View Full Version : CyberElf (WIP Update August 25, 121 Welcome)
WingedOne
07-21-02, 08:40 PM
This was done with version 1.5 (Premier) edition, however no features specific to 1.5 were used so far. The side brick walls were done basically using the alpha century technique. Global perspective was used. No colors or materials have been added yet. This is only the background part of the image at this point.
As always, feedback welcome.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1027309215zmd.jpg
I really like it so far. The lighting is great.
Global perspective used? Is that a feature of 1.5 or something that I haven't come across yet?
Ron Harris
07-21-02, 08:54 PM
something else to now make me drool like a fool over....very nice job WO...you are on a roll ...and I am loving the ride :cool: :cool: :cool: :cool: :cool:
WingedOne
07-21-02, 09:42 PM
Tag, global perspective is in 1.23b as well. After selecting a 3d tool you can press the "perspective" button under the draw menu, while at the same time holding down your "Shift" key. That will activate global perspective. You would have to do it with each 3d tool you subsequently decide to use as well. You can also change the vanishing point by clicking in "Distort" slider and dragging to any point on the canvas. That point will then be your new vanishing point.
For some reason, this feature just hasn't been widely documented. :confused:
filament9
07-21-02, 09:58 PM
Now there's a tool I've not even so much as looked at. But from what I can see here, it is obviously worth experimenting with. Thanks for the reminder W.
A very nice start indeed! looking forward to it's development :tu: :tu: :tu:
zerobugetgamemaker
07-22-02, 11:13 AM
Awesome lighting winged one
David
This is good to see, not many of us produce this type of enclosed space within Zbrush, you have done a good job of it, and you say this is just the begining! good use of lighting, excellent appearance of depth :tu: :tu:
picsas
WingedOne
07-27-02, 10:08 AM
Was doing some work on setting up the pose for this character. Any 121 (feedback) welcome.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1027789728cwh.jpg
like the figure pose, but the shadows it casts don't seem quite right. You may want to paint the shadows in manually. This can be done in a manner Pixolator demonstrated in his rusty idol script.
WingedOne
07-27-02, 10:29 AM
I know what you mean about the shadows. It makes it look like that parts of the background that are supposed to be farther away look to close to the figure. I'll see what I can do about that.
wow, this is really going great! I love how you did the "alley-way"! And the figure is great! Can't wait for the next update!!
W/O...try using ZMode shadows on this. It will cause the shadows to fall naturally. Here is a quick example, using the jack that I made recently. This works in 1.23b and the premiere, although much better in premiere, which I see that you have.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1027799762eza.jpg
Mentat7
07-27-02, 01:02 PM
W/O and Slosh if you want to know how to get rid of the "white" speckles like what appear in the shadow of that Jack email me and I will tell you how to do it. :)
The image is developing well so far WingedOne :tu: :tu: :tu:
Not Fair, if 1.23b is capable of doing the same thing there is nothing to keep secret is there? :D :D :D :D :D we,also would like to know.
Very cool! It's coming only nicely! :D
:tu: :tu: :tu:
WingedOne
07-27-02, 09:34 PM
I started to work on the head. ZMode fixed my errant shadow problem. As always feedback welcome. Will be working on clothes soon. She won't be running through the alleyway naked. :D
http://www2.zbrushcentral.com/zbc_uploads/user_image-1027830875xee.jpg
Stonecutter
07-27-02, 09:45 PM
Nice one W/O! The modelling on the head worked really well...How did you solve the shadow situation?
This is going to be a beauty, and I'll be watching for your updates... :D
:tu: :tu: :tu: :tu: :tu: :tu: :cool:
WingedOne
07-27-02, 10:02 PM
Stonecutter, I fixed the shadow problem by using ZMode for my shadows in the lighting palette.
juandel
07-27-02, 11:58 PM
ah, i’d love to ask so many questions :rolleyes: :D - another wonderful project, WingedOne!!! :tu: :tu: :tu: :tu:
- juandel
I can't wait to see how this progresses. I love the pose and the start so far, also got to learn something new with the perspective feature :tu:
WingedOne
07-30-02, 08:05 PM
Started to work on the hair and clothing. As always, 121 welcome. I know the ends of the boots still look too much like feet. :rolleyes:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1028084707sjm.jpg
This is shaping up to be awesome. I know you have not been worried about your final render, but I bet a little depth cue would be cool...
Hey WingedOne - this is coming out gorgous.
Since we are getting to live through its development, and it is SO cool to see the evolution of your project (I think this has recently been called out as "brown-nosing", sycophance, and other even less appealing things - but that's another story ;) ) So here's the request that comes with the accolades - could you provide some "status details" on the way you are managing your document and tools and layers - etc.
Ztevie Rae was kind enough to offer a glimpse, but I'd like to see other artist's approaches, too. I hate to hit you and the other vets with the burden, but it is why I'm here in this forum, to learn some new approaches. Please consider it. I have seen a lot of partial images as ZScripts and tutorials, but rarely entire scenes.
Mostly, I would love to know in each image, what is "dropped to canvas", what is a tool, what is "markered", and so on, for the various stages.
ZBrush is so cool, but it constantly has me questioning production techniques, because it works so differently from anything I have experience with. I doubt anyone uses the tool precisely the same, but an examination of what really works as a good approach can only be of benefit to us all.
Truly cool image coming about - sycophantic of me to say or not.
:cool: :D :cool:
:tu: :tu: :tu:
This is really coming along great Winged One. It's amazing the difference a couple of days makes.
The clothing is sooo detailed and I love the neon sign and computer thingy. There isn't anything I'd changed except the feet, but you know about that already. I can't wait to see the next update :tu:
Nice going Chief. Fantastic work so far, thanks for allowing us to watch this develop.
DeeVee,
Joe. :tu: :tu: :tu: :D :D
wow, I love this one.. it's soo great! The clothes, the perspective.. well, everything!! Can't wait really for the next update!
Very nice! The whole image is really coming along great! :D
:tu: :tu: :tu:
ramon22
07-31-02, 01:42 AM
W.O this pictures is coming out great cant waite to see who it will end up :tu:
Ron Harris
07-31-02, 04:30 AM
she is really coming along nicely...nice to see you pushing the envelope on the program :tu: :tu: :tu: :tu: definitely keep this thread going WO :cool: :cool: :cool: :cool:
WingedOne
07-31-02, 05:33 AM
Sure STiM, I'll see what I can do. :)
First thing I started on were the basic walls and floor which I had used plane3d's for. The two walls on the side were multi-marked so I could place the brick parts accurately later.
For the bricks, I had opened a fresh, new, empty ZBrush document (a lot of times when modelling a new element for a scene, I do it in an empty document, mainly for computer memory's sake and to keep me from getting confused with what's already in the original document). I then used a cube3d and smoothed the edges in the deformation pallette and also stretched the cube in the x direction in the deformation pallette. I then placed a row of bricks on the page, marking each one. I then used the multi-marker tool to place each row of bricks below the next. It saved a lot of time this way rather than placing each individual brick. I then used the MRGBZ tool to grab the canvas that was now filled with bricks. I used the resulting alpha to deform a plane into sort of a brick wall. I couldn't get the lines as clean as I would like so in another layer on the "CyberElf" document I placed the deformed "brick plane" slightly behind each wall, so now I got the clean lines I wanted there. To make space for the door and window I used a cube and the draw mode switched to "ZCut" which erased the portions of the bricks where I wanted the door and the window.
The rest of the window was just made with lengthened and narrowed cubes and a similar process was done for the door, except I used ZSub or ZCut a few times there for additional details.
As far as organizing my layers is concerned, I try to separate my pieces by as many different layers as possible, when I run out of layers, I try to put pieces on different layers where they aren't overlapping other pieces which will make my coloring and texturing easier later on.
(Trying not to get into too much detail about the ZSphere itself, because I can't yet). :rolleyes:
For the character, the body is a ZSphere and the head is separate. I placed a marker for the head and another marker for the ZSphere body. Each item of clothing was made separately from different instances of the orginal ZSphere body basically using masking, inflate, and "delete points". The clothing was then placed using the original marker for the body. I then used the eraser tool to get rid of any jagged edges in the clothing parts and I used the smudge brush to add wrinkles and some of the other 2d tools for the seams.
I did the hair the same way, except I used another instance of the head tool. I modelled the hair on top and then I hid the points for the rest of the face.
The belt and the jewelery was done either with gear tools or cylinders.
The gun was just an old tool I had lying around that I had made for another image, but it never got used for that image anyway. :rolleyes:
Sorry for the long-winded post, but I hope it was helpful to you STiM and any others that might be reading it.
I'll try to work on a tutorial after 1.5 comes out.
Awesome WingedOne!! Very much appreciated. You guys are the best.
:cool: :D :cool:
WingedOne
08-02-02, 04:38 AM
I started to work some on colors and textures, plus added a couple of things here and there. The bricks won't all be the same color when I'm done and won't be quite so orderly looking.
The head isn't quite how I want it. Some of the features seem too harsh. I may end up re-doing the head from scratch.
I found that ZSpheres are great for making and placing wires. I'll post a tutorial after 1.5 comes out.
Emphasis added by me:
The thing I'm happiest about though in this image, is I think I've managed to achieve a nice, translucent quality to the skin material. :D
As always, 121 welcome.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1028288234dnc.jpg
This flat-color rendering seems to portray better the look I was going for for the head.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1028288284dyr.jpg
ed_the_atom
08-02-02, 04:58 AM
Hi Winged One,
First off the flat image is excellent.
So is the 3d image...as far 3d images go.
I know you are not finished...
I also understand the 'clean' style of 3d computer art.
But clean becomes boring to my mind...the randomness of the world must intrude, the stains, the dirt, the dust, the litter, the decay, the unexpected, the atmosphere...cold, hot, overcast, damp...breeze the list is endless. Another thing lacking in many 3d images I have seen is movement, gesture.....fluid action for a point......history of a figure must exist..as with future......where's it run from?......indicators needed.....where's it going......does the action suit the environment.....can the action dictate the theme......or is the theme dictating the action.....what of emotions?......does the viewer feel fear?.....hope?.......relief? etc.......what colurs must be used to create a 'climate'.......and on and on.
As an aside......to be able to represent an object is within everyones grasp......but to turn an object into 'meaning' is another thing.....then to combine objects in an image is quite another thing.....
However I ramble.....what I see here I like.
Best wishes
WingedOne
08-02-02, 05:00 AM
Don't worry, there will be plenty of debris, graffiti & grime when I'm finished. Plus one or two other figures. :) ...As well as a cat and a few rats. What's a city alley without rats? :rolleyes:
It's Progressing well WO, I can see what you mean about the head, you could try adding a light(spotlight?) on her right side(our left) to lessen the shadows to bring out more of her features.
Excellent update, Looking forward to the other updates.
DeeVee,
Joe.
MrBraun
08-02-02, 05:45 AM
Nice work WingedOne !! Well done!
Ron Harris
08-02-02, 07:13 AM
this is a kewl progression you are taking us on....and thnx for the organization info that helps...this latest version is really coming to life nicely :cool: :cool: :cool: :cool: :cool:
filament9
08-02-02, 07:53 AM
Looking through the progression of this, it's turning out great. The completed image will be something! Fine work WingedOne.
WingedOne, the color is really bringing this alive. Great style, and the tutorials and work process info are extremely appreciated.
One 121 sort of comment - isn't the door a bit small, or out of relation to the character? :eek:
:cool: :D :cool:
Wow WingedOne! This is really coming along. The step by step is really awesome as is the latest update!
:tu: :tu: :tu:
WingedOne
08-06-02, 02:58 AM
Since I was unhappy with the way the head was turning out in my Cyberelf image, I decided to create a new head from scratch. It seems before I could incorporate the new head in the picture, she decided to go off and have her portrait taken at Sears.
Actually, it was meant to be a "quick" study to see if the new head would work better, but I got carried away. :rolleyes:
I used a fog alpha to darken the edges of the picture and bring the face out from the background.
I used the stencil along with the the simple brush to create the folds in the eyelids.
Fiberbrush with Zintensity and RGB Intensity set at 75% was used for the eyebrows.
The hair was done using this technique: http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=002238
The hairstyle was actually based somewhat on someone's hairstyle I saw on someone that passed by me on my way to work one morning (thinking "Hmmm, that's interesting.") and I made a note in my mental file cabinet for later use.
Next step will be incorporating the new head in the original image as originally intended. :rolleyes:
As always, 121 welcome.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1028627832fgh.jpg
cartoonmonkey
08-06-02, 03:31 AM
Whoah!
Nicely done!
Love the closeup/skin texture.
C
Sample D Light
08-06-02, 04:47 AM
My LORD! A 110 fold improvement. Thanks for the Hair TUT link. I love how the little thigs like the veins on her breast and arm have been added, realy pulling this one together. I could lose myself in the universe of her eyes-someone toss me a tether! WAY TO GO!
Fantastic work WO :tu: This is taking on a life of it's own :tu: :tu: :tu: :tu: :D
DMerchen
08-06-02, 06:34 AM
Excellent! That's about all I got to say about that. :D
robotalk
08-06-02, 07:12 AM
That new face is all time great--what an expression --what eyes--and fantastic skin texture--the little visor screen monitor --well it's all just amazing and beautiful--WOW :D :tu: :tu: :tu: :tu: :tu: :D
Walks the fine line between fantastic and wonderful. ;)
:tu: :tu:
She looks super Wingedone. You did that seperatly right? To get it back into your main picture you're going to have to re do a lot of the work? I'd never be able to do that. Can never do anything twice it seems.
I love this, verry good job.... :tu:
whoah thats a HUGE step in the right direction! I can't wait to see what it looks like once the entire image is done in this level of detail :tu: :tu: :tu:
Very, very, very, very nice! Wow, she is awesome!
:tu: :tu: :tu:
Belleski
08-06-02, 10:02 AM
Really impressive! Lots and lots of detail.
Love the colour scheme and the pose of the Elf.
Only one suggestion,(this is by no means a criticism),...the brick wall could be less clean and perfect...add a grunginess and dirt.
How about some garbage and litter coming from the overturned garbage can. Just a suggestion.
The figure is great!
:cool: :tu: :tu:
WingedOne
08-06-02, 10:08 AM
Belleski, the garbage will be on its way shortly. :)
See my reply to ed-the-atom up above.
DLee, it'll basically mostly just involve clearing the layer that I placed the old head on and replacing it with the new head tool. I'll need to re-do the eyes as well, since the eye sockets are spaced slightly differently.
Thanks for the comments everyone. :)
Hey WingedOne, I don't mean to keep pestering about technique - but you mentioned using the simple brush and a stencil for the eyelid parts - OK, that makes sense - sort of. How do you do that, and keep the head object a tool? I would have thought that as soon as you switch to the simple brush the head object would drop to the canvas - never to return...
WingedOne
08-06-02, 11:11 AM
I used the stencil and simple brush on the eyelids after I had placed the head on the canvas. Which means I'll have to do it again when I place the head in the full-figure image.
Thanks WingedOne. I have been extremely curious about "finishing" techniques, and that clears up a biggie. :tu: :tu:
WingedOne
08-25-02, 01:57 PM
Here's the latest update. First off, I added in the new head. The old one sucked. :rolleyes: I re-adjusted some of the colors and materials of the outfit. I added in some trash. :) I did a new texture for the bricks and walls and sidewalk. I dirtied up the sidewalk a little with the spray stroke. I also "grunged" up the trash cans using the spray stroke as well. I used a combination of the smudge brush and hookbrush to make the bricks look more irregular.
I realize the a couple of sidewalk cracks are missing. I still have to do those.
I want to re-do the Tatoos neon sign, since I'm not happy with it right now. Still some more stuff to add (graffiti, rats, a couple more figures, etc). I also still need to change the height of that door. I'd say I'm about 65% done at this point. :rolleyes:
As always, 121 welcome.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1030309050rre.jpg
zerobugetgamemaker
08-25-02, 02:09 PM
Excellent update winged one. now for the 121. The window(as im sure you know) is not clear. I would change that, but its not a priority. the breasts don't look enough like theyre two seperate things. Thats all for now.
:tu: :tu: :tu: :tu: Excellent work.
david
Ron Harris
08-25-02, 02:27 PM
very nice update WO...I know you want the eyes of the forum....so I like the added debris....I would resize the cans though...the one in the back should be a bit smaller and the one by her foot should be alot smaller...and some shadowing in the cleavage to separate the two breasts....looking great though...I love seeing each and every new update...thnx for keeping us posted :tu: :tu: :tu:
MrBraun
08-25-02, 03:31 PM
Good update WingedOne!! :D :tu: :tu: :tu:
Nice :ex: extreamly nice :ex: :) :tu: :tu: :tu: :tu:
I really like the new additions. The trash is a great touch. The only suggestion I could think of would be to continue mucking up the place a bit so the textures on the ground and walls aren't so clean lookiing. Can't wait to see the next update :tu:
Im really looking forward to the finished image :tu: :tu: :tu:
Belleski
08-25-02, 10:34 PM
This is coming along beautifully!
Just a couple of tiny suggestions that I'm sure you have already thought of....but here goes...
-The dirt is a great idea, but it needs to be smudged and smeared, so that I looks less like spilled cat crunchies. ;)
-The figure needs a shadow or something to anchor it to the ground.
The new touches that you have added so far are great! This is going to be one of those images for gallery when you have completed it ! Keep up the good work. :tu: :tu: :cool:
Great update WingedOne :tu: :tu: :tu:
stargo
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