murambi: Asante sana, or something like that.
Cheers -Gio |
Hey,
Been busy with other projects but here is an update on the latest character sculpt. http://i234.photobucket.com/albums/e...rono/ZB_02.jpg Need some more work on the lips, and more pore work. Cheers -Gio |
nice dude
was wondering if you could point me in the direction of a tut for generating normal maps with maya/zbrush and transfering them into maya cause its eating my head following the documentation that comes with zbrush 2 |
Hi,
Just create a texture for your object, go to the lowest level (you must have your uv's set up already) and hit Zmapper. If you go to open config, you can select one of the maya configs, I use the best quality one. Then click on the display section click on the 2.Tangent space map so you can see the results. Open the normal map tab at the bottom left and if you want you can play with setting to sharpen the map etc and then hit create. If it looks ok hit esc. It will ppear on your model upside down (ready for maya Y direction) as a colour texture (mostly purple). Just export this out and then perhaps resave it in PS to a more friendly jpeg format and then map it to your bump channel on your objects shader. in the bump2d node in the 2D bump attributes, select Use as Tangent space normals. And render, that's it. If you have an object with multiple uv shells which are spread out in some of the non 0-1 texture space Zmapper will not work in ZB3. It used to work in ZB2 though. Hope that helps. When I get some more time I will be making some proper tutorials going through the whole process eventually. Cheers -Gio |
Hey all.
Been busy building a city for another project but managed to get some time to do a some texturing http://i234.photobucket.com/albums/e...texture_02.jpg Cheers -Gio |
great texturing, there's something that puts me off with the nose however:beer:
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Thanks. If it's the nostrils, they do look a bit square to me.
Cheers -Gio |
I was gonna mention that earlier but I thought you may have had that in hand. It also needs a bit more nose/cheek bridge. Otherwise - cool
Jay |
nice, keep it up, I always loved getting email from this thread :D
|
It's a God Damn Update...
Hi everyone.
Been a bit of a while since I posted here, or anywhere for that matter. Work kinda got in the way of my personal projects but I have been working away on a bunch of things just hadn't shared anything for a while. So, I rebuilt the The Talos Project Website. Redid the comic (used to be flash based originally) so touch enabled responsive and all that jazz. Made a short animated teaser, built a shop, made some posters and tees. Made some new characters and did some new concept art. So here we go... Here a new character: https://www.thetalosproject.com/wp-c...Test4d_web.jpg Not finished by the way just at a presentable state. Few things to fix up and add, but there is a lot to do so trying to not get too bogged down on one character model...have a longer trailer to animate... |
Chinatown Concept
1 Attachment(s)
Ok so I did this concept painting for a future chapter but it is also the general concept for my extended teaser trailer that I am working on, which will feature the character in my previous post also.
And yes I will be populating it with lots of walking CG people... |
Just checked out the site, looking great man!
I remember you talking about it several years ago when i used to be a more regular visitor, those were the days. i'll have to check back in more often to keep updated! |
Hey,
Cheers. It's getting there again. difficult to juggle a project this big in spare time but I am committed to seeing it though and am in a better position to now. Seeing it through to the bitter end. And yeah I have been so busy that I also haven't been as active on forums generally but will make more of an effort to post more but also engage in other peoples work too. Always good to share tips with each other. I'll keep posting here with more stuff but I also have a blog on my website so can follow that to make it easier as I will always update that one first. Cheers |
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