s o u t h e r n
02-19-03, 10:02 AM
I have just completed some animation tests using a head a built in Lightwave. The reason I'm posting it here is that the templates for the low res Lightwave head came from a very high res ZBrush head. I have seen Ken B use this method a number of times and I have to say it is really powerful. I find it hard to model a detailed head in Lightwave unless I have accurate backround templates in two of the viewports (same applies to any polygonal modeler I suppose).
With ZBrush I can easily create a detailed organic head straight from the imagination in minutes. It is of course possible to take the head straight out of ZBrush, with a top-notch texture (using texturemaster) and bump map.
See examples: here, (http://www.southerngfx.co.uk/uploads/aimg10.jpg)
here, (http://www.southerngfx.co.uk/uploads/aimg11.jpg)
here, (http://www.southerngfx.co.uk/uploads/aimg12.jpg)
here, (http://www.southerngfx.co.uk/uploads/aimg13.jpg)
here, (http://www.southerngfx.co.uk/uploads/aimg14.jpg)
here, (http://www.southerngfx.co.uk/uploads/aimg15.jpg)
The problem, some say, is the lack of edge loops and correctly placed chunks of geometry that help you refine the model for animation.
The three heads below show a detailed ZBrush head. Modeled, textured and rendered in ZBrush.
Image (http://www.southerngfx.co.uk/uploads/aimg57.jpg)
This screen shot shows the above model being used in two viewports (minus his very fine tusks which I didn't want to use), in Lightwave, side view and front view. It then enables me to accuratly recreate the model, point by point, poly by poly.
Image (http://www.southerngfx.co.uk/uploads/aimg58.jpg)
This is a quick test render with a very basic texture map and bumpmap.
Image (http://www.southerngfx.co.uk/uploads/aimg59.jpg) Image (http://www.southerngfx.co.uk/uploads/animations/lwheadanim.GIF)
and a couple of the early test animations (you will need Divx 5 codecs to play these I think)
phenome test (http://www.southerngfx.co.uk/uploads/animations/test1.avi)
basic spin test (http://www.southerngfx.co.uk/uploads/animations/spin.avi)
Glen
With ZBrush I can easily create a detailed organic head straight from the imagination in minutes. It is of course possible to take the head straight out of ZBrush, with a top-notch texture (using texturemaster) and bump map.
See examples: here, (http://www.southerngfx.co.uk/uploads/aimg10.jpg)
here, (http://www.southerngfx.co.uk/uploads/aimg11.jpg)
here, (http://www.southerngfx.co.uk/uploads/aimg12.jpg)
here, (http://www.southerngfx.co.uk/uploads/aimg13.jpg)
here, (http://www.southerngfx.co.uk/uploads/aimg14.jpg)
here, (http://www.southerngfx.co.uk/uploads/aimg15.jpg)
The problem, some say, is the lack of edge loops and correctly placed chunks of geometry that help you refine the model for animation.
The three heads below show a detailed ZBrush head. Modeled, textured and rendered in ZBrush.
Image (http://www.southerngfx.co.uk/uploads/aimg57.jpg)
This screen shot shows the above model being used in two viewports (minus his very fine tusks which I didn't want to use), in Lightwave, side view and front view. It then enables me to accuratly recreate the model, point by point, poly by poly.
Image (http://www.southerngfx.co.uk/uploads/aimg58.jpg)
This is a quick test render with a very basic texture map and bumpmap.
Image (http://www.southerngfx.co.uk/uploads/aimg59.jpg) Image (http://www.southerngfx.co.uk/uploads/animations/lwheadanim.GIF)
and a couple of the early test animations (you will need Divx 5 codecs to play these I think)
phenome test (http://www.southerngfx.co.uk/uploads/animations/test1.avi)
basic spin test (http://www.southerngfx.co.uk/uploads/animations/spin.avi)
Glen