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zpetroc
08-24-04, 04:13 PM
Click Here to Download! (http://www2.zbrushcentral.com/ZBC/superAverageMan_hi_m07.zip)

Here is a stylized figure I'd like to finish in the next few days. The base mesh was created in maya, and the rest of the detail is ZBrush.

Was wondering if anyone would be interested in downloading my .ZTL tool for this dude. I'm a lazy bastard, and if you can download the original then I don't have to answer any questions. Don't know if anyone would find it useful?
frontTest01.gif (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%27732%27,%27frontTest01.gif%27,1 ,0%29)

Also tried some different edge-loop approaches. Have no idea if they will work.
wireBack01.gif (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%27733%27,%27wireBack01.gif%27,1, 0%29)
sideTest02.gif (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%27734%27,%27sideTest02.gif%27,1, 0%29)
wireFront01.gif (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%27735%27,%27wireFront01.gif%27,1 ,0%29)
later,

jimphillips2
08-24-04, 05:01 PM
Interested he says...the answer is undoubtedly yes!

Keep up the incredible work.

JP

3D_ARCH
08-24-04, 05:17 PM
yes, for sure...

joey
08-24-04, 05:18 PM
Thats one of the better character models I've seen on here. I'd like to see the demo.....

bluebanana
08-24-04, 06:44 PM
this is really amazing , wondefull job man , got a question for you ,i just have a look at your website and found that you have incredible model ,one thing i found boring is that all image are quite small ,i will love to see more large image of some of your model , your modelling skill are amazing and you got alot of style , if i should i ll put more then 2 thumbs up , maybe i will add some thumbs to my hand with zb he he .... about the img if you want, here my mail thanks ... gabriel@hybride.com

bicc39
08-24-04, 07:45 PM
Would love to download it, modify it, and sell it all over the web.
If I download enough, I can make a cd and sell it on Renderosity.
Sorry, a little bitter tonight, generous offer and many thanks.
Great work

Fouad B.
08-25-04, 03:33 AM
Ô my god!
Zpetroc this is a very very nice modeling!
and of course I'm curious to see your work.

I'm curious to see the textured version...

Anatom
08-25-04, 10:01 AM
I would love to have it either in ZLT or in mesh format.

Thanks for your skill.

Anatom

sumpm1
08-25-04, 10:53 AM
This is beautiful work. The base mesh is also very clean. I would love to see the ZScript.

jk
08-25-04, 11:04 AM
Yes definately, I'd love to see that mesh up close. I love the subtle striations you have in there, it looks like something done in clay.

chadtheartist
08-25-04, 12:03 PM
Is this an homage to Alex Ross?

I like the model, but it's hard to see certain features due to the harsh lighting. The eyes, look a bit weird, like there is a circle around them. Also the fingers look boxy, but it's probably due to the lighting. The ear lobes are also kind of funky, they're too thin as they are now. Is this rendered in Maya? If so, what's the faceting that you see on the pectoral muscles on the lit renders? Is that from a displacement map?

I always enjoy your posts! Keep posting.

zpetroc
08-25-04, 05:57 PM
If you think things look weird now, wait till you can download the .ZTL tool to examine all the mistakes in true 3D. The ZTL tool zipped is about 6mb. I'll ask Jaime if he might be able to post it somewhere.

It won't be a final sculpt but I hope it serves as an example of one type of base mesh you can start from, with a rough topology layout, and how you can layer details on top of that foundation. I find it beneficial to see how other artists lay out anatomy and proportions based on personal preference and design. I hope you will too. Maybe a few others would be interested in posting their models as well. It makes a big difference when you can actually examine the object in 3D. We are sculptors after all.

Sleepwalker
08-26-04, 03:00 AM
Hi there, and thx for sharing your edgeflow Zpetroc, I've been a great fan of your adipose giant for a while now, good to hear you're gonna share this mesh, very kind of you. I really dig your idea of sharing different edgeflow on the same mesh, I've been doing it here with some friends of mine, and we ended up with very different stature and appeal on the same character.
I'll follow that link very carefully.
I was wondering if you've tried blendshapes or morph targets on your models, do they follow the displacement smoothly ??

NLightUK
08-26-04, 05:32 AM
Great model and superb detailing :tu:

Kanga
08-26-04, 08:55 AM
Beautifull work! Looks very fleshy even without textures.
Do you have any favorite anotomical referances?

Greetings Kanga

Milkdud
08-26-04, 09:21 AM
Yes Zac, post that sucker!
I can use all the topology help I can get.

Thanks,

~Mike D.

jkushwara
08-26-04, 10:39 AM
Damn straight skippy (referring to the one and only butt-less chaps wearing Zack)!! Love to see the tool file. Keep up the great work ! Drop a line sometime.

Kanga
08-26-04, 12:21 PM
Oh yeah!
One thing I forgot to comment on was the feeling of gravity this model has. I love the way the flesh hangs, it's a terriffic effect. Call me strange but I think an untextured model also has a specific power of it's own. I like well textured models but enjoy the purity of form that is apparent without colour.

Once again spiffy work!
Kanga
PS. Ignore the troll if you do they go away.

Cezar Souza
08-26-04, 12:55 PM
:eek: Amazing as always Mr. Petroc! And please don't tease us! We want the ztool!!! ;)

Svengali
08-26-04, 01:11 PM
Gee, doesn't that IGNORE LIST BUTTON work great?

Try it.

Abyssis
08-26-04, 01:22 PM
very, very perfect anatomy, modeling and cool lightning :D Thank you 4 sharing it with us :tu:

_____________________
:tu: Abyssis> :tu:

Junk
08-27-04, 09:22 AM
ztl........:cool:....ztl...............:cool:...zt l...................:cool:.ztl.................... .:cool:

Maggot
08-27-04, 11:34 AM
Moved post to new thread: My stuff (work in progress)

p1LL
08-27-04, 01:19 PM
what a tease!!!! c'mon where's that tool!
I have a webserver you can upload top.. just PMessage me..

Hey does anyone have a really nice FEMALE tool? I'm haivng more trouble
creating women then I had with men.

p1LL

sirquadalot
08-28-04, 05:30 AM
Nice sculpt Zack! I love the face, and his fore arms.

zpetroc
08-30-04, 05:19 PM
Sorry about the delay, I've been out of town over the past few days. I will take time tomorrow to review this thread and try to answer any of the questions I have not yet addressed. Also, the ZBrush folks said they would create space for me to upload the tool. I'll let you know.

later,

Giantsun
08-30-04, 09:05 PM
Even if you only post a small .obj ... hey that would rock just the same :D

zpetroc
08-31-04, 12:22 PM
Thanks to the folks at ZBrush the link with the zipped .ZTL file is here. I still need to finish the hands, feet, and head, maybe make a few minor proportion changes, but you'll get the gist.

Also, I don't like where some of the poly edges ended up after I had finished all the re-proportioning during the development stage in the back-and-forth to Maya, particularly the bicep area. I would have liked to have one more edge loop there. Next time.


http://206.145.80.237/zbrush/reg/superAverageMan_hi_m07.zip

zpetroc
08-31-04, 02:00 PM
Is this an homage to Alex Ross? george reeves?(christopher reeves father)who was the original superman.

The plan with this one was to start developing a design sense for the figures and over all esthetics of a project I might be going onto in the near future. Another Pulp Fiction, hero epic with ties to the early part of this century. I believe Alex Ross draws from many of the same references I’m using to define the look of his work, and he does it very well. So, in a slightly round about way there is definitely an homage to him and a few others.

Regarding Maggot’s images.

You have a lot of triangular (three-sided) polys in there. If it were mine, I would change it to an all quad mesh. You might also benefit from taking a closer look at the meshes of other posts. Look at how the edges of the mesh follow the form development.

Do you have a favorite anatomy reference?

Anatomy for the Artist, Sarah Simblet -good images of superficial anatomy, notice how different these pictures are from anatomical drawings that only showcase the musculature.


An Atlas of Anatomy for the Artists, Fritz Schider -good for muscle placement, origin/insertion.


I also use a lot of photo reference from classical figure sculpts that I’ve taken over the years.


Is this rendered in Maya? If so, what's the faceting that you see on the pectoral muscles on the lit renders? Is that from a displacement map?

Its PRman, and the faceting occurs when I import the low rez mesh into Maya, change the proportions, then bring the mesh back into ZBrush and step back up through the sud-div levels. I’ve been taking my base mesh back into Maya to check proportions with a true perspective camera. When I figure out how to avoid it I’ll let you know. Using the ZBrush smooth tool after re-importing the mesh takes care of it. I just have not re-addressed that part of the model yet.


I was wondering if you've tried blendshapes or morph targets on your models, do they follow the displacement smoothly ??

Yes, they worked for us in production. I’m working on a few tests now with ZBrush to layer displacement maps on the same mesh to deform during specific points during animation.

Sleepwalker
08-31-04, 04:29 PM
http://perso.wanadoo.fr/sparte/pages/man_asset.htm
Hi Zack, and thx for your post, I've been through your tremendous sculpting, it's definately a musthave for other artists. I'm very new to zbrush and started a model(not zbrushed yet), using Anatomy for the artist and came with the model you can see above. I'll send you the file if you want to see the mesh. I'll check out your topology, especially hands, forearms(which are still under heavy construction) and ribcage areas to see what I come up with, your mesh will strongly affect my edgeflow. I've been struggling to get those parts right, without any success...
THX again for sharing your great skills :-))

Fouad B.
08-31-04, 05:44 PM
:eek: <--- when I look the Zpetrock's model...
:cry: <--- when I look my model ....

:(:qu: <--- my girl friend now...
:ex::mad: <--- me for one month...

Thx ZPetrok....

:D

jkushwara
09-01-04, 07:34 PM
Zack,

Thanks for the tool - can't wait to check it out ! You mentioned this was a concept for another possible upcoming project - "pulp fiction hero" type....hmmm.. would KC be involved with this one as well ?;)
If so I expect some amazing things !!!!!!!!!

I did have a quick question on the displacement you're using - what's the render hit with sub pixel displacement ? Renderman's apparently (?) the only robust renderer out there that handles it well, and my LW work's been all geometry displacement with insanely high subD levels.

- Jay

zpetroc
09-02-04, 06:07 PM
Wad up Jay,

PRman handles displacements like no other. This model has a 2K test map and it renders in seconds. I know some punks at Luma who are using ZBrush and rendering in Mental Ray. They might be able to elaborate on the specifics, something about exporting from ZBrush at a higher level to avoid higher subDiv levels in Mental Ray. Seems to work for them and looked good.

Fouad B.,

I don't know what I did to your girlfriend, but I'm glad she enjoyed it.

later,

vclortho
09-02-04, 07:39 PM
zpetroc man. that tool chili pepper hot. how can i learn too. can you teach? you make dvd. i can buy. thank to zpetroc.

only i make girlfriend smile. good try.

Arizona
09-03-04, 06:20 PM
Good display of your knowledge of human anatomy.

mestela
09-04-04, 02:03 AM
To preview the mesh through a perspective camera, drop out of edit mode, select drew->persp, and bring up the rotate tool. You can alter the amount of distortion with the slider next to the 'persp' button. Once you have the amount of perspective distortion setup, you can quickly toggle in and out of it by hittit 'tr', then 't' to get back to edit.

Its not very precise, but its faster than exporting to maya and back... :)

-matt

Jason Belec
09-04-04, 07:13 AM
zpetroc, I agree about the rendering. Many of you should also look at 3Delight for your personal use, and several renderers supporting very accurate and fast displacement exist following the prman requirements.

Maggot
09-04-04, 10:09 AM
Moved post to new thread: My stuff(work in progress)

Maggot
09-05-04, 08:41 AM
Moved post to new thread:My stuff(work in progress)

Maggot
09-06-04, 10:38 AM
Thanks for your reply earlier zpetroc! i felt guilty about having so many of my images on your thread so put them onto a new thread called:My stuff(work in progress)

CowboyBunny
09-08-04, 04:38 PM
Your are at the forefront of most causes of chest gripping heart attacks!!
--Eyes Like It Alot--

chadtheartist
09-21-04, 07:04 PM
I didn't get to download this yet, and I tried downloading it now. But, I keep getting an error message stating the server is too busy, and I need to download this using an internet web browser. Well, I'm using a web browser, I even tried different browsers(Firefox and IE), but to no avail.

Anyone care to share it, or point me to a working link? I'd greatly appreciate it. :D

chadtheartist
09-23-04, 09:58 AM
Wow, Zack. This model is awesome. Thank you so much for sharing it. This will definitely help me in detailing, and volume work.

I know you don't want to answer any questions, but I am curious as to how you got so much detail on a 800,000 poly model? Is it just because of the way you laid out your poly mesh? Or did you have more subd levels that weren't included with the model you provided? The reason I ask, is I haven't been able to do what you've done here, with that low of a polygon count. But now that I've seen what you've done, I'm definitely going to be doing more work on my "lower" subd levels, or at least trying too.

Very nice work Zack. Thank you again for sharing it. :D

ron m
09-24-04, 02:30 AM
thanks for that beautiful wireframe zpetroc - made this with it.

fatman7.jpg

ZB_Artist
09-24-04, 06:09 AM
ron m,
That is brilliant!!!
:lol:

Jason Belec
09-24-04, 06:28 AM
The hair really pops this image.

Quim Abella
09-25-04, 01:15 AM
This work ist very nice.:D

zpetroc
09-25-04, 09:20 PM
The last image posted looks like 3/4 of my modeling team.

Chad, I might have left out the top level of division on this model in the downloadable tool. If so, it would only contain the details for the veins and hair. I don't remember how many level divisions that model had or too which level of division I posted.


I do think defined edge loops let you get away with a little lower res base mesh but the way to get ahead is still to just pull as much mass as possible out of the lower levels.


This model was the last time I'll start with a well-organized detailed mesh. You should see the pieces of **** I start from now. Just basic boxes really. Maybe I'll post one this week. A few other threads have spoken to the same point regarding where to start, and how/when to address the organization of the mesh. For me, it is officially two separate parts of my workflow. Start by creating a QUICK, low res boxy mesh in another software. Get the scale, basic proportions and forms. Do the Creative sculpting (in ZBrush) from the low res boxy mesh. Then, the next step is to use the detailed mesh you created in ZBrush to create an organized mesh relative to those high res details including anatomy, animation needs, and even wrinkle patterns. Of course the difficult part is getting the ZBrush detail onto the new, organized mesh, but it is very achievable. I'll also say, little pigs, that its only a matter of time before you won't have to worry about that aspect of the process.



Rock on mama-sacas.

Stargo
09-26-04, 11:44 AM
Really a great model :tu::tu::tu::eek:

Ninja5000
09-27-04, 06:00 PM
:b4: The link isnt working.:b4:

Frenchy Pilou
09-28-04, 12:06 AM
...brilliant gymnast :tu:
Pilou

zpetroc
09-28-04, 07:14 PM
I just sent a message to pixolator, so hopefully he has a few tips for those of you that have had trouble downloading the tool.

later,

aurick
09-29-04, 12:39 AM
We thought that we got this matter resolved with the hosting service last week. Unfortunately, it seems to be back. We're working on a solution, and it should be able to be downloaded again soon.

jantim
09-29-04, 01:38 AM
You make it sound so easy, zpetroc:"just sculpt a higly detailed model from a basic box" but is't it so that modelling from a low detailed mesh is totally different then "pulling and pushing " a livelike model from a high density mesh in Zbrush ? To me it looks like the difference from sculpting from stone,making
a basic shape and then refining it ,bit by bit, and sculpting with clay, adding mass bit by bit !
I think that people that are not in your "leage" of expierience of the human form, and that must be 99 % of us mere mortals, just have to model in the
old way, with low detailed models with their guiding landmarks of nose,ear and
so on, just to get a realistic model .


jantim

zpetroc
09-29-04, 09:51 PM
Easy is the one thing it is not.
I think I understand your questions/thoughts, and I***8217;ll try to elaborate on my workflow to give you a better perspective.
For me creating a good sculpt, human or otherwise, is about weight, balance, form, rhythm, and all that other formalist crap (before it***8217;s about the placement of ears, nose and eyes). I***8217;ve found that creating a boxy, low-res mesh in Maya, that includes the basic proportions, gives me greater freedom when it comes time to truly develop the form. When I sculpt, if I***8217;m thinking about my edge-flow or predefined placement of a specific muscle, then I***8217;m already limiting my abilities to create/change the flow of the musculature and the gesture.

There are differences between sculpting in Clay and Stone. Typically if you are going to carve a figure from Stone, you have already made a maquette for it in clay. So, think of your ZBrush mesh as the digital clay maquette for your Stone sculpture. In our case, the Stone sculpture will be the version of our model with proper edge-loops, and polygon placement. Remember, clay maquettes are created to capture the form, and gesture of a sculpt, and our digital clay maquette should do the same.

Additionally, if you need to start from landmarks for eyes, nose, ears, ext., don***8217;t you still have to ***8220;establish***8221; those landmarks in some other software? If you are using another mesh as reference in a different software, I would recommend taking your ZBrush mesh back into that other software to see how the two meshes differ. In ZBrush, sculpt the eyes, ears, and nose then export that mesh, import it into your other software, and compare it to your other (landmark defined) mesh. If landmark placement is off, you can then go back into ZBrush and make those changes. By taking this approach every time, you are teaching yourself where the proper placement of those landmarks should really be. Eventually, you won***8217;t need to go back to your other software to check their accuracy.

That was a good thought, and I hope this explanation helped.

aurick
09-29-04, 10:02 PM
The download problem has been fixed. If you have further difficulties, please contact a moderator so that we can take care of it.

frogspasm
09-29-04, 11:48 PM
Then, the next step is to use the detailed mesh you created in ZBrush to create an organized mesh relative to those high res details including anatomy, animation needs, and even wrinkle patterns. Of course the difficult part is getting the ZBrush detail onto the new, organized mesh, but it is very achievable. I'll also say, little pigs, that its only a matter of time before you won't have to worry about that aspect of the process.


Ok, Let's have it! What are you beta testing :) ?
NDA be damned!
~Mike D.

jantim
09-30-04, 12:32 AM
Thank's for your explanation zpetroc, to me its difficult to sculpt details in
Zbrush , like fingers,toes,and so on , and not to make them blobby.
I'm trying to find a ballance between what to model in polygons in another
program and what to model in Zbrush, i was higly impressed by the detail in your
model, some of its skinfold in the face and hand area looked so crisp and made
without hesitation!
I was also surprised by the sharp and well defined border between nail and
skin on the fingers, your low polymesh did not show the amount of detail i had
expected from the end result. There was not mutch difference between the the
mass of the lowpoly mesh and the Zbrush model, and most the Zbrush models
tend to be a bit lumpy and more mass then detail. I know it is all abouth expierience with the human form but to me Zbrush is more difficult to handle
then most people believe, if you are not making a superman sort of man ,that is !
And yes your last sentence did make it look like you know something abouth
Zbrush 3 :)


jantim

chadtheartist
09-30-04, 04:15 AM
I understand a bit about where you are coming from Zack. You said eventually we will not have to worry about edge-loops on the Zbrush hi-definition model, but I can't see the "low-resolution" model changing that much in other software. Plus it's nearly impossible to get hi-polygon models into the "highend" packages without having them shut down unexpectedly. It seems like Zbrush would be the "perfect" tool if it had the ability to be able to use any sort of approximate mesh to make displacement, or normal maps. If that happens, then Zbrush will have all the tools it needs to make the low-poly base sculpting mesh. No need to even go to an outside app for that. Maybe that will be a Zbrush 2.5 feature? :D

Ktaylor
10-27-04, 03:21 PM
I am taking this into Maya and creating my low res cage object by Making the Z mesh LIVE and snapping polys to it, works pretty well, nothing new but thought I would share non the less.

I rebuilt part of the torso quickly to test out Maya 6.0 for creating and displaying normal maps, seems to work pretty well so far, the high res mesh was around 500,000 polys, just enough to capture all the form and structure, without worying about the super high freq detail.Torso.jpg dude.jpg

solidblueshirt
01-10-05, 03:56 PM
Hi zpetroc
I just got the dvd - its GREAT!!

However, the only shrinkwrap script I can find is (on Highend3d) is from 2002 - any newer ones out there, or is this the one that you are refering to?

Thanks for sharing the .ztl as well!

Solidblueshirt

Pinoy McGee
01-10-05, 06:45 PM
Thanks Zach!:tu:

zlen
01-10-05, 07:45 PM
Putangina ang galeng pare. thanks for the .ztl

tranimatronic
01-12-05, 01:43 PM
Hi - ive just finished watching your DVD and im very very impressed. Could you make the skelton model you model over available please ??

nickz
02-19-05, 08:14 PM
Zac,

Just got the DVD in at work and took a look at it. I had a smile on my face the whole time! It's great to see someone with traditional sculpting skills applying those skills in an application like Z Brush.

It looked like you were really sculpting.

Thanks for the wealth of knowledge,

Nick Z.

Keramazotti
02-19-05, 09:42 PM
wow anothomy wow work

GusYamin
03-03-05, 06:28 AM
Hello Zack!

I just got the DVD, and watching each lesson in detail.
I must congratulate you for your talent! Your knowledge of anatomy quickly shines through even the lowest resolutions of the model! And anyone can have a clear view of what it means to call ZBrush "Digital Clay"!

I am also a PRman user, and I have noticed you do not touch the topic of Maya/Renderman settings in the DVD.
Though I can really see this was not the focus of this particular release, I am wondering if you could share with us here your Renderman workflow... You have managed to keep all the exquisite detail of the model in the displaced version, and I've been facing some dificulties in setting PRman to reproduce the fine details of the maps... and I've been using a 4K map I generated from your posted tool.

I've tried to use the model you posted here as a ZBrush to Renderman test subject. I am still unable to reach settings that reproduce all the subtle features you have in that model. My renders just look like a "melted" or smoothed version of your original guy. No fine creases, veins or hair...

There's been a lot of info shared here on how to set Maya/MentalRay to faithfully render ZBrush maps, but there's little specifics on PRman. And, I wouldn't really like to move to MR, Turtle, VRay or some other renderer to get a good "ZBrush to Maya" pipeline... Your renders look GREAT! You could probably point me - and others - to the right direction!...

Thanks in advance for any help on this!

thomasphoenix
08-07-05, 11:46 AM
Thanks Zpetroc got ur dvd saw it,Loved the work,I tried out some stuff inspired by you and a dvd from Tareq Mirza,would be great if i could have the skeleton you used for modelling.

JECKY666
10-12-05, 08:39 AM
renderd it with hdri
men.jpg

SanAndreas
10-12-05, 04:20 PM
that is one small guy ;)

pete330
10-12-05, 04:26 PM
hahaha! or one huge coffee cup!

javierloredo
10-12-05, 11:11 PM
Hey whats up! I like a lot how the reder came out. When I first saw it, I thought it was a sculture. Very nice render, i like the style of how it came out!
Again, very good work. Keep it up!:tu:

Javi.

MatrixNAN
10-25-05, 12:16 PM
Hey Zack,

This is basically what I was looking for. I was stating the form fairly well but I was getting hung up on the edge loops for a good topology flow of the character model. It seemed the higher I went in polys with more definition when stating the form the harder it became to come up with good edge loops. I was modeling a base mesh in XSI to bring into ZBrush. At this point I feel as it I am better off going with lesser detail before sculpting up in ZBrush. I looked at your file and a lot of things started to make more sense as far as topology goes. I was wondering if you had any reason in particular for holding the arms with the hands turned out instead of straight down which is the typical rigging pose? I was wondering if this was a more relaxed position for the muscles?

Cheers,
Nate Nesler

Below is the rough poly mesh before I brought it into ZBrush. The character at that point was around 7,000 polys.

http://i2.photobucket.com/albums/y20/MatrixNAN/MaleCharacterModel_07.jpg
http://i2.photobucket.com/albums/y20/MatrixNAN/MaleCharacterModel_08.jpg

Wires: That I feel just are not working for me.
http://i2.photobucket.com/albums/y20/MatrixNAN/MaleCharacterModelWires_01.jpg
http://i2.photobucket.com/albums/y20/MatrixNAN/MaleCharacterModelWires_02.jpg
http://i2.photobucket.com/albums/y20/MatrixNAN/MaleCharacterModelWires_03.jpg

I feel your wires are much better than these do to better edge loop placement. I would be curious to get your thoughts on this if possible.

Cheers,
Nate Nesler

zpetroc
11-10-05, 05:41 PM
Jeck666, nice render.

Nate, I think your edge flows are a great start. The main thing to keep in mind is that you want your polys to be as evenly spaced as possible. You will want them denser (but still evenly spaced) in areas with more detail, i.e. hands and head. Almost every company has a different approach to laying out their polys. Depending on their pipeline they will need/want more detail to be carved into the mesh regarding structure and musculature. Some things to look for on your mesh that you might want to change would be places where the mesh gets complex but will not move much during animation, like the middle of the shoulder blade. Hope that helps.

later,

MatrixNAN
12-02-05, 11:22 PM
Hey Zack,

Thanks for the comments so much. :) ;) I was waiting to reply until I had at least a bit of something to show for the comments that you made. Been super busy and I won't really get into detailing the character until around christmas when I have more time. :) ;) But here is the very basic stated form before detailing. I am going to look over your models stating again to see if I can't gain some more insight. Also I looking at www.FineArt.sk (http://www.FineArt.sk), www.3D.sk (http://www.3D.sk), and Primal Pictures CD of Muscle Bones and Anatomy. Do you have any good recommendations for references? Also I am working on my own set up Muscles and Bones modeling. I almost have the Bones done so I figured this will help and I am looking to a automated system for stating the form as close starting point for other models. Starting my MFA at UGA, and I will be getting my Masters in Animation. I will be taking a good bit of clay figure sculpting classes along with the figure drawing classes, and advanced lighting course just to name a few. I will be doing a lot of research in animation. If you have any other suggestions for useful courses in Animation arena I would be interested in hearing them.

Cheers,
Nate Nesler

http://i2.photobucket.com/albums/y20/MatrixNAN/MaleCharacterWIP_01.jpg
http://i2.photobucket.com/albums/y20/MatrixNAN/MaleCharacterWIP_02.jpg

MatrixNAN
12-02-05, 11:35 PM
Hey Guys,

Sorry for the Double Post but the first one did not show up for some hours. If an admin can delete this post I would be fine with that since I can't seem too.

Cheers,
Nate Nesler

NazGul_d
11-27-07, 02:07 AM
Please!!!!!!! SEND to me this file superAverageMan_hi_m07.zip
:o

gd@ukr.net

Thanks!!! :rolleyes:

aurick
11-27-07, 10:16 AM
We're looking into why the file is no longer being served correctly. However, if you have ZBrush 3 (including the demo), that model is included with the software.

Abyssis
11-27-07, 05:12 PM
We're looking into why the file is no longer being served correctly. However, if you have ZBrush 3 (including the demo), that model is included with the software.hi there,

but this file can be downloaded without any problem:b4:

-cheerZ- :D

stalsby
11-27-07, 07:23 PM
Really nice basic man!

johneyrussia
04-21-08, 12:00 AM
Hello ZPetroc

I have watched your some videoes like Human Anatomy,Making of RAMBOUILLET etc. It is right that your have so much knowledge of Anatomy but, the way of teaching of your is 50 % Correct. The reason is that the speed of your tut. That's very fast. Sometime, I confused that what are you doing.Soooo, You must Increse your persentage of teaching.


Great Luck !

( JR ) JOHNEY RUSSIA