Simply Maya User Community

Simply Maya User Community (https://simplymaya.com/forum/index.php)
-   Work In Progress (https://simplymaya.com/forum/forumdisplay.php?f=34)
-   -   Zbrush3 Playing ! (https://simplymaya.com/forum/showthread.php?t=30574)

ColdWave 02-08-2008 04:40 AM

Few models from me
 
1 Attachment(s)
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:

Joopson 02-08-2008 04:46 AM

you could UV map it before hand, and you could export a displacement map. dont ask me how to though, haha

gster123 02-08-2008 02:47 PM

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

kazama 02-08-2008 11:59 PM

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.

ColdWave 03-08-2008 12:07 AM

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:

kazama 03-08-2008 01:22 AM

Cool man.. Good luck.

mirek03 03-08-2008 04:29 AM

'download' could be a BAD word here.

Jay 03-08-2008 04:38 AM

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

ColdWave 03-08-2008 05:13 AM

Quote:

Originally posted by mirek03
'download' could be a BAD word here.
Ok i watch it online :rolleyes: :D

Tommorow i will try and tell ya is it work fine with displacement cya till then :beer:

ColdWave 10-08-2008 09:42 AM

1 Attachment(s)
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

ColdWave 10-08-2008 09:45 AM

1 Attachment(s)
2

Mayaniac 10-08-2008 10:01 AM

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.

ColdWave 10-08-2008 02:56 PM

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:

ColdWave 14-08-2008 01:09 AM

Some updates -> http://www.youtube.com/watch?v=C9Qcdw40hfQ

I will work now on the head and the arms

marlonjohn 14-08-2008 02:49 AM

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,

Anhslaught 15-08-2008 07:42 AM

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. :)

ColdWave 15-08-2008 11:00 AM

Quote:

Originally posted by Anhslaught
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. :)
Ok what you saying is that i must make morph target for the basic model and then model in Zbrush , after that make the displacement and paint it in Zbrush ... ? :confused:

Anhslaught 15-08-2008 01:03 PM

Quote:

Originally posted by ColdWave
Ok what you saying is that i must make morph target for the basic model and then model in Zbrush , after that make the displacement and paint it in Zbrush ... ? :confused:

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.

Anhslaught 15-08-2008 01:06 PM

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.

ColdWave 17-08-2008 02:16 AM

1 Attachment(s)
Thanks for the morph help.:beer:

here is texture staring

ColdWave 17-08-2008 02:18 AM

1 Attachment(s)
Here is a render with maya

With applied Displacement and texture


The texture is his basic skin so will be working alot on it

Anhslaught 17-08-2008 08:31 AM

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?

ColdWave 18-08-2008 12:16 AM

1 Attachment(s)
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:

ColdWave 18-08-2008 12:44 AM

1 Attachment(s)
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:

Joopson 18-08-2008 01:18 AM

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)

ColdWave 18-08-2008 01:21 AM

Quote:

Originally posted by Joopson
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)


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

ColdWave 25-09-2008 07:01 AM

1 Attachment(s)
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;)

arran 26-09-2008 10:38 PM

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.

ColdWave 01-10-2008 07:08 PM

1 Attachment(s)
Working on body now only the stomach and the ass part

ColdWave 01-10-2008 07:09 PM

1 Attachment(s)
2

Anhslaught 01-10-2008 08:25 PM

its getting there. :)

ColdWave 01-10-2008 08:41 PM

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 ;)

ColdWave 13-10-2008 07:13 AM

1 Attachment(s)
I'm still wroking on level 2 , this is just smooth out at 4 for best view.

Gen 13-10-2008 10:05 AM

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.

ColdWave 03-11-2008 11:39 PM

1 Attachment(s)
Finally one good clean character ready for Zbrushing

ColdWave 03-11-2008 11:40 PM

1 Attachment(s)
Mesh

Mayaniac 05-11-2008 10:33 PM

"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.

ColdWave 15-11-2008 02:20 AM

1 Attachment(s)
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

ColdWave 15-11-2008 02:22 AM

1 Attachment(s)
map

Joopson 15-11-2008 03:46 AM

not like it matters that much, but there is LOTS of wasted space there.


All times are GMT. The time now is 07:04 PM.

Powered by vBulletin® Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Simply Maya 2018