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Fucking around with Making 3D Models

Started by C.v.s The Abstract, June 10, 2011, 12:44:11 AM

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C.v.s The Abstract

As you can see right now im learning something new Like Creating 3d Models and So far this is what i Got

Im turning to get a good hold of this Program called Zbrush It easy and VERY!!! usefull

The people created this used exact same program and im currently trying to build my Character in 3d

Guile


Here is my character "Neireo" in Progress"



ARCoolguy

 :o Awesome cant wait to see the full thing!!!!!!!!!!!!!!!!!!!

Monkey D. Luffy W.I.P Thanks to C.R.O.M Lando

Riptide

there are two things you should watch out for.
1)you can run into polygon problems quickly if you are trying to make a whole character from a head.
I would either start of one of the basic models and modify it.

2)you can't use that program to move your model around for taking snapshots in different poses.

the first one is the big one. I went through hell because I started with a ball.

rednavi -RETIRED


C.v.s The Abstract

Quote from: Riptide on June 10, 2011, 12:57:29 AM
there are two things you should watch out for.
1)you can run into polygon problems quickly if you are trying to make a whole character from a head.
I would either start of one of the basic models and modify it.

2)you can't use that program to move your model around for taking snapshots in different poses.

the first one is the big one. I went through hell because I started with a ball.

trust me, I know your Pain Lmao

Riptide

I see you've already been there. I'm trying to find a way to move the obj files elsewhere. there was some one on the guild that I wanted to give the file to but at 250mb I couldn't find a host to upload it to.

joeinsidious

Quote from: C.v.s The Abstract on June 10, 2011, 12:44:11 AM
As you can see right now im learning something new Like Creating 3d Models and So far this is what i Got

Im turning to get a good hold of this Program called Zbrush It easy and VERY!!! usefull

The people created this used exact same program and im currently trying to build my Character in 3d

Guile


Here is my character "Neireo" in Progress"






:o Holy friggen crap, that is glorious.

Black Ken, is coming to save the day.
50% Done.

Riptide

The insane things you see done in z-brush makes you want to get it.
Then you find out about it's problems.... :-\

C.v.s The Abstract

Quote from: Riptide on June 10, 2011, 01:51:23 AM
The insane things you see done in z-brush makes you want to get it.
Then you find out about it's problems.... :-\

im kinda picking up on it quick im learning how to Sculpt like medium Straight hair

Riptide

I want to see more of what your doing and what tools you're using.

I'm a heavy photoshop user so Z-brush was kinda hard to use.
it was ever harder to use than fruity loops

Edtion

#10
[negative comment]  >:(. That Guile's very misleading, please move it to a spoiler or post a link to source.

But about your model, it's good for a start. I assume you're starting with the bust, and then are going to start the body with some more zspheres or a base, then project them all together?

Quote from: Riptide on June 10, 2011, 01:24:05 AM
I see you've already been there. I'm trying to find a way to move the obj files elsewhere. there was some one on the guild that I wanted to give the file to but at 250mb I couldn't find a host to upload it to.

Send me the .zbr/.obj at Mediafire  :alien:

Also 3dtotal is a site with lots of tutorials showing how they made some really good models (and pictures) with ZBrush (and other programs).

kakkoii superhero

#11
awesome work man, I tried z brush long time ago, but it was only 5 minute try, it felt like playing clay, and can be colored directly, very intuitive.

btw your char looks nice,
and I agree it would be better to start with the whole body
I wonder can it import human body template? or do we need to put all the weighting and bones by ourself?

C.v.s The Abstract

#12
here is a update



also this pretty badass
http://www.youtube.com/watch?v=pi27AY5TEu4

Edtion

You can import .obj (i think .3ds .ma and a couple others). You can keep the uv splits after importing by using groups split. To see each poly group, activate view polyframe (Shift + F).

flipthemaster

interesting work you have there. I recently tried sculpting with blender just to get the hang of it. Obviously It can't get the same results as zbrush but I'm just learning.

Helios.

A high polygon count is a problem, yes.

Trying to rig and animate a high polygon mesh is a colossal problem.  Pixologic's Decimation script on their main page is free and solves some issues.  Although it is highly recommended to keep things symmetric so that you can mirror skin weights during the rigging process, because it saves so much time.

So basically the workflow is as follows:

  • Create your basic form with a polysphere setup in zBrush.
  • Add all of your details up to as high as you need it to.
  • Decimate it using the aforementioned script, the native modfier in Max is terrible, even the pro version.
  • Go over to max and slash the main body that needs to be rigged in half and fix small problem areas.
  • Mirror it and weld it together.
  • Create the entire skeleton and skin it, making sure everything deforms correctly, then mirror the weights.
  • Pose/animate.

Riptide

those other modeling programs not max, but others can break and are unfixable.
also be wary of stray unresponsive polygons. they are the devil, be ware of their hell fire.

Edtion

I disagree with your workflow Mr. H  :P.

1. Create a base mesh.
  • Using Zspheres
  • Using primitives in Zbrush then merging them when desired
  • Using a mesh made in another program
2.Subdivide and add as many desired details.
3.If topology is not as you like it, retopologize and project all to maintain details.
4.I'm not sure, maybe split groups/export your lowest desired level of detail. This is the step where you go on to do what it is you wanted to do with the model in the first place.
(I don't think it's necessary to mention, but always use symmetry until you have all the details you want it to have)

I don't think decimation master is useful, because it doesn't pay any attention to topology, and while retopolgy and project all will take longer, it will maintain the same details with good topology.

Blind.

Damn this is so damn aweso.... [fap fap fap]

Helios.

Quote from: Edtion on June 11, 2011, 06:22:46 AM
I disagree with your workflow Mr. H...

Whatever works.  Points mentioned were just for your base mesh, not the entire thing.  Topology doesn't matter too much if you want to use 2D-esque materials.  My current WIP has 60k tris, and didn't even need a whole lot of decimation, but even at that level some lag is present with certain modifiers.

The point being that your poly count will kick your ass.