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created Modeling a Human Head - 25min Timelapse
on 02-11-2005 11:25 AM
- Hi! Another Zbrush modeling recording i made. 45 minutes from a simple blobby mesh created in Silo.
- It's RAR compressed for faster download
- I had to remove "show tool" option, which makes the movie go faster, i only used draw tool in standard and inflate mode, and move tool [img]/images/graemlins/smile.gif[/img]
(Quicktime, 25min., 6.5MB)
head_modeling.rar
CnC Welcome!
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, spline,
113 Posts,
Join Date Oct 2004,
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created Re: Modeling a Human Head - 25min Timelapse
on 02-11-2005 02:45 PM
realy cool dude [img]/images/graemlins/smile.gif[/img] keep up the good work!
-bmer
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, null,
10 Posts,
Join Date Oct 2004,
Location Montréal, Canada
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created Re: Modeling a Human Head - 25min Timelapse
on 02-11-2005 03:01 PM
Download doesn't work.
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, vertex,
28 Posts,
Join Date Jan 2005,
Location Canada
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created Re: Modeling a Human Head - 25min Timelapse
on 02-11-2005 03:19 PM
Synista:
- Hmm. It should work - it is RAR archive, you should save/download it first and then uncompress the downloaded file and play it in Quicktime player.
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, spline,
113 Posts,
Join Date Oct 2004,
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created Re: Modeling a Human Head - 25min Timelapse
on 02-11-2005 05:34 PM
Thanks for the vid SS, really appreciated [img]/images/graemlins/smile.gif[/img] You seem to be the one to learn from, these days [img]/images/graemlins/smile.gif[/img]
You seem to have a neat, simple yet cool looking SSS shader here... I need to look into that stuff oone day.
Laterz!
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, veteran polycounter,
4,936 Posts,
Join Date Oct 2004,
Location Irvine CA
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created Re: Modeling a Human Head - 25min Timelapse
on 02-11-2005 09:24 PM
Impressive stuff, SS.
I've gotta get hold of Z-Brush at some stage. Is there a demo of version 2 available?
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, insane polycounter,
5,643 Posts,
Join Date Oct 2004,
Location Melbourne, Australia
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created Re: Modeling a Human Head - 25min Timelapse
on 02-11-2005 09:58 PM
Pior:
- yep, it is the standard MentalRay fast skin shader in 3dsmax - never used it before, but it is very straight forward to use - just wanted to test it on this model [img]/images/graemlins/smile.gif[/img]
Jackablade:
- Nope, only 1.55b
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, spline,
113 Posts,
Join Date Oct 2004,
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created Re: Modeling a Human Head - 25min Timelapse
on 02-11-2005 10:02 PM
Very informative and inspirational S-S. It really is so much more intuitive than pushing points around. I have it in my head still that Zbrush isn't a serious modeler for low to mid level detail. It's use is only for the last stage in detailing ( I guess because of the lack of control over outputted topology?? ). But then I see this vid and wonder why the hell I would still think that. Thanks for taking the time. One question. So you have this nice high res head mesh now. How do you get back to your app of choice and rig/skin this thing? Surely it's too high res to skin weight? Or are you weighting your base model and instead of outputting geo from Zbrush, outputting displacement map and applying at render time?
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, veteran polycounter,
3,571 Posts,
Join Date Oct 2004,
Location SF Bay area
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created Re: Modeling a Human Head - 25min Timelapse
on 02-11-2005 11:01 PM
Daz:
- Yep... actually the problem with zbrush is the fact, that you cannot change the topology (i'm not talking about splitting loops and simple extrusions, but remodeling topology...)
- Zbrush can be used as mid level detailing tool too. Only problem for me is the fact that it is quite hard to do major rotational changes like re-posing fingers and arms... there are some workarounds though [img]/images/graemlins/smile.gif[/img]
"-Surely it's too high res to skin weight?"
- Yes and no.. No-one says it is must to subdivide to Xth level [img]/images/graemlins/smile.gif[/img] - you can shape mid-resolution meshes too. But you must be aware of the fact that zbrush doesn't use real subdivision surface routine = cage changes shape... this might not be a problem though [img]/images/graemlins/smile.gif[/img]
- This mesh is too hires.. i just modeled it for fun. If it was for animation, then the topology would be a problem.
- But this is something which is a bit of a problem currently for any hires/animatble mesh.
- I can rebuild the the topology, the match the new topology to surface of hires mesh, and then extract the height data from zbrush mesh, into displacement map to be used in new cage...if i need it to be animatable
"Or are you weighting your base model and instead of outputting geo from Zbrush, outputting displacement map and applying at render time?"
- Yes, i have done that too. Wrap deformers are also useful - tested wrap with that walking man...works fine, but this requires good topology...
BTW, next version of z2 (free update) will have topology rebuilding tools, which will be probably good addition!
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, spline,
113 Posts,
Join Date Oct 2004,
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created Re: Modeling a Human Head - 25min Timelapse
on 02-12-2005 10:08 PM
very informative. i haven't gone further than initial explorations into Z-Brush; thanks for sharing a bit of your expertise on the matter [img]/images/graemlins/smile.gif[/img]
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, veteran polycounter,
2,946 Posts,
Join Date Oct 2004,
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