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Tigersan β€” Lili and her casual flex

Published: 2010-03-15 19:39:07 +0000 UTC; Views: 40880; Favourites: 245; Downloads: 1330
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Description Lili casually flexes her 30+ inch guns
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Comments: 27

Someguy1997 [2014-06-27 19:50:13 +0000 UTC]

So beautiful!

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Mud--Man [2013-03-24 17:55:58 +0000 UTC]

i going to that school that’s for sure

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MakoDeviant [2010-12-27 17:26:15 +0000 UTC]

Damn she is big! Great work. will we be seeing Lili again?

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zimbo4444 [2010-12-13 03:57:50 +0000 UTC]

she could make anyone at the school hers..I mean Anyone! Look at this guy's jaw drop..great work Tigersan..

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baron-master [2010-11-20 21:18:50 +0000 UTC]

this is quality work,it must be quite difficult to keep the balance of massiveness and the womanly figure,without her becoming just a thick block of muscle

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parmellow [2010-06-17 08:00:22 +0000 UTC]

I'd hit it! Good work!

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akreon [2010-03-22 13:47:22 +0000 UTC]

lol whut?

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Grieveric [2010-03-17 01:27:33 +0000 UTC]

poser art right..should try to model it from scratch

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Tigersan In reply to Grieveric [2010-03-17 05:04:18 +0000 UTC]

Those are screencaps from ZBrush as i modelled her muscles.
Her entire body is made by me, i shaped it. I just didnt change
the polycont because i used displacement maps in poser to add
details. And i drew those in PS using tablet also by myself.
This character has 4 layers of displacements 3 different softness
levels of muscles blended together so that i can animate how ripped
she gets when she flexes, 4th layer is veins. Skin texture is
also made by me. So as you see initially it costs alot of work as well
but then when you have displacement maps you can use them on all
models, and that saves time. Having a membership website which has
to be updated twice a week time gets rather important.

Cheers

[link]
[link]

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Grieveric In reply to Tigersan [2010-03-17 05:20:31 +0000 UTC]

Of course you use displacement maps and such, normal maps are best when combined with others. I was just pointing out that the model base was made in poser, that is what you use. Sure, you detail it in zbrush, but the model base/ rigging system are in poser a sort of "premade" program. No negativity..I just noticed right away because a friend showed me posers insane muscle morphing..which matches your characters/ be it..with out additions and details

cheers.

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sipowicz1993 In reply to Grieveric [2010-03-18 06:29:04 +0000 UTC]

I think you are missing the point of what Tigersan is saying. He doesn't just use displacement maps to add detail, he uses them to completely reshape the mesh. Trust me, you will not see any other Poser art that feature muscle morphs that look like Tigersan's, as they are completely his own original work. Also, this approach is really no different to how other artists work from a generic base mesh in ZBrush. Who cares if you happen to be the one that modelled the base mesh or not!

Personally, I think that sculpting, lighting and texturing require much more artistic skill than rigging and topology, which are really just technical tasks.

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Grieveric In reply to sipowicz1993 [2010-03-18 16:50:12 +0000 UTC]

...um....well...its industry standard to make the mesh yourself with proper topology..and if you want to be called a modeler..and rigging, true complex rigging, is an art all of its own. Zbrush artist all have their own workflow And the maps dont reshape the mesh, they just enhanced by adding details (like adding clay to an already created model). Now if he takes the high res scuplt and retoplogizes then transfers to poser..then it would be reshaped Not saying anything bad just pointing out that it was the muscle morphs that made me think it was poser work.

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sipowicz1993 In reply to Grieveric [2010-03-19 01:25:19 +0000 UTC]

Actually, if you want to talk about what goes on in the industry, it would be very rare for the same person to texture the model who modelled it. For all but very small productions you would have a separate person responsible for each stage: modelling, rigging, texturing, animating, rendering, etc.

Also, I agree that using displacement maps is like adding clay to the model, and if you add several inches of clay there's a lot you can do to change the shape of the model. Don't forget that you could also use ZBrush to create a full-body morph for Poser so there's really no limit to how much you can reshape the base mesh. However, I don't quite understand what you mean about taking the high-res sculpt and retopolgizing it. Isn't that what Tigersan is effectively doing via the displacement maps?

Anyway, I still stand by my original point, that the way Tigersan does it the same as they would do it in the industry, it's just that someone else has done the base modelling and rigging.

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Grieveric In reply to sipowicz1993 [2010-03-20 01:12:19 +0000 UTC]

if someone else does the start of the work..then its not really full blown modeling..but thats enough of that. And if you dont know you really should: No Tigersan is not doing that, via displacement maps...retopologizing is the remaking of the mesh, from scratch..to better represent the sculpted model...in simple terms..its remaking the mesh from scratch..not the addition of sculpted detail. Ok..no need for further talks

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Tigersan In reply to Grieveric [2010-03-30 00:41:04 +0000 UTC]

One question... how do you start making your own mesh in ZBrush? from a cube or a sphere right? So if we keep arguing the point of making it from scratch you havent done so either. lol just a fun thought...

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Grieveric In reply to Tigersan [2010-03-31 19:45:16 +0000 UTC]

...poly by poly, in an outside program called maya, from scratch, you use pre-made bodies an d you edit them with premade sliders and modifers in poser, nuff said.

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Tigersan In reply to Grieveric [2010-04-01 18:34:57 +0000 UTC]

I can do that too (in maya) i just dont see the point. Just a waste of time.

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Tigersan In reply to Grieveric [2010-03-17 04:47:10 +0000 UTC]

This character is modified using same medium you use - ZBrush.
I can model in several different programs such as maya 3d studio max
and ZBrush, I just dont see the point. I need to be able to make it
faster and animate my models more conveniently, and thats why I
use poser its faster to make anything on it. This model is almost
100% modded by me only thing thats left original is the rigging, the
skeleton.

I just dont see the point of spending entire day on a pic or more
when i can get same results in one hour.

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Grieveric In reply to Tigersan [2010-03-17 05:24:06 +0000 UTC]

it doesnt take an entire day to make a model..depends of your skill level Poser is alright..not bashing it..its just a way to use premade figures as a base for your are...Id never use it though..Its always better to start from zero and go from there.... Cool predator chick though

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groseaside [2010-03-16 14:05:01 +0000 UTC]

Wonderful!

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sipowicz1993 [2010-03-16 13:49:34 +0000 UTC]

I think he should ask her if she wants to help him study for the Anatomy exam?

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thephoenixrisen [2010-03-16 07:45:15 +0000 UTC]

You make em very convincing! If only she existed in real life!

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Tigersan In reply to thephoenixrisen [2010-03-16 16:39:02 +0000 UTC]

As someone said to me here on DA "Believability of absurdity"

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AbyssPlanet [2010-03-16 07:16:54 +0000 UTC]

Awesome!

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WolfsMuscleGirls [2010-03-15 22:25:35 +0000 UTC]

Great!

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Paddy86 [2010-03-15 19:58:33 +0000 UTC]

Now she's a hot muscle babe!

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Splicerion [2010-03-15 19:42:09 +0000 UTC]

Nice one.

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