Hello all. New to Zbrush and new to Polycount. Going to try for a dwarven general. Not sure if it will work with the low poly just yet and not sure about the armor design so still a lot of work to go. Still figuring out how to do things in zbrush too!
Another quick update before I grab some food. Just a little bit of refinement on the face, and I'm slowly starting to find the direction I want to take this guy. I did a real quick normal bake test and it holds up pretty well, so I'm happy with that.
fearian, check out our thread on normal mapping in the Technical Talk section. Hopefully you fill find some answers to your questions in there.
So, can we change the lowpoly, then? I mean, it was very unclear in the brief, right guys? :poly122:
I really don't get where the confusion stems from. It's easy enough: do whatever you need to for the normal-map, but make sure it works on the lowpoly you're given. Which you can't edit. or alter. or change. In any way, shape or form.
I'll be practising my (sadly non-existant) zbrushing-skills on this in my lunch-breaks. To any colleagues who decided to side with the right team: I'll be pestering you constantly to explain stuff to me. It's only fair warning you.
I decided to give my general a mask -- 470 tris total including the necklace hangers. I figure the mask will "click" into place, so I will be able to show him with and without. Planning to pull him into ZBrush and give him the works.
fearian: Go to subdivision level 1 (Tools->Geometry) and import the base mesh again, store a morph target so that you don't have to import every time (Tools->Morph Target->StoreMT)
Hey guys! My first post here! This year i decided to fight alongside polycount!
Great stuff here so far, here is my piece(only claytubes concept sculpt so far)
i just read that u have to post wips in the chosen forum? is there a time limit to when i have to post my first? or is it just before i have done too much? kinda still in the idea stage
all the work is really shaping up. Does anyone know how to get make a glow map in max? I've tried using self-illumination, but can't get it to work, what am I doing wrong?
Does the texture for the armour have to be on the same UVs as the body? or can we split the 1024 texture size into sperate parts, eg. one 1024x512, two 512x512?
Ditched my last one. Didnt feel general-y enough among things.
Expect holograms, glow, blue shit and awesomeness all around from this new one. Im gonna try to be less fancy with zbrush this time.
EDIT: :More parts to come probably. Need to check what i can do with what i have left.
Hey and what with the uvs on the extra stuff. We can edit the base uvs and fit everything one one sheet or for the extra meshes we have extra texture space?
Changed my idea 180 degrees and went with a more comical entry. This guy thinks he's a general with his monocle, paper hat and shoulder pieces made out of shingles. I hope that it's still in the theme, as someone told me it may not as it's not true to the theme.
Damn, I really should have checked the UVs on the lowpoly before i started. I didn't realise it was mirrored. So, i've done a quick test with a non-mirrored uv mesh at 1024. Normals and AO were generated in xnormal.
DemonPrincess: Looking great already!
Morte: I'm liking the style, keep pushing the detail.
PainBringer: Way to really push the base mesh. I hope the baking goes well.
whipSwitch: The clothing has a really nice crisp feel to it. Keep going.
I figured I would take a step back and work on the silhouette of my character before adding gear. My first sculpt is on page 1 here. Let me know if you guys like any of these silhouettes or combination of them please.
that looks awesome, does it match one of the low poly meshes?
that's my question as well, a lot of entries I see across the forums they all seem to have pretty different silhouette from the original mesh provided.
as long as one of the three meshes provided to us stays exactly the same we are free to add 500 tris to change the silhouette. just make sure those base meshes remain untouched
I think a lot of people are just showing their zbrush sculpts and not the baked low poly geo. I just tried mine and it looks like crap so i'm starting all over again.
Could someone explain Morph Target to me? Do I just go back down to SDiv 1 and then slide the Morph slider across to get back the original low poly? Thanks!
Replies
There's some really cool stuff here though!
fearian, check out our thread on normal mapping in the Technical Talk section. Hopefully you fill find some answers to your questions in there.
I really don't get where the confusion stems from. It's easy enough: do whatever you need to for the normal-map, but make sure it works on the lowpoly you're given. Which you can't edit. or alter. or change. In any way, shape or form.
I'll be practising my (sadly non-existant) zbrushing-skills on this in my lunch-breaks. To any colleagues who decided to side with the right team: I'll be pestering you constantly to explain stuff to me. It's only fair warning you.
basically as i was reading through that re-top bad pushpull ok, but that aint the truth. so i wont
Need to fix the tubes though, they turned out shitty.... This test came out better than I expected, going back to mudbox and add detail!
Also, is there a little problem on the low poly mesh(at the armpits) or is it just me?
fearian: Go to subdivision level 1 (Tools->Geometry) and import the base mesh again, store a morph target so that you don't have to import every time (Tools->Morph Target->StoreMT)
Great stuff here so far, here is my piece(only claytubes concept sculpt so far)
best regards!
Alot of the forms are very round and smooth, tried adding some hard edges?
Damn guys, So many great sculpts are roling out! keep that shit moving!
This should be interesting. Went for lots of gothic type shapes in his design.
Time to start with the main modelling!
Might go with this instead.
General of the horde!!
By deanmalus at 2009-02-22
and you guys know that scars are what really makes a soldier, specially if they are freshly carved into the armor. yeah... well.. 1st pass in zbrush.
Wippity wippity W.I.P.
I read somewhere that the end result must keep the same silhouette, just wondering if yours would be ok for submission?
think I'm going with this guy (with the 500 tris extra parts):
This is perhaps a naive question, but I am unsure about this rule:
- 1024x1024 of ANY and ALL texture sheet types. Example, one Normal sheet,
one Spec sheet, one Gloss sheet, one Glow sheet, etc.
Do all maps have to ADD up to a 1024X1024 final 'atlas', or does that mean we
can have 5 SEPERATE 1024 maps?
cheers.
Ofcourse it's okay, you can add 500 tris in the form of gear, which is exactly what he did.
Some of you guys really aren't making the most of the 500 extra tris! You can drastically change the look of the provided meshes with gear alone.
Ditched my last one. Didnt feel general-y enough among things.
Expect holograms, glow, blue shit and awesomeness all around from this new one. Im gonna try to be less fancy with zbrush this time.
EDIT: :More parts to come probably. Need to check what i can do with what i have left.
great stuff in there
GA-4-LIFE!
Finished hp model of my Panzar Da fighting General All c&c welcome.
Rooster - nasty guy
not the most interesting or badass character but im having fun with it
I didn't really wanna create too much new geometry around it either..though i might make a new pimp hat
edit:
i am aware it looks like a U-Boat captain lolz
-caseyjones
Did a bit of tweaking to get more general-like look.
C&C welcome!
First sketch for my entry:
Cheers, awesome entries
DemonPrincess: Looking great already!
Morte: I'm liking the style, keep pushing the detail.
PainBringer: Way to really push the base mesh. I hope the baking goes well.
whipSwitch: The clothing has a really nice crisp feel to it. Keep going.
I figured I would take a step back and work on the silhouette of my character before adding gear. My first sculpt is on page 1 here. Let me know if you guys like any of these silhouettes or combination of them please.
that's my question as well, a lot of entries I see across the forums they all seem to have pretty different silhouette from the original mesh provided.
Could someone explain Morph Target to me? Do I just go back down to SDiv 1 and then slide the Morph slider across to get back the original low poly? Thanks!
Pretty quick sketch.
His nose needs one more purpose