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mastone 11-08-2010 10:26 PM

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Hi Bullet

Thanks and the hours aren't the worst part, because I always want to get the best out of it, I keep revising the model which costs a lot of time and gives you the feeling that it is not coming along as fast as it should.
but if I look back at page 1 till now it is a decent progress (skillwise that is)

I just spend 5 hours of my life trying to paint a decent handpainted skintexture and without exaggerating... it is very very hard to get it right, which I hope I have.
If someone can give me some pointers it is much appreciated:beer:

See my progress below

C & C is most welcome of course

stwert 11-08-2010 10:48 PM

Lookin' good! To my eye it is quite red, you could ease up on that a fair bit I think. However, for hand painted, the texture itself looks very good. Keep the hard work!

bullet1968 11-08-2010 11:10 PM

I think thats the Zbrush standard colour isnt it stwert...I know Mayaniacs are that colour until he appllies the correct texture etc????

Looks good mastone...really does look the biz as my English friends would say.

Textures....wellllll I cant help there BUT with the tablet I have acquired it is easier. I tend to get a real photo and whack it in the corner on a seperate layer and use the eyedropper to get heaps of colours. I get each colour and paint a cirle in like a bar next to the picture....that way when I need the colour I want I get the SAME one I originall picked, follow me?????

So I will end up with maybe 10 painted eyedrop circles for my palette, then I guess mate...just experiment. I watched Kurt a few times (he is rather good) and do the light to dark thing (which I do remember from school).

I wish you all the best in that regard!

Cheers bullet

mastone 12-08-2010 08:09 AM

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Hi Guys

Yes stwert it is quite red you are right, it looked right on my monitor yesterday night but that could be because of sleep deprivation ;)
I did a quick n' dirty coloradjustment in PS

And bullet yes Zbrush starts with red clay as default but this is a matcap skin 05 shader with opacity set to 80%

I never use the redclay i tend to use a grey lambert like shader so that i can see the details better and switch to a skinlike shader when i am finishing it.

I paint textures with mottling passes and based on color temperatures of the face (blue is cool red is warm)

I will do some blue colorwashes when i get back home today ( still 7 hours to go LOL)

gster123 12-08-2010 09:53 AM

Chesk this book out for painting texture maps its great

http://www.amazon.co.uk/ZBrush-Chara.../dp/047024996X

Its far too red a the moment with thast skin material.

bullet1968 12-08-2010 10:17 AM

Well all I can say is WOW and you have the ear done really well!!! Now he loks just a little worn out LOL

Good job for sure

cheers bullet

honestdom 12-08-2010 10:25 AM

this is looking good. I agree it looks a little red,but its not a difficult fix. I'm really seeing the likeness.
I think there is a bit of an issue with the proportions, either that or his clothes are a few sizes to big for him.

gster123 12-08-2010 11:06 AM

Oh also watch the material that you are using in Z, once back into maya it will look different as the Zmaterials properties wont be there.

I painted my Burns in Z, the following pics in the WIP thread may help out.

http://srv01.simply3dworld.com/showt...5&pagenumber=5

Check out your map with the flat colour to see any problem areas where the skin may be not quite there and the zskin is masking it.

Are you going for SSS in maya with it?

daverave 12-08-2010 11:38 AM

I think you can bake the shaders in zbrush but they want be quite the same...............dave

mastone 12-08-2010 01:09 PM

Hi Guys

@Gster: I have that book already that was the book I was working from , finally a to the point book right?
It doesn't make it an easier task to do however, it's hard to keep a clear overview of what you are doing and at some pint you think; let's slam some more redon it and that is the point you have to take a break right? LOL

And I was indeed switching between flat color and the skin material to get the look I wanted, but it didn't work out to well :), I hope I get my license for Zbrush 4 soon so I can use GOZ to do a testrender( does anyone know if this works as they say it does?)
And I am trying to get my head around the sss shader because I want to go the whole nine yards as they say.
And I really liked the mr burns you did, did you ever finish it the way you liked?

@Bullet:
I think I"ll give him a brown tint to make it look as if he is on holiday ;)

@Hammer:
Thanks and the clothes are the same size as shown in previous posts, the only thing that might throw you off is the fact that the jacket layer is on at the moment and that is still unaltered in Zbrush, I tend to scale up clothing and such so I can drape it around the mesh ,, saw that Zbrush 4 has a brush with which you can sculpt towards the source mesh so maybe I will have a go with that thing:) once I have my licens that is

@ dave: Once I have Z4 up and running I can use GOZ to switch back and forth with greater ease( importing and exporting OBJ's is not something I have fun with)and I believe it plugs in everything the right way in maya( with displacement and color but that could be bollocks off course.
But if nothing works I will do the baking :)

Thanks for watching and the remarks thanks guys:beer:

mastone 12-08-2010 01:29 PM

Oh and Bullet; I used to model ears in Maya with Nurbs, that was hell, doing it in Z is so, so much simpler ;)

gster123 12-08-2010 02:42 PM

You can export as mb in 3.5, I've not touched Z for ages tbh, not had the time, but I remember exporting as .mb in it i'm sure. It was manual and I think that it borught textures over and such on a blinn.

You need to have a bout 5-6 goes of texture painting that way before you get your head round it.

bullet1968 12-08-2010 02:55 PM

In NURBS!!!! are you mad man!!!!! Crikey thats a bloody decent way to punish thyself!!!

Cheers bullet

holiday?? oh holiday sigh

mastone 14-08-2010 10:35 AM

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Yes bullet...NURBS

Finally I got Z4 activated and played around with it for a while yesterday testing out GOZ and some other stuff and I love it, th emore I play with Zbrush the more a feel i get for it.

And Gster you're quite right about switching back and forth I really never knew you could open a MB file in Zbrush, but I like the automated obj import/export called GOZ, I tweak some in Maya go back to Zbrush up the geo levels and it still retains the details, I think this will considerably speed up a lot of workflows.

I love the other stuff as well, although I hardly use Zspheres and such ( I suck at it when i think i move forward it moves inside aswell really annoying)

Anywho... here is some doodling I did in Z4 last night, not much progress, but I was really happy I finally got Z4 to work and played with it :)

daverave 14-08-2010 10:46 AM

What sort of shader are you getting in maya, is it trying to replicate zbrush?..............dave

mastone 14-08-2010 11:53 AM

No it's a blinn I doubt that Zbrush is smart enough to convert it to a SSS shader , tweak the lighting and so on to get a perfect render, aonther thing is that it goes to the lowest subdivision and displacements won't work proper with that level of detail but basic connections are setup and you can get a feel of how it looks in maya

mastone 14-08-2010 05:43 PM

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I tried posting this at Zbrush central, but for some reason the threads I start don't appear, at least I don't see them( it could be I have a miljon Indy post there now ;)

Anywho

I was wondering if someone here knows to solve this:

"I am currently working on making a CG model of Indiana Jones I have posted on several other sites to get more feedback and in turn get better for it, I think I owe it to them to mention them here since they have been of great help:
www.3dhype.com ( dutch site) www.SimplyMaya.com
CGtalk

I do have some Zbrush related questions and I do hope there is some guru here that can help me along with this:

- I noticed that the model of the hand ( is attached to the body) wasn't the way I would like topology wise so I thought let's try that GOZ thing, but since I had to do more then scaling I ended up having more pints in my mesh, so when I pressed the GOZ button again( you probably guessed already;) ) it imported the low level poly object in a new ZBrush scene/tool without the 6 sculpted subdivision levels, which is more than a minor set back as I hope you agree when you see the details on the head below. Now I know that I can delete part of the mesh and do a subtoolmerge on a higher level, but this deletes the lower levels and I do hate retopologizing an entire mesh( equals annoying), so I kinda hoped there was some new feature in Zbrush 4 which I know nothing about which makes it possible to replace parts of the mesh and really make one mesh from an imported part and the body without losing the back and forth capabilities I now have. If this is not possible, is it possible to transfer changes I do on the left hand and project them on the right hand whilest the right hand is hidden ( If I keep them both in view and press X I know I can sculpt in symmetry...but this does some funky stuff with viewport navigation and I cant get one hand to line up properly and move around it ( it still behaves as if the whole body is there) I use Maya for the basemesh by the way ( I suck at Zspheres) Sorry for my lengthy first post ;) Below is my progress thusfar

mastone 15-08-2010 12:39 AM

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I tweaked the model and redid the texture and off course another render :)

C&C welcome

bullet1968 15-08-2010 12:59 AM

Looks really good mate!!! I still think it might be a little red/pink??? Sort of from the nose upwards?? Other than that it looks so bloody real!

cheers bullet

P.S I hope you keep the base and do a young Han Solo with it!!!

daverave 15-08-2010 08:56 AM

The texture is looking good, what sort of results are you getting in maya.............dave

mastone 15-08-2010 06:51 PM

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Hi Guys


@bullet:
Looks fine from here tbh, I even calibrated my monitor here before I went forth with texturing, but I am a bit biased and I do have watched the majority of this weekend at his face so you could be right ....and I am definitely not doing a Han Solo after this, not because I hate the subject but because I want to move on ;).
At the plusside I am keeping the model ;)

@Dave:
Haven't tried to render anything out just now, I am really trying to get to grips with Zbrush sculpting and texturing.
Once I finalised the look I will switch back to Maya and do some testrenders there.....

I think I call it a day for now, I did some refinements on his arms and hands, but I got fed up with Zbrush that kept snapping out of view or giving me awkward rotation centers.
So eventually I went back and forth between painting the texture and refining the hands and if you liked the previous render you love this one ;)

Mayaniac 15-08-2010 07:41 PM

Hey Mastone, Nice model.

To answer some of your questions, if they haven't been answered elsewhere by now...

You can use the "projectAll" button in the Sub-tool menu to project the details of one mesh to the new 'edited' mesh you've imported. You can also transfer subdivision by subdivision detail by simply Projecting All on each subdivision layer. You can however crank your Edited meshes subdivision layers up to the same level as your original mesh, e.g: 10 subdivisions, then simply "ProjectAll" and your mesh will have detail throughout all the lower subdivisions. However I prefer to do it level by level, as I think it transfers the details better and you wont get as many artifacts.

I've also had your other problem, trying to sculpt a hand while trying to navigate the viewport with the other hand visible. Just hide the one hand like you would the rest of the body, then when you're done sculpted the other hand, mask off the hand you just sculpted plus any other areas you do not want effected, then go to: Tool>> Deformation>> Smart RySym. This will update the non-sculpted hand with the sculpting data from the sculpted hand.

Hope that all makes sense.

mastone 17-08-2010 07:58 PM

Thanks man ;)

bullet1968 17-08-2010 09:13 PM

Now it does look good, how come you hate the subject BTW??? Im curious...you have done a good job despite your problems mate.

Cheers bullet

mastone 17-08-2010 10:02 PM

This is what I said Bullet:

" ...... not because I hate the subject but because I want to move on...."

Why would I spend this much time on something I hate?

Do try to keep up:p

bullet1968 18-08-2010 12:12 AM

My apologies mastone...I should learn to read and post at hours that are human...reading and posting @ 0500 in the mornings..(LOL that will teach me) probably isnt smart. :p

mastone 23-10-2010 09:11 PM

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Did some rendertests with Renderman ( awesome renderer by the way :) )

bullet1968 24-10-2010 01:27 AM

Looks good mate.......Renderman eh?? might research that one.

cheers bullet

CGWolfgang 24-10-2010 04:22 AM

And this is why I like browsing this forum. Seeing work like this makes me want to try harder to get to this kind of skill. This is looking real good.

mastone 25-10-2010 07:34 PM

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Thanks guys ( that is to much kudoos for me Wolfgang, there a lot of better artists out there, but thanks nonetheless)

I have tweaked and fiddled the model some more, I didn't paint the texture anew so that's why it looks a bit of, but it's a good reference ( and works a lot better than just a skinish shaded lambert, good for look development in short)

I tried to fix the corners of the mouth and the cheekbones as best as I could and tweaked some minor stuff....

mastone 25-10-2010 08:07 PM

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wasn't happy with the eyes...this looks a lot better imo

tweetytunes 25-10-2010 08:14 PM

My 2 cents .....

Too pink - just makes him look off. Needs more brown/orange mix in the colour of the skin and the stubble needs work. Indy is always so much more tanned...

http://www.photochopz.com/gallery/da...Jones.jpg?5116

Your texture is mirrored and the stubble shows this off very badly.

The eyes and hat looks really good and the model of the head looks fine - just textures needs work.

mastone 25-10-2010 09:43 PM

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Hey Tweety,

Thanks for replying and just to start of your absolutely right about the texture toning, I tried to get it a bit down in PS ( that's why it's called graded :) ), but I just use this texture as a look development tool to get more of an idea how it differs from displaying in Zbrush and Maya , but also to see if the model looks good, I used to slap a pinkish lambert on a model and see if it looked okay, but I found that the further the model went the harder it was to see so that's why I slapped this quick n dirty texture on it and although it looks far from great it helps a lot better then the aforementioned shader.

and regarding the image example you posted:
This picture is heavily graded and he has layers of make up etc etc , just to show how much his face differs all the time and the colortone as well see a compiled image below.

Don't get this the wrong way I really take your advice into account ( I always do that's why my projects take forever, I keep tweaking till I get sick of myself :P )and I agree with you that it need smore brownish tones, however if you work with ZBrush/Mudbox yourself you"ll agree with me that sometimes you spend an entire evening painting a texture which by the end of the evening looks awesome and when you look at it the next morning you think; was it really like this??? ( both model and texture...let's hope this doesn't happen to me with this one for a change :)

Thanks for the crit man... have a :beer:

mastone 28-10-2010 11:42 PM

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Renderman, Renderman, do anything a render can.... ( spoof on spiderman song i made up :) : just listen to this song and replace spiderman with Renderman : http://www.youtube.com/watch?v=4o29VoxtsFk )


Don't look at the crappy texture ( at least try not too :) )

stwert 28-10-2010 11:57 PM

Lookin' good there indy. However, I find it a bit odd how there seems to be light leaking just under the brim of his hat, almost like there's a cut in the band of the hat. Keep it up!

mastone 31-10-2010 04:29 PM

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Hi Stwert

Thanks

Don't know why there is a lightleak there....will investigate :)

I have tweaked the corners of the mouth and yes there is still a light leak LOL

stwert 31-10-2010 09:38 PM

Much better skin tone there... at least on my monitor.

mastone 07-11-2010 01:37 AM

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Hey Stwert,

I'm not that concerned about skintoning and such, I am really in model tweaking mode, but thanks for mentioning it.

I did an overall tweak and I think it's coming together, he looks a bit sad at the moment, but that is easily fixed, it still looks a bit odd but I think that mainly comes because there are no eyebrows and such to finish it .

Please feel free to crit
:beer:

tweetytunes 07-11-2010 10:45 AM

yer you need to give him the trademark grin

mastone 07-11-2010 02:54 PM

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Quote:

Originally posted by tweetytunes
yer you need to give him the trademark grin
I will in the final render ;)

Well another day another post :)


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