Mario and friends

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 From:  Metin (METIN_SEVEN)
10364.1 


Mario and friends :D

Based on a concept by Dave Mottram.

Initial scene created using MoI 3D, sculpting done in ZBrush, rendered using Keyshot, post-processing / color grading performed in Affinity Photo.

Here's an impression of my MoI setup of the scene:



As you can see, I try to prepare as much as possible in MoI, then use ZBrush to deform a number of elements to match the underlying curvature, and add sculpted details.

More stuff: https://metinseven.nl

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl

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 From:  Metin (METIN_SEVEN)
10364.2 
Michael, I used your Randomize script to randomize the stylized grass blades, after an Array command. Works great!

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl
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 From:  Frenchy Pilou (PILOU)
10364.3 
Funny adaptation!
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  Metin (METIN_SEVEN)
10364.4 In reply to 10364.3 
Merci Pilou! :)

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl
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 From:  mkdm
10364.5 In reply to 10364.1 
Super great job!

:)
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 From:  Metin (METIN_SEVEN)
10364.6 In reply to 10364.5 
Grazie Marco! Much appreciated.

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl
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 From:  ed (EDDYF)
10364.7 In reply to 10364.6 
Nice work Metin. Thanks for sharing the MoI screenshots.

I use the same software as you listed, except I don't have a sculpting program. Maybe someday.

Have you tried a simple animation of one of your characters in Keyshot?

Ed Ferguson
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 From:  Metin (METIN_SEVEN)
10364.8 In reply to 10364.7 
Thanks Ed!

I've been using Blender quite intensively the past years, but recently I'm rediscovering my holy trinity: Moi 3D for scene setup, ZBrush for detailing and Keyshot for rendering.

I haven't tried animating in Keyshot yet. I guess it's not very suitable for character animation, as that usually requires rigging and weighting, and I like creating still images more anyway. Animation quickly becomes tediously elaborate and complex when it comes to character animation.

I've just initiated a Keyshot Discord server, in case you're interested:

https://discord.gg/WCrhsTYR

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl
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 From:  MajorGrubert (CARLOSFERREIRAPINTO)
10364.9 
Cool work! Congrats!
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 From:  Metin (METIN_SEVEN)
10364.10 In reply to 10364.9 
Muchas gracias Carlos!

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl
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 From:  Michael Gibson
10364.11 In reply to 10364.1 
Super cool!

- Michael
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 From:  Mik (MIKULAS)
10364.12 In reply to 10364.11 
This is realy Super Mario :-)
Mik
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 From:  Metin (METIN_SEVEN)
10364.13 
Many thanks Michael and Mik, much appreciated!

I love how instantly deformable and sculptable an exported MoI mesh is if you use the right settings.

Here are some tips:



1. Set output to Quads & Triangles.
2. Set 'Divide larger than' to a preferred value.
3. Set the 'Divide larger than' option to 'All'.

Also, in the Moi.ini file you can change an option called 'CentroidTriangulation' from n(o) to y(es).

During polygon mesh export this will cause triangular faces to converge to the midpoint of ngons in stead of the boundaries of ngons, which can result in better topology for ZBrush.

Keep in mind that the 'CentroidTriangulation' option in the Moi.ini file doesn't triangulate caps with 'Divide larger than' set to 'All'. A general rule of thumb is to use Centroid Triangulation when there's a higher polygon count with more uniform dicing.

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl
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