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drawingtroll
01-14-02, 01:16 PM
This was modeled (using subdivision(low pol->smoothing)) the other day, is not a model but a rough experiment (I was jus testing Wings3d modeller's features) .Later I made an even quicker uv map work in Lith Unwrap, and at last began 3d painting in zbrush and texture master. Not going to follow as there are some terrible modelling errors,(and it has no real eyes XD ) and because I'm a bit lazy ;) But for me is more than clear that I really like zbrush for texturing. Er...the other day i said that for imported obj models, to prevent automatic smoothing in TM, I did put smoothing to 0..well..i should have said I put also divides to zero, also.

painting with Texture Master..a simple colour base.
http://www.iespana.es/yagositio/5.jpg
http://www.iespana.es/yagositio/6.jpg

rendered in Anim8or:

http://www.iespana.es/yagositio/1.jpg
http://www.iespana.es/yagositio/2.jpg


before subdividing in wings3d
http://www.iespana.es/yagositio/firstry_D.jpg ]

subdivided
http://www.iespana.es/yagositio/firstry_C.jpg

subdivided a visualized with smoothing normals:
http://www.iespana.es/yagositio/firstry_2.jpg


oopss...too much images...

upham
01-14-02, 02:11 PM
Damn, that's a really nice 3d model you've made there! Especially from a free modeler. I've got to admit Wings3d put me off without really looking at it because of the crappy logo! (ha ha) You know how it is with free modelling programs - they can usually create spheres and cones and boxes - hoh-hum ... But I'm really blown away by what you've done with Wings DT!! I'll be haveing a closer look at it now. (After I've studied Davies ZScripts lessons). Also I've spent an arm and a leg on Studio Max so I'm usually not too keen to devuldge outside that.

:: Useing Texture Master I'd advise you to paint the whole head first and then paint the details last. I usually have a wee bit of trouble with blurring of detailed strokes after a few "drops".

Hey, lets see the whole head when you've finished! Do you plan on animating it in another application??
Upham :)

drawingtroll
01-15-02, 10:04 AM
Thanks, Upham, you're very kind. :)

Well, In fact, I have always used lots of freeware modelling proggies. If I think of it now...I see I have always choosen those with a certain kind of interface..that must deal with the way I see 3d space or something.

<BLOCKQUOTE>quote:</font><HR>I've got to admit Wings3d put me off without really looking at it because of the crappy logo! (ha ha)<HR></BLOCKQUOTE>

XD

<BLOCKQUOTE>quote:</font><HR> You know how it is with free modelling programs - they can usually create spheres and cones and boxes - hoh-hum ... But I'm really blown away by what you've done with Wings DT!!<HR></BLOCKQUOTE>

er...that was an octahedron, at the beguining. They dont have the "orc primitive" XD XD XD

<BLOCKQUOTE>quote:</font><HR>Also I've spent an arm and a leg on Studio Max so I'm usually not too keen to devuldge outside that.<HR></BLOCKQUOTE>

Having Max, I hardly thing on the need another package, more than a 3d painter. In fact, the modelling things -well, some of them- such as edge loops, rings, etc, found in Mirai, Nendo and now Wings3d, can be achieved in Max with a pair of specific powerful max scripts. Or that they say.

if I had max at home I would rarely switch for freebies. Although for organic modelling...i am not so sure.

<BLOCKQUOTE>quote:</font><HR>Using Texture Master I'd advise you to paint the whole head first and then paint the details last. I usually have a wee bit of trouble with blurring of detailed strokes after a few "drops".<HR></BLOCKQUOTE>

An important question: Are u sure that the blurring u notice also happens if u set divide and smooth to zero, doing it every time (the first times) you pick or drop?

Because...if mesh faces count is changing I could understand that blur..if not..well, maybe the intentional fade at the 'area' borders for seams reduction...maybe that repeated action is doing that to you, I dont know. I havent noticed, but never spent more than a few minutes with TM.

<BLOCKQUOTE>quote:</font><HR>Hey, lets see the whole head when you've finished! Do you plan on animating it in another application?? <HR></BLOCKQUOTE>

As I said, you're really kind. :) But I am afraid there are too much big errors bellow that painting: terrible modelling, simplistic proportions (also wrong and besides non accurate to what an orc is) and bad UV mapping (made it so quick I didn't fix lots of overlaps.) I get sick painting over that errors ;)

I do know a bit of animation, also...very little knowledge.

el_pix
01-15-02, 06:12 PM
oh my, that's exactly what i initially wanted the full version for. even though i discovered in the meantime, that Z is *much* more than a texturing tool, i'd still be interested in some more details ....
what happened to the uv mapping, when you imported that?
did you map it with the standard projections in Z?
had any problems in the process?

i'm attaching some low poly models of my own, for the taking. feel free to paint on them, morph them, do whatever you want and i can't try :)
i still think that wings + Z must be a great team, 'cause sometimes you just *need* controllable low poly models.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1011147064qvk.jpg

all 3 models as .obj (180k zip)
wings_obj.zip (http://www2.zbrushcentral.com/zbc_uploads/user_file-1011147121nvh.zip)

Kerstin
01-15-02, 10:38 PM
Very well done! And these are NOT to much images. Itīs interesting how you made this model. :tu: :tu:

Kerstin

drjjwow
01-15-02, 11:32 PM
looks like a great project... texture is starting to come into view..

upham
01-16-02, 01:26 AM
Weeeeeee!! That was fun!
http://www2.zbrushcentral.com/zbc_uploads/user_image-1011173030tpe.jpg

I gotta admit, this model was really hard to paint! There were lots of streaky parts in it for some reason. I'd be interested to know what caused it.
Thanks for the models El_Pix!!
Upham :)

PS. Hey, heres some interesting links for human head modeling ... (spot the Peter Levius link!)
http://www.erc.msstate.edu/~camen/thehumanhead/
http://home4.swipnet.se/~w-43920/ulf/tutorial/
http://www.3drender.com/jbirn/ea/HeadModel.html
http://www.highend3d.com/maya/tutorials/peter/model1.3d

and ....
http://www.yoyodyne.net/Projects/loomis/index.html (23meg anatomy book PDF!)
Which is pretty much the same Loomis book that Levius has on his site!

el_pix
01-16-02, 01:34 AM
hey, you already tried it!?
honest, i have no idea what may havw caused it, i didn't even touch the uv mapping on that one, it was modeled straight out of a subdivided cube in wings, so i guess the initial uv mapping may have been spherical. but with all the deformations and extrusions applied, there simply *must* be some overlaps and whatnot.
and i even did that intentionally :D to find out what the procedure and workflow with those models might be like ...

so, thanks for the effort, upham!

PinheadPaul
01-16-02, 08:33 AM
Well done drawingtroll :tu: :tu: :tu: !
I still haven't managed to get a handle on character modeling and I'd love to get a result lke yours.
Very interesting!

Paul

drawingtroll
01-16-02, 10:24 AM
Hi, thanks everybody. :) You are very kind.


Upham: hey, :D nice thing you did. It makes me think in Hobbit's Goblins (haven't seen the film, but read every book of Tolkien)

el_pix :

<BLOCKQUOTE>quote:</font><HR>did you map it with the standard projections in Z?<HR></BLOCKQUOTE>

No, but I think I read u perfectly could in Zbrush. It is just that I the habit of doing it with Lith Unwrap or Uv Mapper...

<BLOCKQUOTE>quote:</font><HR>had any problems in the process?<HR></BLOCKQUOTE>

Always have! ;) Mapping is one of those things I hate to do in the proccess, but I also know...that it has to be done(fortunately some modellers are also good skinmappers...that's nice for the 2d guy). ;) but I think you're referring to ZB uv applying. I don't have knowledge of that.

<BLOCKQUOTE>quote:</font><HR>what happened to the uv mapping, when you imported that?
<HR></BLOCKQUOTE>

If I remember ok, the problem is that ZB does make a flip of UV coordinates in OBJ import. Well, there are a pair of really easy ways to deal with this: flip the BMP texture later on, or better: flip the UV coordinates in UV Mapper or in Lith Unwrap...(you'll flip again once ended ZB work. Or if just textured, will use the previous-to-flip version)

ahem...well..I have explained all this before...they may kil me if I make again the same long explanation(too much for talking about other softwares than ZB)...search in the forum for the string "uv map" , and "mapping" and perhaps "Lith" and "uv mapper" ..if posts are still there, you'll find tons of info...Which are probably gonna solve your actual problems with mapping. ;)

Also, notice that Wings 3d...well,maybe a problem of compatibility with Lith , I don't know...seems that a geometry imported in Lith from Wings may cause duplicated vertexes...

But I am not sure about that. :)