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Kircho
05-31-03, 03:22 AM
Greetz to ZB-C,
This is my first attempt at using Zsphere until now. I was skeptic about their ability and potential as useful tools for modelling, as I found them inedequite for facial modelling.

Boy was I wrong...there simply amazing...!!...I modeled the skeleton first then the layers of muscles, and finally I added some bridging volume...what a piece of cake....

http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1054376934bpw.jpg


I produced this model to test z-spheres for producing characters and to produce a model which I could use to teach my self to animate :)

thanks to Pix...thanks for the artisitc foresight you have built the package on!!.

C&C welcome

Kircho

zerobugetgamemaker
05-31-03, 08:00 AM
Very nice model Kircho, are you going to show us a unified mesh of this?

David

Kircho
05-31-03, 08:18 AM
Hi guys...just started skinning the skeleton and am comming into a few problems.
While modelling the z-spheres my idea was that once I create the volume of the body, skinning would just drape the mesh over my muscles like skin!!...not the the case at all...

I have tried both types of skinning with unsatisfactory results...

This is the model :
Body.zip (http://www2.zbrushcentral.com/uploaded_from_zbc/200307/user_file-1054394204dce.zip)

If there is any other method of skinning a model or producing the effect I have talked about, I would appricate very much an answer :)

thankyou

Kircho

Kircho
05-31-03, 08:18 AM
My Mistake I have spoken too soon, after some reading I came up with satisfactory results. Below I show my experimental progression :

http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1054396501xpz.jpg
The last model is the final result.

BTW if anyone would like to use the model with the same skin , the setting are :
Unified Skin setting ->
Resolution : 144
Sphere Density : 86
Skin Smoothness : 45

The lesson here is ....there is no limits with ZB :)!!!

Cheers

zerobugetgamemaker
05-31-03, 08:20 AM
You could get rid of the extra shaping leave only the shape of the body, do as adaptive or a unified skinning, then model in the details, thats how Ive seen it done most often.

David

Mentat7
05-31-03, 08:56 AM
Have you tried changing the Smooth setting to say around 50 or so? It is in TOOLS>INVENTORY and is the little SMT button above the MAKE UNIFIED SKIN button. I tried it on your ZSphere and it gave satisfactory results. If you are looking for a method that will create a perfect muscled figure for you just by skinning then I am afraid you will never achieve that. You will need to do some modeling even after skinning to get the desired results. Hope this helps.

Kircho
05-31-03, 09:10 AM
Hey guys...appricate the replies all turned out fine due to your input :tu:...thankyou

Although I realise that its impossible to reach a level where you have perfect muscle definition, with care I am sure it can be achived , considering my model is very seond rate.

For me its important to have the right volume and dimensions and I'm very happy to say that I've reached that goal...

thanks once again

Kircho

Frenchy Pilou
05-31-03, 03:45 PM
Hi Kircho
Maybe this can help you :)
The best site of anatomy :) (http://www.fineart.sk/)(now it's seems slow down so return as soon as possible)
Pilou

Kircho
05-31-03, 05:11 PM
THanks Pilou..much appricated...

I wanted to mention quickly for anyone who is considering a work flow for creating characters for animation in other packages as I am.....
Although this way of modelling does not fit with the Normal Map ---> Displacement Work flow which I think should be our ultimate goal, its much faster and easier then creating a topolgy of your whole model with another package , and indeed in contrast to methods of character modelling that involve multi-markers and say sphere sculpting a character..etc.

Why..It is not only a great way to learn and understand the musculature of your character, so important when animating and after wards and creating the topology for discplacement(that is determining the volume planes of your model), but also allows for quick and effective creation and design evolution ,again in contrast with the static premade topology...IMO

Cheers

Kircho