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RazorX
03-13-03, 01:46 AM
This is a wip and my first atempt at zsphere modeling. Would welcome opinions. I didnt make the res high enough before making the skin, so the hands turned to mush. Also its not posible anymore :( How do yall pose them? If I pose it with zspheres, then symetry wont work anymore once a make the skin, right? Ah, one more thing. How can I have it render without being faced but without actually changing the geometry? I guess I mean smoothing it without smoothing edges to much.

http://www2.zbrushcentral.com/uploaded_from_zbc/200303/user_image-1047548780zdv.jpg

And a back view. I dont see my back much, so I just kinda winged it. Put what seems like a shoulder muscle and the two big ass muscles on the side of the spine. And I think the arms need some work on the back too.


http://www2.zbrushcentral.com/uploaded_from_zbc/200303/user_image-1047549252mjz.jpg

Frenchy Pilou
03-13-03, 03:00 AM
Hi Razor
You will find here (http://www.fineart.sk/) all model of human anotmy that you want (backside too ;)
And many books in the Size Zoom 1/1
like this (http://www.saveloomis.org/fun/1.htm) 122 pages of great teaching heads body perspectives :)
This Loomis is a genious :cool:
Have fun Surfing and happy modeling !
Pilou

RazorX
03-13-03, 03:03 AM
Thx Pilou, Ill give it a look.

Gerlon
03-13-03, 04:33 AM
btw you might want to consider making hands and other areas of detail seperate models, so that they are easier to work with.

RazorX
03-13-03, 08:35 AM
Can I attach the hands to the rest of the mesh after I make them?

aurick
03-13-03, 10:07 AM
Well, you COULD attach them using the MultipleMarker tool, but since the mesh is probably going to be used in ZBrush it's an extra step that you really don't need to mess with. Sometimes the "old ways" are really the best ways, and this is one of them. Draw your body where and how you want it on the canvas, then draw the hands and head separately, using the gyros to move and rotate them into position (remember that the Move and Rotate gyros will change the object's depth if you click in the cavas outside the gyro and drag up and down). Once you've gotten them positioned correctly in relation to the body, you can snapshot them to the canvas and then use 2.5D brushes (such as Blur) to blend them together on a pixol level. Or you can add other elements that cover up the seams (such as a woman wearing a necklace, which hides the neck seam).

Basically, let ZBrush's pixols work for you, rather than trying to do things the way that you might in another app. :) In fact, a great deal of Ztevie-rae's work is done with separate body parts. For one thing, they become easily reusable with just a few tweaks from project to project. And it's easy to snapshot them into any pose that he wants.

Regarding the matter of smoothing, set the Tool>Modifiers>Smooth slider to 1. This will smooth the polygons when you snapshot it to the canvas.

MikeHart
03-13-03, 11:42 AM
Hi RaxorX,
about your hands, I had the same problem when I sized the zspheres normal.
But if you oversizes them they turn out much better after skinning. Try that.

RazorX
03-13-03, 02:25 PM
Thanks for the help. I can see how reusable parts can come in handy, but I cant afford the full version, so I cant save tools. I just leave the program running all day and hope it doesnt crash :) So aside from the technical questions, how does it look so far?

filament9
03-14-03, 05:11 AM
You're on the right track. Most of the muscle detail can be added later, in 2.5D ( after positioning the model on the canvas.)
My first attempts at ZSphere modelling was a nightmarish joke. "Winging" it doesn't work too well. Reference material is handy to have around.
I keep an anatomy book handy all the time. Still, like I said, you are on the right track. :tu:

RazorX
03-14-03, 10:01 PM
This is a hand im making for my body. I know a couple fingers are not the right length, and some other stuff nagging at me, but beet them down with a stick cause Im getting tired of messing with it. What are yalls thoughts?

http://www2.zbrushcentral.com/uploaded_from_zbc/200303/user_image-1047708076nzd.jpg

And for those who are interested, this is the zsphere model. I guess SOMEONE might :)

http://www2.zbrushcentral.com/uploaded_from_zbc/200303/user_image-1047708705lcm.jpg

I hope Zbrush doesnt crash. Ive been running it for three days now, working on this test.

zerobugetgamemaker
03-15-03, 09:05 AM
The new hand is a huge imrovement. Save your work!

David

RazorX
03-15-03, 11:35 AM
Thanks. I would but, Ive got the demo :)

RazorX
03-16-03, 03:06 AM
I started to work on texturing the hand for a little practice when I realised two things.

A. I suck at texturing. And its anoying making a descent hand and not being able to texture it.

B. The skin color seams really hard to get real looking. I think this is due to the fact that your base skin color is augmented by spots of red. Capilaries and such.

C. I cant get hair thin enough.

Thats three but owell. Dont mean to complain so much, but I need some advice. Especially at getting thinner hair with the fiber tool. That little black patch was with the thickness at lowest. And how do you increase fiber length without increasing the drawsize? Any help would be appreciated.

http://www2.zbrushcentral.com/uploaded_from_zbc/200303/user_image-1047812792uqj.jpg

RazorX
03-16-03, 03:42 PM
I played around some more with the texture and put some nails in. I think I got sloppy, but what do yall think?

http://www2.zbrushcentral.com/uploaded_from_zbc/200303/user_image-1047858137gwc.jpg

gummie
03-16-03, 05:27 PM
Well if you need some help with the proportions, I think you overlengthened the pinky finger and generally the 3 fingers with the middle finger should have a falloff to the opposing thumbs. This is a good pointer I think.

Think of the hand loosely holding a pencil look - when the fingers are curved they are relatively even in perspective. Outstretched, falloff and pointer finger.
Study your own hand. :)

Anyway, as for your texturing you're not as bad as I am. :D I like how you got the veins, it looks to blend properly beneath the thin/smooth skin.

PS, you can also press the sleep button on your computer (if you're running XP) to save your session from croaking. :tu:

TVeyes
03-21-03, 03:01 PM
Your hand looks quite good, but as Gummie said, the fingers are slightly out of proportion. Getting it to look real is a major task and not easily achieved, good work so far.

Regarding the body I would have gone for the adaptive mesh workflow. IMO it is much easier. Create a low poly Zsphere mesh, move points around to show intended volume, divide and move the points around some more, divide again and finalise the details. Unified meshes, especially when derived directly from a Zsphere object are difficult to work with, again IMO.

Looking good :tu:. Looking forward to the finished item.

To change the length of the hairs applied by the FibreBrush you have to adjust the Brush depth value(Draw ::depth). Note, the Draw Size also influences the length of the "fibres".