pra you can have many but you have to fill each subobject
select your material, make sure mrgb is checked at top, then withyour subtool that you want to color active go to Color>fill object then change sub tools pick a new material color>fill object for it
Jensen,
I was watching the video that you posted, how do you smooth out the clay tube brush strokes or the layer brush strokes that you have applied so quickly? I'm having hard time smoothing them out. And usually i have small bumps here and there.
@Rhinokey: Lol yeah dude as wet as a virgin on her wedding night! And damn I totally forgot poseable symmetry even existed! I love you for reminding me!
@Orgoth02: Brushes are dam standard, clay tubes, smooth, layer, flatten
@Wup101: I use the flatten and smooth brushes. if it's not working for you odds are you are too high in the subdivisions. Try going down a subdivision or two, smoothing it out there, then going back up!
Small update: It took almost all of yesterday, but I'm nearly done with the Max resurfacing of the torso armor. Some of the details i left out I think are left better to floating details, so I don't have to fight with the geometry!
Here is the max version:
I want to add a few details that are hard to add in zbrush, so some shapes might change. My bad if you don't like :P
Here's a shot at the different between the sculpt and the max model. The max model is on the left, and the sculpt on the right:
while it is sharper i question the work involved in order to get here, what would really be interesting to see is the difference between the quality of normal maps produced. i bet you wont be able to tell much difference and/or care at the final stage.
it really looks gorgeous though, i am only questioning this because i was slowly leaning toward this workflow myself.
I don't think the results of the edge sharpness is going to be too noticeable in the bake, but the flat-face surfacing should look a lot different.
In the sculpt, flat areas are very wavy and clay like, while the re-topo mesh is clean, smooth and more metallic. I think that's the benefit of the re-topo, as that cleanliness would certainly transfer to the normal map better than the clay-ish sculpt.
@planaria: Hey dude. The max remake will be a huge payoff. It will look more crisp and complete. Also it gives me a chance to make changes I want to make that may be hard to make in zbrush. Booleans and stuff like that. Hope that helps.
@Vassago: You're right as rain! and thanks for the comment!
Here's an update showing some of the changes I was talking about. I'm slowly making progress:
@Ged: Hey dude yeah i'm doing it just like anybody would do it. Poly by poly. I am using polydraw from polyboost so I can draw directly onto the meshes i import from zbrush. Then just smooth out things a bit and make the flow work better. Pretty simple!
@Firebert: lol thanks dude! sorry about the keyboard (((
@torontoanimator: thanks dude! and np glad to help everyone out :P
@teriyakistyle: Thanks dude! Yeah after I finish the hard surface changes in max I'm gonna bake from it.
@Pior: lol yeah maybe i'll do that instead :P. Thanks dude. Yeah I have a tendancy to get carried a way, so the hardest thing for me right now is to make sure i leave enough negative space for it to read well. I'm not following any existing design really, my mood board has everything from ceds and bulgarovs work to concept art from projects that I have no idea what they are. I'm just kinda winging it.
@killing people: Thanks! Yeah I've got to say I really like it a lot. I mean it does take a bit longer, and honestly it's getting a bit tedious right now, but everytime I finish a body part it just looks so much better than the sculpt, and I feel good about it.
So yeah it's worth it!
Here's a small update. After I started posting this at various forums, I got a few freelance jobs, so I had to slow down a bit on this. I'm picking it back up though. I have most of the upper body done, and I am nearly done with the ass-armor. The legs are really all I have left. Well, and I haven't changed anything about the forearms and the hands. But that stuff is pretty fast so I'm not worried about it.
Also I'm toying with the idea of taking off the helmet. So i started a sculpt off the base mesh for the head. I know it doesn't look exactly like an elite. I want to change things, and make it look a bit more demonic. Like elites don't have a nose, but I want my dude to be able to smell, so.... Blargh enough talk. Here's the pics........:
Heads still rough and there are no lower teeth and no smoothing out. ---_____---
looks good, I think there are too many of those 3 rectangle patterns on there I think the surfaces would read better and be more attractive without so many of those.
Having neverplayed Halo, that head was totally not what I expected from the proportions of the armour. Looking good though- but isn't it a little small? Or is that what the elites look like?
@praxedes: Haha yeah the head does look a bit small. I think it may be mainly a function of the armor being significantly bigger than the armor in halo. Or more bulky, so it makes the head looks smaller.
Update: So I'm pretty close to done with the model. I may change the under armor, or tweak things here and there, but it won't be very different from what I have right now. I can't think straight to write anything super long, so I'll just post the images.....
pretty impressive modeling man! this turned out real nice.
My only critique is there's almost too much ass kickerey going on.
It would be nice to take some of the floaters off of the larger forms so the eye has some space to breath.
I imagine once this thing is textured and lit, I`ll be eating my words, but just something to take into consideration.
gorgeous work- can't wait to see the final textured model- that'll really pop the forms and rectify any "busyness" that the eye catches right now....mmmmmmmm
looking great dude! im curious, how are you going about resurfacing? do you import your sculpted mesh into your modeling app and use some snap to surface to create shapes?
how has this workflow been working for you? I have been debating trying this but for fear of it taking way too long i've put it off. You've certainly got some great results with it tho, cant wait to see more!
Jensen: Nice work man, I'm a believer in your workflow now.
beartraps: He said earlier that he is using polyboost, which the main feature is the snap to surface of a highpoly. So yeah, regular sub-d modeling, but snapping verts to the exact coordinates on the sculpt.
@nrek: Thanks man. I'd rather see them roughing up the brutes :P
@konstruct: Thanks dude! Yeah it's a bit busy. I just updated it and changed a few things around so hopefully that and the textures will ground it. I took off some of the floaters like you said, and changed all of the rectangle ones to a different floater.
@praxedes: hahahaha thanks man. Yeah and if not all i have to do is delete a few more floaters and rebake. :P
@beartraps: Hey dude thanks. Yeah I use polyboost, or polytools as it's called in max 2010. The polydraw tools snap to surfaces.
The workflow was certainly an experience. I have to say that at times the retopolgising just seemed extremely burdensome, but after about half way it got exponentially easier. Would I do it again? I definitely will. I admit does take a long time, but a lot of that time was just me not even working on the model :P
@BradMyers82: haha thanks dude! oy you beat me to the polyjuice punch!
Small update: Ok so this is probably definitely the final model. Be warned: The images after the first are VERY large:
Also, it may look a bit choppy cause there is only 1 smooth iteration applied to the model. For the bake I'll apply 3 iterations.
@Rens: Thanks man! Digging your ODST sculpt too! \o/\o/
@Bokaja: Hey thanks man! NP on the workflow walkthrough. Haha working on the low poly now!
@Dr Stench: :P thanks man. Ced is definitely way better than me though!
@Spitfire: Thanks man! At this point i really don't want to make any proportional changes to the model. I know that when it's rigged and moving around that there will definitely be some collision problems, but I think they should be minor and I'm not going to worry about it too much. :P
@Xoliul: Hey dude! First off thanks for your viewport shaders . I'm gonna try to keep the whole model withing the 10,000 range, but I honestly don't know what the final count will be. May be a few hundred more, but definitely won't be any less (I don't think).
pynion talked me into doing a few clay renders. So here they are. Nothing special, and the floaters will look a bit odd cause they aren't meant for this
the modeling transfer came out awesome man
the more i look at this guy though, the more he kind of bugs me, and for the longest time i couldn't figure out what it was because when you first started, I LOVED IT... now with everything all added in, i figured it out... it feels way too busy... there's a lot of clashing elements going on and there's nowhere to really rest my eyes... the legs and the forearms especially... the chest area has a good balance, and the back could do with a little less, but if you are using floaters, then i would try doing a comparative render of less details and existing details. part of it too for me i think is there are a lot of overall shapes happening that make it busy in the legs, which is a little late for that now, but i really think this could benefit from stepping back and taking some pieces away and seeing if it makes a difference.
Can't wait to see how the lowpoly turns out, highpoly looks good! Interesting workflow too, great way to conceptualize before committing to the highpoly. Thanks for sharing!
Replies
select your material, make sure mrgb is checked at top, then withyour subtool that you want to color active go to Color>fill object then change sub tools pick a new material color>fill object for it
I'll give it a go tomorrow
~P~
I was watching the video that you posted, how do you smooth out the clay tube brush strokes or the layer brush strokes that you have applied so quickly? I'm having hard time smoothing them out. And usually i have small bumps here and there.
Thanks
@Orgoth02: Brushes are dam standard, clay tubes, smooth, layer, flatten
@commandor: NP dude
@wup101: Np mang love you!
@beartraps: no problemo serote! Te amo mucho
@Wup101: I use the flatten and smooth brushes. if it's not working for you odds are you are too high in the subdivisions. Try going down a subdivision or two, smoothing it out there, then going back up!
Small update: It took almost all of yesterday, but I'm nearly done with the Max resurfacing of the torso armor. Some of the details i left out I think are left better to floating details, so I don't have to fight with the geometry!
Here is the max version:
I want to add a few details that are hard to add in zbrush, so some shapes might change. My bad if you don't like :P
Here's a shot at the different between the sculpt and the max model. The max model is on the left, and the sculpt on the right:
it really looks gorgeous though, i am only questioning this because i was slowly leaning toward this workflow myself.
In the sculpt, flat areas are very wavy and clay like, while the re-topo mesh is clean, smooth and more metallic. I think that's the benefit of the re-topo, as that cleanliness would certainly transfer to the normal map better than the clay-ish sculpt.
Great work in both cases though.
@Vassago: You're right as rain! and thanks for the comment!
Here's an update showing some of the changes I was talking about. I'm slowly making progress:
the max viewport grab totally sold me
~p~
can't wait for the next update... this retopo hard surfacing is going great man!
!Sarcasm!
Great work Jen! Very efficient. The design is getting a bit busy tho, but maybe you are following an eisting design very closely?
@konstruct: Thanks man! :PP much love!
@planaria: Haha I have converted you!
@praxedes: haha! Thanks dude!
@Ged: Hey dude yeah i'm doing it just like anybody would do it. Poly by poly. I am using polydraw from polyboost so I can draw directly onto the meshes i import from zbrush. Then just smooth out things a bit and make the flow work better. Pretty simple!
@Firebert: lol thanks dude! sorry about the keyboard (((
@torontoanimator: thanks dude! and np glad to help everyone out :P
@teriyakistyle: Thanks dude! Yeah after I finish the hard surface changes in max I'm gonna bake from it.
@Pior: lol yeah maybe i'll do that instead :P. Thanks dude. Yeah I have a tendancy to get carried a way, so the hardest thing for me right now is to make sure i leave enough negative space for it to read well. I'm not following any existing design really, my mood board has everything from ceds and bulgarovs work to concept art from projects that I have no idea what they are. I'm just kinda winging it.
@coldkodiak: THanks dude!
@killing people: Thanks! Yeah I've got to say I really like it a lot. I mean it does take a bit longer, and honestly it's getting a bit tedious right now, but everytime I finish a body part it just looks so much better than the sculpt, and I feel good about it.
So yeah it's worth it!
Here's a small update. After I started posting this at various forums, I got a few freelance jobs, so I had to slow down a bit on this. I'm picking it back up though. I have most of the upper body done, and I am nearly done with the ass-armor. The legs are really all I have left. Well, and I haven't changed anything about the forearms and the hands. But that stuff is pretty fast so I'm not worried about it.
Also I'm toying with the idea of taking off the helmet. So i started a sculpt off the base mesh for the head. I know it doesn't look exactly like an elite. I want to change things, and make it look a bit more demonic. Like elites don't have a nose, but I want my dude to be able to smell, so.... Blargh enough talk. Here's the pics........:
Heads still rough and there are no lower teeth and no smoothing out. ---_____---
Can't fault that armour!
~P~
@Ibi: Thanks dude!
@praxedes: Haha yeah the head does look a bit small. I think it may be mainly a function of the armor being significantly bigger than the armor in halo. Or more bulky, so it makes the head looks smaller.
@innervision961: Thanks dude! :P
@obeyurnapster: Thanks
@wup101: Thanks wup
@stoofoo: Haha will do
@soulstice: Thanks man!
Update: So I'm pretty close to done with the model. I may change the under armor, or tweak things here and there, but it won't be very different from what I have right now. I can't think straight to write anything super long, so I'll just post the images.....
BLEH
nice clean modelling too!
My only critique is there's almost too much ass kickerey going on.
It would be nice to take some of the floaters off of the larger forms so the eye has some space to breath.
I imagine once this thing is textured and lit, I`ll be eating my words, but just something to take into consideration.
gorgeous work- can't wait to see the final textured model- that'll really pop the forms and rectify any "busyness" that the eye catches right now....mmmmmmmm
~P~
how has this workflow been working for you? I have been debating trying this but for fear of it taking way too long i've put it off. You've certainly got some great results with it tho, cant wait to see more!
beartraps: He said earlier that he is using polyboost, which the main feature is the snap to surface of a highpoly. So yeah, regular sub-d modeling, but snapping verts to the exact coordinates on the sculpt.
@MoP: Thanks MoP <3333333!
@nrek: Thanks man. I'd rather see them roughing up the brutes :P
@konstruct: Thanks dude! Yeah it's a bit busy. I just updated it and changed a few things around so hopefully that and the textures will ground it. I took off some of the floaters like you said, and changed all of the rectangle ones to a different floater.
@praxedes: hahahaha thanks man. Yeah and if not all i have to do is delete a few more floaters and rebake. :P
@Famouz: thanks man!
@beartraps: Hey dude thanks. Yeah I use polyboost, or polytools as it's called in max 2010. The polydraw tools snap to surfaces.
The workflow was certainly an experience. I have to say that at times the retopolgising just seemed extremely burdensome, but after about half way it got exponentially easier. Would I do it again? I definitely will. I admit does take a long time, but a lot of that time was just me not even working on the model :P
@BradMyers82: haha thanks dude! oy you beat me to the polyjuice punch!
Small update: Ok so this is probably definitely the final model. Be warned: The images after the first are VERY large:
Also, it may look a bit choppy cause there is only 1 smooth iteration applied to the model. For the bake I'll apply 3 iterations.
And thanks for the insight into your workflow - very inspiring.
Now go bake that fecker
Great work!
@Bokaja: Hey thanks man! NP on the workflow walkthrough. Haha working on the low poly now!
@Dr Stench: :P thanks man. Ced is definitely way better than me though!
@Spitfire: Thanks man! At this point i really don't want to make any proportional changes to the model. I know that when it's rigged and moving around that there will definitely be some collision problems, but I think they should be minor and I'm not going to worry about it too much. :P
@Xoliul: Hey dude! First off thanks for your viewport shaders . I'm gonna try to keep the whole model withing the 10,000 range, but I honestly don't know what the final count will be. May be a few hundred more, but definitely won't be any less (I don't think).
@Brandoom: Haha you're too nice
Not an update, just a few clay renders:
pynion talked me into doing a few clay renders. So here they are. Nothing special, and the floaters will look a bit odd cause they aren't meant for this
Would be awesome if you could post some making of on this thing, lots to learn from your techniques in this kind of style.
Awesome job mate, its as if an Elite mated with the Crysis guy
so true the odst faces were just horrible!
the more i look at this guy though, the more he kind of bugs me, and for the longest time i couldn't figure out what it was because when you first started, I LOVED IT... now with everything all added in, i figured it out... it feels way too busy... there's a lot of clashing elements going on and there's nowhere to really rest my eyes... the legs and the forearms especially... the chest area has a good balance, and the back could do with a little less, but if you are using floaters, then i would try doing a comparative render of less details and existing details. part of it too for me i think is there are a lot of overall shapes happening that make it busy in the legs, which is a little late for that now, but i really think this could benefit from stepping back and taking some pieces away and seeing if it makes a difference.