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-   -   wrestler (https://simplymaya.com/forum/showthread.php?t=32209)

arran 06-04-2009 05:17 PM

wrestler
 
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wow - seems like ages since i posted some work. have been working on this project on and off for the last few months - sort of figure study. he's also a wrestler.

have finished working on him in zbrush - think i'm ready to take him back into maya.

arran 06-04-2009 05:19 PM

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honestdom 06-04-2009 05:21 PM

looks cool man, very impresive.

the pants look great... a skid mark would be hilarious! :P

arran 06-04-2009 05:22 PM

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ha! thanks hammer.horror... i think ;)

arran 06-04-2009 05:23 PM

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head shot.

honestdom 06-04-2009 05:28 PM

did you paint the skin texture or is it photographic reference?

arran 06-04-2009 05:32 PM

it's a combination of both - mostly zproject to begin with - tho that will only get you so far - i did quite a bit of painting in zbrush using a combination of the colored dots stroke and one of the spotty alphas - i've been getting into painting in zbrush - it's a lot of fun.

vladimirjp 07-04-2009 02:55 PM

looks pretty sweet. nice job.

arran 07-04-2009 03:44 PM

thanks vlad! :)

Dango77 07-04-2009 03:56 PM

Looking really nice Arran, (if that's the right word for him...) I was on CGHQ and saw your comments about the Zbrush vs Mudbox topics and I have to agree, Zbrush is a lot of fun once you get used to it, the painting on it is excellent, I'll have to have a look at Mudbox but Zbrush is probably the one for me. (Sorry for talking about this in this forum rather than the one the subject is actually posted in, just spare of the moment typing...) Keep up the great work!

murambi 07-04-2009 04:34 PM

like the modelling
on a side note since your one of the zbrush gods here how do i import a mesh with triangles into zbrush from maya was going through the your last thread and i saw your mesh had a few triangles on the wrist area so how did you manage

arran 07-04-2009 05:55 PM

dango77 - thanks mate. yeah - i really don't get some of the gripes that people have with zbrush. it handles things differently, but iut's fun to use. and it still confuses me, but so does maya!

murambi - hey - thanks mate - tho i'm not sure what picture you're referring to. i tried to avoid using any tris in this model as i knew i was taking it in zbrush. i think it can convert your mesh when you import it - tho i think you want to avoid any triangles because z only divides squares into triangles, so if you have a triangle on it's own, the displacement will act weird in that place. i don't know if that's definitely true or not, that's just from my own experience with my frog mode. hope that helps. :)

gster123 07-04-2009 06:28 PM

Nice going arran, Looks well cool!

Rhetoric Camel 07-04-2009 06:30 PM

this is looking damn good, keep it up!

gster123 07-04-2009 08:25 PM

as for the tris, you can get strange "spikes" so to speak with n-gons and tris, Z tries its best to sort em out but at the end of the day it cant, have them somewhere you cant see them/need displacement to keep it to a minimum if needed, otherwise keep to quads!

ben hobden 08-04-2009 12:46 AM

I really like this. right down to the ripples in the pants. never thought id get pleasure from studying so closely a fat guys underwear

gubar 09-04-2009 09:07 AM

Really like this arran, the model and texturing are great. Would be nice to see a wire frame of the base mesh and possibly a screen grab of the untextured zbrush sculpt?

cheers

gubar

arran 09-04-2009 01:08 PM

ha ha - thanks everyone for the comments - really appreciate it. :beer:

haven't had much time to work on this - or any other maya for that matter - as i'm studying for the comp tia exam, so updates might be a bit slow. i'll try to post some pics of the base mesh and zsculpt tonight. :)

honestdom 09-04-2009 02:04 PM

whats the comp tia exam?

arran 09-04-2009 02:43 PM

it's basically just a certification for pc hardware technicians - it tests your understanding of terminology, performing fundamental tasks and providing basic windows os support.

honestdom 09-04-2009 09:52 PM

ahh sounds like a piece of piss... not really tho, so good luck dude.

arran 10-04-2009 06:08 PM

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ha - probably for everyone else hammer.horror - but my brain tends to switch off. :)

hey gubar - here's some screenshots - untextured and wireframe.

arran 10-04-2009 06:09 PM

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wireframe... please don't look at the thumbs... :)

arran 18-05-2009 04:37 PM

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ack! seems like ages since i last posted - haven't had much time for maya recently but i've been working on this on and off whenever i get a chance.

have added some sss and basic bump and spec maps so far - mainly concentrating on his head. next up, i'm going to start working on his hair - i'm planning to experiment with fur. :)

arran 18-05-2009 04:38 PM

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ColdWave 18-05-2009 07:34 PM

arran you've made the texturing part in Zbrush right ?

arran 18-05-2009 07:42 PM

yeah - i started off using zproject to get most of the texture and then painted out any of the dodgy areas using projection master and photoshop.

Mayaniac 18-05-2009 10:29 PM

Hey, nice!

Very nice model. I'm getting ready to tackle polypainting in ZB soon, should be fun.... I love how you can edit your textures in ZB.... clean up all the seams, etc.... pretty sweet stuff.

Anyway, nice work on the model.

Dango77 19-05-2009 02:35 AM

Looking great Arran, he kind of looks like a East end London pub landlord, shotgun behind the bar and leotard in his wardrobe would be a strange combo though! lol!
I'd love to see him animated, maybe if you do another in the future you could have them doing battle.
I'll look forward to seeing more progress on him!

arran 19-05-2009 03:32 PM

ha ha - thanks a lot guys!

yeah - i need some ideas for a final pose so i'll keep your suggestions in mind Dango77! i wish i could animate, but unfortunately all of my walk cycles looko like the character is carrying an extra load.. if you know what i mean.

thanks mayamaniac - just checked out your thread - very nice. yeah - zbrush is a blast - once you get past the initial set up it just gets better and better. polypainting is a lot of fun. I was wondering about painting seams tho - i mean it seems like you have to do that at the end which means your maps get flattened. i was wondering if there was a way to paint the seams, but on a seperate layer so you can keep the ps layers of your maps seperate....


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