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Old 29-10-2010, 11:16 PM   #1
dave_c
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when does a template become your own work?

I'm working on a Z Brush model i started off with the demosoldier model because i was pretty close to the basic shape i needed.

so my question is this, is it acceptable to use the templates? and if yes at what stage does it become your own?
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Old 30-10-2010, 08:48 AM   #2
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Depends on the fair usage clause in the T&Cs or local copyright laws!
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Old 30-10-2010, 05:55 PM   #3
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the model I'm doing isn't for financial profit, at most it will be portfolio work, and now looks nothing like the original, but the polygon.....structure will be the same if you catch my drift.

i was thinking from more of an ethical/achievement point of view rather than legal one.
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Old 30-10-2010, 06:46 PM   #4
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Well you can always tell that it was started from a template to clear your conscience

I always like to do everything myself to be honest, but if someone shows me
a great sculpt based on a template and tells me it was not made from scratch
I wouldn't diss his work. Especially if in the end it has nothing left from the
original template and looks like a different sculpt.

Sometimes for commercial work you don't have time to make everything from
scratch and have to find a way to avoid losing time. As long as nobody steals
people's work it's fine with me.
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Old 01-11-2010, 12:32 PM   #5
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simplifying:
99% of people use templates: we start from at least a box/sphere/cylinder [: only 1 percent starts from creating a lone vertex

easiest way to find out: are you able to make this template from scratch? why are you using the template?

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Old 02-11-2010, 01:01 AM   #6
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Generally speaking, it's when you've created "sufficient difference". I know that doesn't solve the problem but it certainly replaces it with a more tangible ambiguity.
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Old 02-11-2010, 06:09 AM   #7
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Chances are if you are at all worried about this it is because you are using a bad template. A good template shouldn't really look like anything, it should just be easy to sculpt on. The Zbrush Demo Soldier for instance would is a terrible choice. Same goes for any of those pre-built human model applications like Poser. Why would you trust another artist creating in bulk to lay in the anatomy and proportions for you let alone work with a wire-frame that follows it?

No either make yourself a block man like Zack Petroc's or go with something like the Mudbox Body template, go wild, then Retopo and re-project when you're done. I used to be hell bent on never using templates, but then I realized the good simple ones are just more fun to sculpt with than anything I built with more intricate topology.

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Old 03-11-2010, 05:17 PM   #8
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It depends what you're doing really. For pro work i'll use anything I can lay my hands on to get a job done on time and budget as long as its legal - for personal work its a different matter, ill happily re-use base meshes and bits of body I've made before but wouldn't feel right taking something someone else has built and using that in my work - I feel guilty enough using other people's custom brushes in photoshop as it is.
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Old 03-11-2010, 08:34 PM   #9
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In my opinion a template never "truly" becomes your own work (cubes, spheres and other primitives are excluded )

I made my own basemesh a while ago that I am using constantly so I would never have a template problem.
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Old 04-11-2010, 06:59 PM   #10
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I disagree with that , if you took a basemesh of a standard human and turned it into a 4 headed lionbeast covered in big wobbly tentacles you'd be justified in claiming it was your own work.

However

Taking the basic human and adding a bunch of awesome zbrush alien details and tweaking some proportions wouldn't count - you know the sort of thing I mean, 3d forums were awash with that sort of crap a couple of years ago.
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Old 04-11-2010, 07:00 PM   #11
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I disagree with that , if you took a basemesh of a standard human and turned it into a 4 headed lionbeast covered in big wobbly tentacles you'd be justified in claiming it was your own work.

However

Taking the basic human and adding a bunch of awesome zbrush alien details and tweaking some proportions wouldn't count - you know the sort of thing I mean, 3d forums were awash with that sort of crap a couple of years ago.
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Old 05-11-2010, 07:38 AM   #12
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Quote:
Originally Posted by NinthJake View Post
In my opinion a template never "truly" becomes your own work (cubes, spheres and other primitives are excluded
Yeah, still think it becomes your own work when you stop relying on whatever you begin with to define the look of your model. It's not fair to say a Mudbox user isn't doing his own work because he started with a very modest and flexible template when other apps like Zbrush and Sculptris let you circumvent the pre-built templates completely.

Being able to build a proper wireframe is important, both sculpting bases and meshes for animation, but for completely different reasons than reassuring yourself the model is your own work.
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Old 06-11-2010, 10:28 AM   #13
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so when a model gets retopolgized does it instantly become your own work?
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Old 06-11-2010, 04:37 PM   #14
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I wouldn't exactly say that. As a point of reference we used to have quick sculpting challenges here that required us to all use the same basic base mesh. The models all turned out wildly different from one another so I'd still consider those to be the artist's own work.

What Retopo-ing does however is loose any traces of a template. At that point the wire frame becomes completely your own so why should it matter what you started with? But again it's not like I wouldn't claim a sculpt as my own work if I haven't done the retopology yet.

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Old 12-11-2010, 12:31 PM   #15
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How about when the model is extremely different, and if u are able to create that template shape from scratch if needed. considering that if u have it in ur portfolio, it would be nice if u are able to not only sculpt, but also model ur base by urself and show u also master topology and unwrapping.

never use it myself, but i always start from a series of templates that i made myself at a previous occasion.
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