First mostly finished pose. There will be three I believe.
And then the ones I have tried. I think that the first shot with her legs cut off will probably be one of the final angles, have to see what it will look like as a big render.
Thanks guys. RaxorB I have been a fan since your exstatic dump, so I really appreciate it.
Stevston, I use an IMM brush very similar to this one by Jonathan Nascone, a very talented polycounter (JnasconeArt) and gracious enough to share his IMM brush.
I like the setup of the 4th image but the lighting of the 3rd. As for the project it goes strength to strength as does your skill. Have you thought about adding some dangles or jewelry or sorts?
Stevston, I use an IMM brush very similar to this one by Jonathan Nascone, a very talented polycounter (JnasconeArt) and gracious enough to share his IMM brush.
Ahh ok. Was hoping you had some kind of fibermesh/ hair simulation based method. Would you mind showing a quick breakdown as to how you go about hair with the IMM brush?
the technique is the same, from what it looks like. the difference is, that yuri created a haircut or hairstyle while whats shown there is just random hair planes
Thanks guys. RaxorB I have been a fan since your exstatic dump, so I really appreciate it.
Stevston, I use an IMM brush very similar to this one by Jonathan Nascone, a very talented polycounter (JnasconeArt) and gracious enough to share his IMM brush.
Yes, this is basically it. I use a zbrush IMM brush (using curves) to draw out the planes of the hair. Then I use a script/program called GMH2 to convert those planes into nhair, which is Maya's native hair system.
> quick question on the IMM brush, am i correct in assuming it doesn't UV as it creates, so the planes need to be UV'd by hand?
Yeah, it sucks. You can't have UV info in the IMM brushes apparently so all the planes have to be UV mapped later.
> i had tried making my own hair IMM but it was buggy as balls.
Yeah, I run into this quite a bit, maybe someone knows a solution. But with both Jonothans brush and mine, when I export the planes they are missing welds at vertexes near the cap and ends. It means going into maya and re-welding these by hand, which is a minor annoyance. It doesn't appear to be on all the planes, just some, so I have no idea what is causing this.
Alright guys, sorry about the size of this tutorial. Have to make images like these so I don't have to rewrite it every time.
Here is a tutorial on getting your high-poly zbrush models into maya (or any other package) using displacement maps to do detail. It goes over the importing quirks of maya as well.
Sorry about the PDF thing, that wasn't very friendly, but I hadn't gotten the chance to get it all loaded on my portfolio.
Here it is now though, in link form. Hopefully that is easier.
I know this isn't super advanced info, it's mostly nuts and bolts stuff, but I do hope it helps someone.
Specificially the tutorial goes over how to get your high-res sculpt into maya while avoiding mayas .obj import quirks.
It goes over setting proper scene scale, and then how to bake, assign, and configure a 32 bit floating point displacement map, to give you the most accurate render results, making sure you don't lose any detail in the transition between maya and zbrush.
haha yeah. Partially the bruises are because I saw them on a references and thought that I needed to add stuff like that, just because - same reason I didn't make her stick thin I guess. The stick thin airbrushes models to me are getting really boring (to model, not to see from others).
Anyways yeah I added the bruises after that. I was also inspired a bit because my wife has a blood condition called Thalassemia.
Its not a horrible condition or anything, if you look into it, although it can be tricky with pregnancy because you don't want the baby to have it, mostly harmeless to adults though. She gets dizzy randomly, but the biggest thing is she bruises rather easily. So she always has bruises like this on her legs, and after seeing it in the ref I though, "yeah, probably need to add that".
After that I added in a small scab on her right (our left) leg across her shin, and then red razor bumps on her lower legs.
Very cool end result ysalex! and thanks for the tutorial. Can't wait for the next parts, I want to try out rendering stuff. :poly124: Even though I use 3ds Max I think many of the basic things are same in both programs.
I really like that you've made the model of your wife so human including history background etc and that is really unique and is a much more personal piece and means way more now you've explained the history behind her.
Don't mean to be too personal but Is your wife of Hispanic or Mediterranean heritage?
Before reading the wiki link I always thought Thalassemia was really extreme and I guess it is in varying degrees, was beneficial to read up and also made me realize some things.
Amazing work and thanks for the tutorials there so much appreciated but even more so the your latest piece and the story behind it.
That's deffo inspired me to tell so much more in the pieces that I create.
So after thinking about it, using both fibermesh and GMH2, I came up with a method for baking both of them down to UV's. Fibermesh gives off the fastest baking result but is more pixelated. Because the fibermesh isn't automated like GMH2, it requires more work to actually create the hair. Arguably it is the better method because it has much more accurate Normals, however the normals aren't seeming to matter too much.
GMH2 is much cleaner, but requires more setup work and Vray to get the right information out. Also the Vray physical camera gives off perspective distortion. You can jack the FOV way way down, but under FOV<5, you start getting artifacts in the render. So above FOV>5 the UV's don't match the hairs 100%, but pretty close, enough that it doesn't take a whole lot of finagling. I need to work on this method more.
_______________
Needs some cleanup but it's half decent, took me a couple hours this evening, in marmoset 2. I think if I was a lot more careful about how I went about things I could get a pretty good result.
When I get the chance later to play with it a bit I will write up the method, although I imagine there are already a lot of people doing it.
Sorry about the green skin, just wanted to throw focus to the hair.
Oh yes and sorry about the duplicated layering thing, I know it looks funny. I will take the time to layer it all out properly.
When I get the chance later to play with it a bit I will write up the method, although I imagine there are already a lot of people doing it.
Can't wait. Looks fantastic!
The method I've been using is render out sections of fibremesh hair (effectively hair planes) using BPR in ZBrush, first flat coloured white on a black background for the opacity, then a diffuse and finally using one of the Normal MatCaps against a 127,127,255 background.
Stick them all together on a texture sheet in PS and then cut sections out of a mesh plane with the textures applied and spend an age bending them and placing on the head.
It got ok results but nothing as nice as yours. Very difficult to get an idea of how the final result will look in advance.
Been awhile since I updated. I finished a second version of the scifi girl, was super honored to have the first version of her on the cover of this months 3dcreative magazine.
Hey Yuri! Amazing work man! I really like how you made the pores on the legs! Is that a bruise on the back leg? I love the hair! It looks great! Keep up the good work man!
Haha you guys are funny - I get the feeling a lot of this encouragement is coming on the heels of an unfortunate argument. I don't regret my position, but I looked pretty immature for keeping it going. But thank you guys.
Neox, super congrats on the E3 stuff, Ori looks amazing.
And to make this more than a reply post, this is the last angle on her:
Amazing as always Ysalex. Did notice one thing though, the collar of her dress is kind of flat at the neck line. it looks like its missing a seam or something.
Why would she have a jar of pee? and if you ever pee that color you need to drink some water and see a doctor. Can you imagine any other possible liquid that a person might get dressed up to go drink? Something with a little bit of foam, sometimes drank by hipsters from mason jars?
Replies
And then the ones I have tried. I think that the first shot with her legs cut off will probably be one of the final angles, have to see what it will look like as a big render.
Love the image on the far right btw.
Stevston, I use an IMM brush very similar to this one by Jonathan Nascone, a very talented polycounter (JnasconeArt) and gracious enough to share his IMM brush.
http://www.jonathannasconeart.com/#!portraits/c14cx
Its awesome. And in conjunction with GMH2 it is really fast for hair in maya/vray/mentalray
Ahh ok. Was hoping you had some kind of fibermesh/ hair simulation based method. Would you mind showing a quick breakdown as to how you go about hair with the IMM brush?
Yeah. I understand the method. Ysalex's hair looks way better and I was just curious to see how he went about it.
quick question on the IMM brush, am i correct in assuming it doesn't UV as it creates, so the planes need to be UV'd by hand?
also, thanks for sharing. i had tried making my own hair IMM but it was buggy as balls.
Killer work man. I wasn't feeling it at first, but as always the renders get better and better. Can't wait to see this one finished up.
Is this not going to be a realtime model in the end?
Yes, this is basically it. I use a zbrush IMM brush (using curves) to draw out the planes of the hair. Then I use a script/program called GMH2 to convert those planes into nhair, which is Maya's native hair system.
> quick question on the IMM brush, am i correct in assuming it doesn't UV as it creates, so the planes need to be UV'd by hand?
Yeah, it sucks. You can't have UV info in the IMM brushes apparently so all the planes have to be UV mapped later.
> i had tried making my own hair IMM but it was buggy as balls.
Yeah, I run into this quite a bit, maybe someone knows a solution. But with both Jonothans brush and mine, when I export the planes they are missing welds at vertexes near the cap and ends. It means going into maya and re-welding these by hand, which is a minor annoyance. It doesn't appear to be on all the planes, just some, so I have no idea what is causing this.
Here is a tutorial on getting your high-poly zbrush models into maya (or any other package) using displacement maps to do detail. It goes over the importing quirks of maya as well.
Hope someone finds it useful.
and there is the other guy - who is doing great tutorials and
give alot of inside!
Youre doing both! Thanks alot - and keep it up - really love
to come by this thread and see new awesome stuff.
could you do a pdf afterwards ?
Here it is now though, in link form. Hopefully that is easier.
I know this isn't super advanced info, it's mostly nuts and bolts stuff, but I do hope it helps someone.
Specificially the tutorial goes over how to get your high-res sculpt into maya while avoiding mayas .obj import quirks.
It goes over setting proper scene scale, and then how to bake, assign, and configure a 32 bit floating point displacement map, to give you the most accurate render results, making sure you don't lose any detail in the transition between maya and zbrush.
http://www.yurialexander.com/tutorials/
poor girl she bruises easily...
Anyways yeah I added the bruises after that. I was also inspired a bit because my wife has a blood condition called Thalassemia.
http://en.wikipedia.org/wiki/Thalassemia
Its not a horrible condition or anything, if you look into it, although it can be tricky with pregnancy because you don't want the baby to have it, mostly harmeless to adults though. She gets dizzy randomly, but the biggest thing is she bruises rather easily. So she always has bruises like this on her legs, and after seeing it in the ref I though, "yeah, probably need to add that".
After that I added in a small scab on her right (our left) leg across her shin, and then red razor bumps on her lower legs.
Don't mean to be too personal but Is your wife of Hispanic or Mediterranean heritage?
Before reading the wiki link I always thought Thalassemia was really extreme and I guess it is in varying degrees, was beneficial to read up and also made me realize some things.
Amazing work and thanks for the tutorials there so much appreciated but even more so the your latest piece and the story behind it.
That's deffo inspired me to tell so much more in the pieces that I create.
The tutorial is very informative too, looking forward to the other parts.
Loving the model so far
GMH2 is much cleaner, but requires more setup work and Vray to get the right information out. Also the Vray physical camera gives off perspective distortion. You can jack the FOV way way down, but under FOV<5, you start getting artifacts in the render. So above FOV>5 the UV's don't match the hairs 100%, but pretty close, enough that it doesn't take a whole lot of finagling. I need to work on this method more.
_______________
Needs some cleanup but it's half decent, took me a couple hours this evening, in marmoset 2. I think if I was a lot more careful about how I went about things I could get a pretty good result.
When I get the chance later to play with it a bit I will write up the method, although I imagine there are already a lot of people doing it.
Sorry about the green skin, just wanted to throw focus to the hair.
Oh yes and sorry about the duplicated layering thing, I know it looks funny. I will take the time to layer it all out properly.
Can't wait. Looks fantastic!
The method I've been using is render out sections of fibremesh hair (effectively hair planes) using BPR in ZBrush, first flat coloured white on a black background for the opacity, then a diffuse and finally using one of the Normal MatCaps against a 127,127,255 background.
Stick them all together on a texture sheet in PS and then cut sections out of a mesh plane with the textures applied and spend an age bending them and placing on the head.
It got ok results but nothing as nice as yours. Very difficult to get an idea of how the final result will look in advance.
here is a super-highres, 4500px: http://i.cubeupload.com/nIeM47.jpg
I know what I should improve myself next now. (everything. Ha!!)
So impress with your constant progress, you never stop working do you?
Cheers!
good one, tho i think the cloth could use some texture
HAH!
Neox, super congrats on the E3 stuff, Ori looks amazing.
And to make this more than a reply post, this is the last angle on her:
Unfortunately, I need to ask : is that a jar of pee in her hand ? :poly142:
(I was joking anyway )