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. |
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looks cool man, very impresive.
the pants look great... a skid mark would be hilarious! :P |
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ha! thanks hammer.horror... i think ;)
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head shot.
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did you paint the skin texture or is it photographic reference?
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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.
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looks pretty sweet. nice job.
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thanks vlad! :)
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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!
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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 |
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. :) |
Nice going arran, Looks well cool!
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this is looking damn good, keep it up!
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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!
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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
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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 |
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. :) |
whats the comp tia exam?
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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.
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ahh sounds like a piece of piss... not really tho, so good luck dude.
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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. |
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wireframe... please don't look at the thumbs... :)
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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. :) |
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arran you've made the texturing part in Zbrush right ?
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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.
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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. |
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! |
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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