Hi Polycounters,
Thought Id share a personal project I'm working on, speaks for itself I hope. As a way to learn ZB I thought Id combine a few of my favourite heroes into one character, specifically Briareos but mixed with a couple of other favorites of mine.
For those unfamiliar with Shirows work on 'Appleseed' -
more info-
http://en.wikipedia.org/wiki/Appleseed_(manga)
[UPDATE 13.9.12] C and C welcome
Replies
Modeled and textured in ZB
Still a lot of decisions to make -
EDIT: Blaisoid: Book two Briareos has a rebuild and the forehead blocks his central sensor, although it is hinged to move out of the way and I suspect his central sensor isn't for vision anyhoo - but fear not there will be a lot of work done on the head to make things work.
'Lil' Tank Girl -
Now to ZBrush with it.
C and C Welcome
C and C welcome.
i actually started reading the manga few days ago cause that torso thing attached to him looks pretty intriguing. i assume it also appeared in original?
The chest attachment will be a Segue/Papoose for one of the two 'cubs' / babies that Briareos is carrying, the other is on his back and is slightly larger - these two Segue 'Baby Carts' are self aware survival vehicles for when things get a bit 'difficult' out in the wilderness.
Glad I've sort of inspired you to read Appleseed, but you wont find the Baby Carts in their, there are some baby pods though and more in Shirows 'Dominion Tank Police', which is well worth getting imo, its light hearted stuff but fun and great ~Art.
Update coming soon.
Started the High Poly Sculpt of the 'BeoWulf II' Railgun, sculpting it in extended form for ease and hoping it all fits neatly together still when folded.
C and C welcome
Crits and comments welcome.
Enlarged Bipod and tested folded mode, added some cabling placeholders and some other general furniture.
C n C welcome
Still need to add a Eye and Wrist Jacks and cable and the external power cables to link to Briareos.
C and C welcome
I think Ill call the HP done for now, primarily as it was just a way to test and bed in the new ZB and I want to get the LP done and textured while working up Briareos.
Ill be texturing it using tried methods as a factory perfect version first then using some different techniques to create the battered and weathered later.
C and C welcome
Continue
As a test of HP to LP workflow I thought Id make some Speedloader pouches, a simple object to test and rough polypaint to test workflow and pipeline. But Ive got a wee problem!
After doing some HP sculpting I decided to go back and change the UV's a little and now its giving me trouble.
-I thought I could just import it into div 1 of the already sculpted Speedloader subtool but it doesn't seem to like that.
-I tried copying UVs in ZB and pasting and again but NO GO.
-So I tried dividing it upto same divs and projecting the detail with many small tweaks of PBlue, Mean etc and I still find it unsatisfactory. Is there a science to Projection now ? does anyone have any suggestions on this or another method? Or should I just keep tweaking Projection and hope I can get there eventually?
TBH It was only a very fast sculpt to get something for testing the whole workflow so I'm not precious about the sculpt, in fact its pretty raw imo, but Id like to be able to get out of this fix if it occurs with other more complex sculpts later.
Suggestions please?
But I am sure it shouldn't do this when updating the basemesh though...
Any suggestions?
I know i might sound to simple but i have the feeling that importing an obj works different then using GoZ.
So send it over with GoZ paste the uv map in your modeling app and send it back.
hope that helps
Thanks guys.
C and C welcome
Also I am interested in the workflow you are using? This is going to be a HP to LP model right?
When I create this kind of asset I would work in this way:
High poly in max
Zbrush for detailing
Low poly in max and UV it
Xnormal for normals, AO, Cavity maps
Diffuse /Spec in photoshop / edit other bakes
so just interested if you do it in a different way?
peace and keep up the good work
More or less the same - but this is testing ZB functions and tryingf to cut out as much swapping of apps as possible so -
LP in Max - sketch mesh to get a feel
Test Sculpt HP in ZB to see where Im going - essentially fast concepting in 2.5d
Once happy with where I'm going Ill generally see if I can add enough Geo in ZB using Edgeloops or using remesh or retopo to get the detail I desire if thats a fail or too involved then Ill go back to LP in Max, add details that can save geo like in this case Tightening up the buttons and adding some loops around the borders of the main shapes.
Zbrush for HP and detail
LP export div 2 or similar to Max or topogun and make a better topo LP mesh.
Normally Id use Xnormal or Max to bake but on this occasion I chose to test ZB multimap functions - with mixed results - I still maintain a Max cage offers better control than any other method - with the downside of Max memory/model issues.
PS - for fine tuning textures based on Diffuse AO and Cavity