Few models from me
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Ok i've import my .obj file into maya but it's 1 milion faces .. and i have ONLY 1 GB RAM :headbang: And it get somekind of stuck , is there a way of importing a low level model ... this is 5 level divided model. So is there a way of importing low poly model and keep the details
Here is an image ... it's my second time playing with Zbrush so don't be so rude :lmao: |
you could UV map it before hand, and you could export a displacement map. dont ask me how to though, haha
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http://www.zbrush.info/docs/index.php/Main_Page
Its the online help, do a search for displacement maps, also have a look on you tube |
Yes you have to export a displacement map, and then render with metal ray to get the high subdivision model.
You cant work with that poly count right now. And dont even think in binding that. In z-plugin's tab you have MULTI DiSPLACEMENT, there you export the displacement map, but you have to do other stuff first, like creating a morph target to comeback to the original low poly object then go to that option MULTI DISPLACEMENT and then exporting the displacement. |
I download a 40 min tutorial how to do that step by step it's wonderfull i will watch it soon and post my progress :attn:
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Cool man.. Good luck.
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'download' could be a BAD word here.
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Woah!!
dont do that!! Import your base level mesh, then smooth it once, then add the displacemnt map. Maya just cant handle that sort of Geo without falling over.... Jay |
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Tommorow i will try and tell ya is it work fine with displacement cya till then :beer: |
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I've learnd how to make all the things i'm working on my first Zbrush model ... have a look.
I will place a mask on the empty area so it will cover that |
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That looks interesting...
You may want to look at some anatomy reference. The proportions a tad bit off. You should really try and nail the forms and proportions at a low division level, and slowly move up the resolution, and add detail as you go. At the moment it looks like you imported the mesh divided it 6 times and sculpted the fine details. Another thing that you should try, is using the move tool at a low division level to move around the points, and block in the forms. anyway, looking forward to seeing how you progress. |
Allright i will start over again divisons 1 and nail them as much as i can and go further :attn: 10x i will work that night and maybe post tommorow or day after :beer:
Btw you Organic Modeling are very good :beer: |
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yeah what mayaniac said would be good and how i would have gone about things in zee...
nice start as i can see in the vid, |
Before you even start modeling, you should probably create a morph target. I'm not home right now, but.....I think its under morph target tab, you click on create. This way if you plan on importing it back, the UVs and the base model won't get messed up and rearranged. If that happens, it makes UV'ing a little harder. Displacements would be fine because it would follow along the UV that you mapped out, but color mapping would probably get stretched. I'm experienced that a few times before I finally figured it out. Kind of. :)
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Yep. You have to be in Edit mode to see the tab to the right for it. It should be under Morph Target, click Store MT, then you start modeling. If you don't do this, everytime you model something and increase its resolution, you can't go back to the original object because everythings been moved around. Since its all moved around, it also affects your UV maps, causing color maps to stretch when you paint on it. By saving morph targets, you can always refer back to what you started with. I'm still learning so nothing I say will be official. |
Oh and another thing, it screws up your UV map badly if you don't have a morph target to back you up. I've experienced this 3 straight times.
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Thanks for the morph help.:beer:
here is texture staring |
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Here is a render with maya
With applied Displacement and texture The texture is his basic skin so will be working alot on it |
Looks good dude. pop an eyeball in there so you can model the eyelids around it. You can pop the eyeball in as a subtool.
See that subtool menu? Just click on that then add or append(i forgot what its called). You can lock or hide the eyeballs so you won't actually move its verts around while playing with the eyelids. And did you do the textures all from Zbrush and exported it over to maya or something? |
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Yes i make the texture with Zapplink then export it into maya
here is some update ... I'm not good at texturing but it's fine for me now :blush: |
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And one more model i've modeled .... Yeah i know the glasses are fu**ed up but ... i will fix them and add a hair :beer:
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stick to lower subdivision levels for a longer time, because you are getting that trademark blob-look that most people get when they are new to Zbrush, and that is because people see Zbrush and say "OMG, DETAIL", and they don't take time to sculpt the bigger forms.
Don't rush straight to the detailing. -Andy ("Fools rush in where Angels fear to tread" applies well to Zbrush) |
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You' read my minds ? Shit i just said that ... Ok dude ... i will stick to lower levels :beer: , and when i'm comfortable i will go on |
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I started university so i don't have much time here ... so like you've said up there i start model lv 1 , lv 2 till i'm satisfited here is something i've made it's lv 3 , but it's 3 because i smooth the details of 2:p;)
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nice job coldwave - this latest image is a big improvement over the earlier models. i'm assuming this is an alien head tho, otherwise the eyes and upper half are looking a bit big / wide.
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Working on body now only the stomach and the ass part
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its getting there. :)
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When more progress come i will post again cya then :beer:
I have some work at the university so i will be away for some days ... Thanks for the support i'm really getting into Zbrush right now so i'm pleased with my results for now but i can do better ;) |
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I'm still wroking on level 2 , this is just smooth out at 4 for best view.
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It does look a lot better than the previous model. Her shoulders are quite wide though, and the way the breasts are kinda stuffed into chest makes me think..tranny.
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Finally one good clean character ready for Zbrushing
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Mesh
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"2009 i wish from Santa a PC with 4 GB of Ram and Four Core 3.0 Ghz CPU"
You could buy 4 of those for the same price as Maya Unlimited 2009 my friend! Model looks good. |
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As i was not so pleased with my basic mesh i remodel. So here is the basic model + uvmapping.. I think i'm ready for a long Zbrushing :p
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map
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not like it matters that much, but there is LOTS of wasted space there.
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