so basically you make a bunch of modular meshes, and then the script will put them in random arrangements? Very cool idea!
no, nothing that fancy, its just a really simple script that moves the prefabs/tiles into positions that fit into a lower poly projection rig, then renders all sides onto a new texture sheet for the lower lods of that prefab/tile. Each prefab also has a damaged state for destruction which you can see the loding of in the second video.
Its still very early but the idea is a sort of destructable building generator suitable for large scale environments.
Davidson3d : nice models...how long does it to take to make one of those in ZB?
thx, approximately 3 hours, it all comes down to how clean you want and how much you experiment. I think its a much more enjoyable workflow then high poly modeling because you can really be creative in the process and very quickly try things.
Davision3D, looking great man. Are you using the new zbrush, wondering if those new hard surface brushes are any good.
Love your work man!
thx
yea, I tryed to use the planar brushes but most of the time they are too harsh and unpredictable.
I used the new Zpheres2 for most of the basemeshes though.
ralusek: i had been wondering if you where sculpting a huge dick the whole time untill the end where it turned out the hind legs where inversed XD.
Looks cool though .
ralusek: i had been wondering if you where sculpting a huge dick the whole time untill the end where it turned out the hind legs where inversed XD.
Looks cool though .
lol you're the second person to say that. freud would probably make an argument about me for choosing these mysterious camera angles, but to be honest i was just sculpting a tail XD.
if that WAS a dick though, i think he'd have quite a few problems getting it in =P
on a side note, the inversed hind legs are frustrating for whatever reason, i'm having problems getting them to look right
Trying to get some better character models for my portfolio, with this one I was hoping to learn normal mapping, but I'm finding the process to be incredibly intimidating. I was trying to start with a simple character, mitten hands and all she's only 940-ish polys, but I kind of feel like that is too many..
I wasn't sure if I should move on if I'm uncertain with how I feel about her, and I think once I go to the next step in zbrush, it will be difficult to go backwards to fix silly mistakes.
She's an old victorian lady, Hattie.
..and the turn around sketch:
Anyway, I have a lot to learn since I'm still pretty new at this, any feedback or criticism would be greatly appreciated!
heather, there is no need to be cautious before taking the next step, you can just jump right into sculpting.
don't worry about polycount or anything else right now, just worry about even geometry (for instance you could even lose some geometry at the elbow to get it more square-like.
the reason why it doesn't matter is because you can always use Zbrush's retopology feature. it lets you do your sculpt without worry, then when you're done, you draw your polygons right on top of it for a low polygon model. and the only reason you'd even have to do that is if your model got very botched during sculpting (which is unlikely). since you're sculpting right on your model (which looks fine btw), my guess is that you're not gonna change all that much.
then from zbrush, making a normal map is a snap. you then export your texture, and you're good to go
Thanks for the feedback, ZackF! I guess I have to admit I didn't know zbrush could do that.. haha. I look forward to working on it.
Also that is really amazing work, warriah, I like the different feel of the textures, from smooth to rough and dry, its very visually interesting.
sandro, thats lookin great. My only comment is that you could sort out the cheesy looking "hair/fur" stuff on his face & head. It may be just a personal gripe of mine, but I think all that hair/fur stuff in recent cg looks horrible (checkerboard and lens flare bad), and has nothing to do with your piece
try to blend into the flesh some, seems like it floats above the flesh instead of being hair.
I decided to revisit this and adjust the eyes a touch so they aren't looking in two different directions. I think it's working a bit better than before, maybe, possibly, whatever. There's more I could do to it other than fixing the eyes, specifically having to do with contrast and outlines, but I don't want to do too much more to it since it's only newsprint.
I also adjusted it in Photoshop to eliminate some of the barrel distortion and perspective from using a cheap camera at close range, though that's just a subtle change.
Of recent I've really gotten into the show One Piece so I was inspired to start modeling Monkey D. Luffy aka. "Straw Hat" Luffy the captain of the StrawHat Pirates. Not sure if I'll continue with the rest of the crew, I'll decide that when I finish Luffy.
Replies
no, nothing that fancy, its just a really simple script that moves the prefabs/tiles into positions that fit into a lower poly projection rig, then renders all sides onto a new texture sheet for the lower lods of that prefab/tile. Each prefab also has a damaged state for destruction which you can see the loding of in the second video.
Its still very early but the idea is a sort of destructable building generator suitable for large scale environments.
Love your work man!
I like the fact you placed a nice wled there and no pits on it either.
-Woog
thx
yea, I tryed to use the planar brushes but most of the time they are too harsh and unpredictable.
I used the new Zpheres2 for most of the basemeshes though.
Hungry Bark' Around 6.000 triangles
Whatever happened to the Ground Zero mod? This would be perfect for it, but the website seems to indicate all that stellar D3 work just went away.
Rebel, coming along nicely!
[ame]http://www.youtube.com/watch?v=wXty5n3B5TM[/ame]
WiP, will have this sculpt finished later today
Looks cool though .
better pictures next week with a camera and not a cellphone with lolwbat :poly127:
lol you're the second person to say that. freud would probably make an argument about me for choosing these mysterious camera angles, but to be honest i was just sculpting a tail XD.
if that WAS a dick though, i think he'd have quite a few problems getting it in =P
on a side note, the inversed hind legs are frustrating for whatever reason, i'm having problems getting them to look right
I wasn't sure if I should move on if I'm uncertain with how I feel about her, and I think once I go to the next step in zbrush, it will be difficult to go backwards to fix silly mistakes.
She's an old victorian lady, Hattie.
..and the turn around sketch:
Anyway, I have a lot to learn since I'm still pretty new at this, any feedback or criticism would be greatly appreciated!
iced milk?
don't worry about polycount or anything else right now, just worry about even geometry (for instance you could even lose some geometry at the elbow to get it more square-like.
the reason why it doesn't matter is because you can always use Zbrush's retopology feature. it lets you do your sculpt without worry, then when you're done, you draw your polygons right on top of it for a low polygon model. and the only reason you'd even have to do that is if your model got very botched during sculpting (which is unlikely). since you're sculpting right on your model (which looks fine btw), my guess is that you're not gonna change all that much.
then from zbrush, making a normal map is a snap. you then export your texture, and you're good to go
she's not headless - she's got eyes beneath her bewbs -
now everyone as an excuse to stare down there..."I'm just making eye contact..."
nice sculpt
man I friggin love these little things. Chibi form factor FTW!
yeah, im not too sure what the other guys from GZ mod are up to now, might have to get in touch, thanks dude.
brandoom - The wires are glued on , they won't come off
sloowly working on this. rendering/testing taking forever.
the lines of the shading on the head are too wiggly imo
warriah: coming along quite nice! rendered with... ?
BeatKitano: cool! waiting for more..
-Woog
Also that is really amazing work, warriah, I like the different feel of the textures, from smooth to rough and dry, its very visually interesting.
try to blend into the flesh some, seems like it floats above the flesh instead of being hair.
Warriah, nice, but the gloves are way too big.
I'm still in the rendering process, but I thought I'd stop and get some feedback before I went any further.
Cheers!
Is the b&w post process or is there any color to the textures, would love to see them.
I also adjusted it in Photoshop to eliminate some of the barrel distortion and perspective from using a cheap camera at close range, though that's just a subtle change.
Head: 628 polys
Hair: 738 polys
Total (w/ lvl 1 subsurf): 3174 polys