.renderhub.com/vyusur/bluelien-original-standalone-figure
https://www.renderhub.com/vyusur/bluel-for-unreal-engine
The textures are the same.
It is perfectly acceptable to present a daz morph. But you did not sculpt this from the 1st 3 images. Just pointing that out.
Anyone who knows the g8 figures well can see.
"Have fun with it," with what?
Vyusur
Karma: 8,012
Wed, Sep 18, 2024If you are interested in how I create models from scratch, check out my YouTube channel:
https://www.youtube.com/channel/UCqjYcqDrlreKfgRHQ2JHpJA
There are videos there with a detailed process of how I create humanoids from scratch.
https://www.youtube.com/channel/UCqjYcqDrlreKfgRHQ2JHpJA
There are videos there with a detailed process of how I create humanoids from scratch.
Vyusur
Karma: 8,012
Wed, Sep 18, 2024""Have fun with it," with what?"
This meant that if you find it funny that one person can create an original humanoid figure for Daz Studio as good as Genesis, then you can continue to have fun.
This meant that if you find it funny that one person can create an original humanoid figure for Daz Studio as good as Genesis, then you can continue to have fun.
Vyusur
Karma: 8,012
Wed, Sep 18, 2024An example of an alien skin texture painting by me:
Of course, that was not a Genesis figure. It was one of my original.
Of course, that was not a Genesis figure. It was one of my original.
bonj
Karma: 12,162
Tue, Sep 17, 2024This was made from scratch?. There's still plenty of time to make an original figure or a morph.
Vyusur
Karma: 8,012
Wed, Sep 18, 2024For an experienced specialist it will be immediately obvious that the topology of my figures and the Genesis topology are different.
I don't need the crutches, such as Genesis for many other users, to create my own model.
I never said that I do all my work in Zbrush. In another thread I briefly described my workflow. But I can repeat it again. I can start from anywhere: in Blender from one vertex or from a blank in Zbrush. I also use Zbrush for creating displacement and normal maps. If I make a model in Zbrush, I make a rough retopology of individual parts. Then I export them to OBJ and then create my model in Blender. The most complex areas I, of course, create manually, in Blender. I know by heart all the critical forks that affect the subsequent rigging and deformation.
As for the mouth and teeth, my models have a solid mesh in this area, which is very convenient for working on morphs. Most of my models are unimesh. Only the eyeballs are separate meshes. My meshes are ideal for rigging. I create them in such a way that when deformed, they have beautiful natural bends and do not require nasty joint correctives.
Unlike Genesis, my figures have a mouth that opens beautifully and naturally. My figures have beautiful and natural joint bends and do not require numerous joint correctives.
As for pose compatibility, It's enough to give the same as Genesis bone names. Not a big deel. I do this on purpose, so that my customers can use their favourite poses from their libraries with my original figures.
As for textures, I use my original hand painted textures, I can use them so many times as I need and I can bake them on a numerous variety of meshes with completely different topology.
Above that, if you need any othe proofs, you can purchase any of my original models to make sure that my words are correct.
I don't need the crutches, such as Genesis for many other users, to create my own model.
I never said that I do all my work in Zbrush. In another thread I briefly described my workflow. But I can repeat it again. I can start from anywhere: in Blender from one vertex or from a blank in Zbrush. I also use Zbrush for creating displacement and normal maps. If I make a model in Zbrush, I make a rough retopology of individual parts. Then I export them to OBJ and then create my model in Blender. The most complex areas I, of course, create manually, in Blender. I know by heart all the critical forks that affect the subsequent rigging and deformation.
As for the mouth and teeth, my models have a solid mesh in this area, which is very convenient for working on morphs. Most of my models are unimesh. Only the eyeballs are separate meshes. My meshes are ideal for rigging. I create them in such a way that when deformed, they have beautiful natural bends and do not require nasty joint correctives.
Unlike Genesis, my figures have a mouth that opens beautifully and naturally. My figures have beautiful and natural joint bends and do not require numerous joint correctives.
As for pose compatibility, It's enough to give the same as Genesis bone names. Not a big deel. I do this on purpose, so that my customers can use their favourite poses from their libraries with my original figures.
As for textures, I use my original hand painted textures, I can use them so many times as I need and I can bake them on a numerous variety of meshes with completely different topology.
Above that, if you need any othe proofs, you can purchase any of my original models to make sure that my words are correct.
I hate to piss on your chips but this is 100 percent genesis 8. Unless your can teach me how to get brand new geometry from a sculpt to fit perfectly the g8 poly flow with the exact count without hand drawing every single quad. If you can show that I will humbly and publicly apologize. I have highlighted just a few examples of where it is obviously the g8 mesh.






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bonj
Karma: 12,162
Fri, Sep 20, 2024I think I will rest my case there. There's still 5 weeks if you want to make another entry.
Zinon Original Figure for Daz Studio:
https://www.renderhub.com/vyusur/zinon-original-figure-for-daz-studio
https://www.renderhub.com/vyusur/zinon-original-figure-for-daz-studio
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