Why does everyone keep saying you have to use a NURBS surface! It's entirely unnecessary!
Is it just so you can have the smooth curve? I'd probably just do a base mesh with a Turbosmooth on it, 'cos I hate using Max's NURBS tool set
sweet again...thanks muzz. and mop....and neox.....and everyone else dammit. yeah...i was really tryin to use polies just cause i also hate using max's nurbs stuff as well. got it to work. thanks to all....will be using in the future.
oh mop....i totally forgot bout slideknit or whatever....tried that a while ago. works like a charm.
I do have this question however. Can anyone tell how the hell did this guy mask out those muscle creases so perfectly on the cyborg's torso area? I have a couple of ideas on how he did that in zbrush but those idea's still seems quite tedious and time consuming.
He did the strips using subd man. He just made the torso base in zbrush then exported low poly stips in the correct shapes as the base for the subd work.
He did the strips using subd man. He just made the torso base in zbrush then exported low poly stips in the correct shapes as the base for the subd work.
I know that, but I was talking about how did he create the masking lines in Zbrush to get those low poly strips to begin with. Did he just paint them on himself or used stencils in brush to get those lines?
OMG thanks for the link. That was amazing. Sometimes I say "oh man I am getting better" but then I see things like this. WOWZERS on the interior of a robot leg BEEP BEEP.
I don't know how he finished in time for the deadline. I didnt thnik he was going to make it when I saw early on that he was modeling the character like it was for a motion picture. crazy stuff
Anyone know how you can duplicate these complex NURB shapes he used in Max? I don't know how to use NURBs in max and I heard they aren't very good, is there a way to duplicate this workflow tho with a different method.
chademond, read up a bit, people were talking about the wrap deformers (skin wrap) already in this thread. I assume that's what you're talking about since it's the only part of the video where he used NURBS.
One thing that boggles me.
He mentions painting in the correct resolution straight away as a good thing when using smaller textures. But doesn't texture projection like this actually internally "warp" the pixels to fit them in the correct UV-map in the end? What I am saying is, won't your pixels get resized/distorted either way in this case?
No, projection painting like this actually paints the relative pixel position on the texture - it won't get resized at all, and the only distortion you see is anything that your UV map is causing.
It's the same as painting true-res in Photoshop except that instead of painting on a flat surface, you're painting on the model.
One thing I would love to know is, how did he get that fantastic turntable render from Mental Ray with his game model? I have Maya 2009 and would love to get something like that happening, but all of my game model renders in mental ray look weird- kind of out of focus with the detail blurred and softened like there's a soft focus on the lens. It really p****s me off because my still images in marmoset look great, really sharp, but that doesn't work with Maya 2009 for animations. As a result, getting good-looking turntable renders is becoming an obsession and the constant failure to do so is destroying my progress on my portfolio work! If ANYONE can point me at a tutorial or similar on how to set up mental ray in maya for rendering normal mapped realtime models, I will worship them as ancient people worshipped their Gods
praxedes: Mess around with the antialiasing and texture filtering settings.
They usually default to quite low by default - for a sharp render change Mental Ray's sampling options to a minimum of 1 and a maximum of 4 (I think default is min 1/4 max 1 which is a bit blurry).
Also select all your textures File nodes that you're rendering and change their filtering to "none" - this means it won't mip map or filter the textures at all so they'll be at maximum resolution.
You can also post process added sharpness onto your video in some compositing app (after effects/shake/whatever). Marmoset renders looks so sharp thanks to it's sharpness post-process.
cool thanks! Now I just need to work out why Mental Ray will happily crash with memory errors when renders an 8.5K game model :P
I'm back with my 3D PC tomorrow and will try out fixing those settings as you suggest....I will post some screenies too, but start a new thread if it's not working- woulodn't want to hijack this one
I was asking a few people and they told me deep paint is a really dated program but I wasnt sure if he was using deep paint or body paint's newest version or cs4's 3d model painting?
If he is using deep paint what version is this? I Really want to start using this for my own pipeline because this is EXACTLY how I want to paint and the UI seems really close to photoshop apparently?
seforin, pay attention to the video, he mentions DP3D several times (Deep Paint 3D)
Also, if you were paying attention, you'd notice he repeatedly says he's entering "projection painting" and taking to Photoshop, which is why you think the UI "seems close to Photoshop" ... it is Photoshop.
You can do the exact same workflow using ZAppLink in ZBrush.
seforin, pay attention to the video, he mentions DP3D several times (Deep Paint 3D)
Also, if you were paying attention, you'd notice he repeatedly says he's entering "projection painting" and taking to Photoshop, which is why you think the UI "seems close to Photoshop" ... it is Photoshop.
You can do the exact same workflow using ZAppLink in ZBrush.
Sorry was watching bits at my job on and off No sound on this old computer and its really uber low rez I only saw the video for like 2 minutes and wanted to know what he was using.
Can a vid be shown of the work flow for Zapp if its out then? Im intrested in doing it that way if thats the case (Since I have z-brush already)
Zapp link is crazy-easy to use- highly recommended. Feel free to PM me for a (very) brief step by step. I love being given step by steps for something new, so would be happy to oblige (no primses mine is the BEST way, just one that works )
Replies
Is it just so you can have the smooth curve? I'd probably just do a base mesh with a Turbosmooth on it, 'cos I hate using Max's NURBS tool set
oh mop....i totally forgot bout slideknit or whatever....tried that a while ago. works like a charm.
CHEERS
Ohyeah! MoP, you are my hero for the mopKnit script, it would have made this a lot simpler to make.
Edit: Nevermind. I looked at the past comments.
I know that, but I was talking about how did he create the masking lines in Zbrush to get those low poly strips to begin with. Did he just paint them on himself or used stencils in brush to get those lines?
Heh, nice to know people actually use it
I understand, but the my main point is how did he draw those mask lines in zbrush? Did he do that by hand? Because they look too perfect by hand.
He can did them by hand - he is great 2d artist too.
Ah the lazy mouse. That makes sense now.
BTW I downloaded the videos with Download Helper and it saved them as .mp4 files. They play alright on my system.
Anyone found the perform_NP_duplicateAlongCurve.mel that he uses? Can't find it on Highend3D as stated.
Should be able to download here :
http://www.highend3d.com/maya/downloads/mel_scripts/modeling/misc/3169.html
Thank you!
http://www.3dtotal.com/domwar04_timelapse/
Projection texturing on another model:
Part 1
Part 2
One thing that boggles me.
He mentions painting in the correct resolution straight away as a good thing when using smaller textures. But doesn't texture projection like this actually internally "warp" the pixels to fit them in the correct UV-map in the end? What I am saying is, won't your pixels get resized/distorted either way in this case?
It's the same as painting true-res in Photoshop except that instead of painting on a flat surface, you're painting on the model.
I always thought it used some temporary projection plane from current camera and warped the pixels to fit the original UV layout.
I need a copy of DP3D ^^
Seriously- I need this!
~P~
They usually default to quite low by default - for a sharp render change Mental Ray's sampling options to a minimum of 1 and a maximum of 4 (I think default is min 1/4 max 1 which is a bit blurry).
Also select all your textures File nodes that you're rendering and change their filtering to "none" - this means it won't mip map or filter the textures at all so they'll be at maximum resolution.
I'm back with my 3D PC tomorrow and will try out fixing those settings as you suggest....I will post some screenies too, but start a new thread if it's not working- woulodn't want to hijack this one
~P~
I was asking a few people and they told me deep paint is a really dated program but I wasnt sure if he was using deep paint or body paint's newest version or cs4's 3d model painting?
If he is using deep paint what version is this? I Really want to start using this for my own pipeline because this is EXACTLY how I want to paint and the UI seems really close to photoshop apparently?
Also, if you were paying attention, you'd notice he repeatedly says he's entering "projection painting" and taking to Photoshop, which is why you think the UI "seems close to Photoshop" ... it is Photoshop.
You can do the exact same workflow using ZAppLink in ZBrush.
Sorry was watching bits at my job on and off No sound on this old computer and its really uber low rez I only saw the video for like 2 minutes and wanted to know what he was using.
Can a vid be shown of the work flow for Zapp if its out then? Im intrested in doing it that way if thats the case (Since I have z-brush already)
http://lmgtfy.com/?q=zapplink+video
~P~