Started a likness study, and man is it draining.. Restarted the sculpt from scratch 2 times but i worked day and night to get this result. But I'm gonna keep going strong and work on this until I get something I'm happy with.
I don't think you can see who it is just yet but maybe someday.. welp back to the grind
continuing the work on the first character, laying in some armor basemesh. Want to make some sort of light armor mixed with leather. Soon I'm gonna go into marvelous and make some clothes.
2:20 in the morning I have to sleep.. Got some of the secondary shapes in the character, had a bit of zbrush troubles but I solved them all so now I'm ready the next time. also did a bit of sculpting on the chest piece last night
Started laying out the base in marvelous for the clothes that are gonna go under his armour.
sweet! I'm having a bit of trouble in regards to scale of my characters. Any specific settings i need to tweak within zbrush so that my base mesh is correctly placed inside MD? and so that it has correct scale and flat on the floor?
@rafregidor Thanks All you got to do is import a mediumsubdivided/decimated character into maya/modo/max move him above the grid and scale to somewhere in the scale of a person, my character is about 1,8m tall. When all of that is done, export that and you're now working within MD's scale.
Getting all of this into zbrush can be a bit weird but from my experience what works on my end is: 1. append a polymesh star 2. import whatever your trying to import with the star selected 3. scroll down in the tool menu on the right until you get to the bottom where there's an export menu 4. if the scale is incorrect after the import usually you'll find that the values in the export menu are a bit random, set them to scale: 1 xyz: all 0 5. now import the same obj again on the same subtool you just imported in and it should be in the right scale.
@rafregidor Thanks All you got to do is import a mediumsubdivided/decimated character into maya/modo/max move him above the grid and scale to somewhere in the scale of a person, my character is about 1,8m tall. When all of that is done, export that and you're now working within MD's scale.
Getting all of this into zbrush can be a bit weird but from my experience what works on my end is: 1. append a polymesh star 2. import whatever your trying to import with the star selected 3. scroll down in the tool menu on the right until you get to the bottom where there's an export menu 4. if the scale is incorrect after the import usually you'll find that the values in the export menu are a bit random, set them to scale: 1 xyz: all 0 5. now import the same obj again on the same subtool you just imported in and it should be in the right scale.
Hopefully that also works for you
Thanks a lot for the response! The progress is looking great on your character.
I checked first the export options on zbrush and it does follow your suggested values. *Does zbrush respect scale? or converts any imported mesh to its own working units?
I did try your suggestion on importing the mesh first in maya (my issue on it not standing on the grid is fixed now because of that) But I still have a problem with scale, when I imported it into MD again in CM mode, its like an ant, or should I be choosing a different import scale? Figured that my values/height was multiplied to a mm value, so I reimported again but this time in cm(daz studio). And I "feel" it has imported in correct scale now, as it fits in the MD grid properly, not overyly small nor overly large.| On this note, will MD's grid change if I change import scale also? Because if it wont, CM would be correct for me. But please let me know your thoughts on this. I really do want to tighten that import export part first hehe. Here's some screen grabs.
working in meters in maya, imported as CM(daz) created test clothes, exported obj, and placed in maya. And it fits!
Replies
Worked a bit on the legs and feet and reworked the stomache, made some edits to the back and made some general proportion fixes.
Started a likness study, and man is it draining.. Restarted the sculpt from scratch 2 times but i worked day and night to get this result. But I'm gonna keep going strong and work on this until I get something I'm happy with.
I don't think you can see who it is just yet but maybe someday..
welp back to the grind
Bit of an update to the likeness study
Some refinements to the likeness, still not happy with the likeness.
And maybe one day I'll sculpt that ear.
Looks great btw i know who it is. hueuheuh
Thanks Danman, It's getting there, I'll send you more screenshots on skype tomorrow
Also stay away from the ears, you'll only find trouble.
continuing the work on the first character, laying in some armor basemesh.
Want to make some sort of light armor mixed with leather.
Soon I'm gonna go into marvelous and make some clothes.
Started laying out the base in marvelous for the clothes that are gonna go under his armour.
all right got something in zbrush to mess around with
And I've started laying in some of the basemesh for the boots
2:20 in the morning I have to sleep..
Got some of the secondary shapes in the character, had a bit of zbrush troubles but I solved them all so now I'm ready the next time.
also did a bit of sculpting on the chest piece last night
Thanks
All you got to do is import a mediumsubdivided/decimated character into maya/modo/max move him above the grid and scale to somewhere in the scale of a person, my character is about 1,8m tall.
When all of that is done, export that and you're now working within MD's scale.
Getting all of this into zbrush can be a bit weird but from my experience what works on my end is:
1. append a polymesh star
2. import whatever your trying to import with the star selected
3. scroll down in the tool menu on the right until you get to the bottom where there's an export menu
4. if the scale is incorrect after the import usually you'll find that the values in the export menu are a bit random, set them to scale: 1 xyz: all 0
5. now import the same obj again on the same subtool you just imported in and it should be in the right scale.
Hopefully that also works for you
Sculpted some of the major designs on the chestplate and did some of the stitching with an imm stitch curve.
Just did a few quick test renders, pretty fun, gives me an idea of where I want to take this character.
Still lots to do!
I checked first the export options on zbrush and it does follow your suggested values.
*Does zbrush respect scale? or converts any imported mesh to its own working units?
I did try your suggestion on importing the mesh first in maya (my issue on it not standing on the grid is fixed now because of that)
But I still have a problem with scale, when I imported it into MD again in CM mode, its like an ant, or should I be choosing a different import scale?
Figured that my values/height was multiplied to a mm value, so I reimported again but this time in cm(daz studio). And I "feel" it has imported in correct scale now, as it fits in the MD grid properly, not overyly small nor overly large.|
On this note, will MD's grid change if I change import scale also? Because if it wont, CM would be correct for me. But please let me know your thoughts on this. I really do want to tighten that import export part first hehe. Here's some screen grabs.
working in meters in maya,
imported as CM(daz)
created test clothes, exported obj, and placed in maya.
And it fits!
@rafregidor
Hey man that's probably a good thing to make a topic about, could be good to sort all of that stuff out
A bit of work done on the pants.
Made some edits to the design on the pants
Did a lowpoly for the chest piece and did some very early previs work
Sculpted a head to brush up on the studies I've done recently.
Thanks a lot man
This is just a screenshot of the normal map on the lowpoly