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Mentat7
08-10-05, 09:55 AM
I began this project with the intent of modeling a Zif figure in Zsphere preview mode. It is my intent to texture it in this manner too. The idea was to be able to create a complex figure that could then be re-posed by simply moving the zspheres around. It works to some extent but not entirely to my satisfaction. As you add more detail or begin to move the mesh around the joints it is easy to "break" the mesh when you try to re-pose it. It is my hope that Z 2.5 will overcome this with it's new "boning" feature. :D I have completed the first two parts in the process. After taking the shots I noticed a couple more areas that could use some more bumping so I will tweak that and then it's off to texture land.

Here's Muuger

Muuger-Zif-View.jpg
Muuger-B&W-Side-2-View.jpg
Muuger-B&W-Side-View.jpg
Muuger-B&W-Front-View.jpg
Muuger-B&W-Back-View.jpg

MrLearner
08-10-05, 10:44 AM
Thats one disgusting character! Well done :)

pixelsoul
08-10-05, 10:46 AM
:D Outstanding character hope you going to finish him quickly ;)

Bas Mazur
08-10-05, 11:21 AM
Reply Quote UserGallery ThreadGallery Post#2
aurick
Super Moderator


While the ZSpheres are visible, you need to press Tool>Morph Target>StoreMT before you begin posing the figure, texturing it, or sculpting the preview. This tells ZBrush to use the skin calculated from the default pose every time you preview the mesh, rather than calculating a new skin each time.

Mentat7
08-10-05, 11:53 AM
Reply Quote UserGallery ThreadGallery Post#2
aurick
Super Moderator


While the ZSpheres are visible, you need to press Tool>Morph Target>StoreMT before you begin posing the figure, texturing it, or sculpting the preview. This tells ZBrush to use the skin calculated from the default pose every time you preview the mesh, rather than calculating a new skin each time.
Thanks Baz but I know all about that (having practiced with that technique a lot in the beta last year). It still isn't perfect and breaks can still occur. ;)

Jason Belec
08-10-05, 11:53 AM
Eeeeuuuuwuuuwwwwwwwhhhhh! Toe jam! ;)

Interesting character.

Ron Harris
08-10-05, 07:12 PM
Outstanding character, Lon. I get teh breaking mesh too....made a hand the other night and posed it a bit and it went all crazy. Great to see ya posting...
ron

ps. quit stealing my ideas :lol: :lol: :lol: ;)

SolidSnakexxx
08-10-05, 07:35 PM
Great ZSphere model and great details you put in. I like how the toe nails. :)

Yong

aurick
08-11-05, 12:45 AM
The volume rigging shown during the SIGGRAPH demos (and also in the preview movie already posted here at ZBC) showed very nice deformations when the rig is posed. :)

Drummer
08-11-05, 03:02 AM
very nice creature !!
it remind of star wars ....... COOOOL :cool: :tu:

ZedHead
08-11-05, 03:33 AM
very nice mentat!! as usuall.
i don't really use zspheres myself but it's guys like you that make a strong case for them.
Again very nice work!!

Bas Mazur
08-11-05, 05:56 AM
The volume rigging shown during the SIGGRAPH demos (and also in the preview movie already posted here at ZBC) showed very nice deformations when the rig is posed. :)

We all hope to use it soon :tu: :tu: :tu: :tu: :tu: :cry: :confused:

Mentat7
08-11-05, 06:20 AM
Thanks everyone. The poly count is around 1.4 million. Some people have asked me how I did the hands and feet. Well, basically I took the ZSphere you see at the top of the thread, bulk in the form, then sculpt out the final shape and add details. It isn't perfect (I will be the first to admit that) but there is no real secret to it. I often look at my own hands and use them as a guide as to what to sculpt where. As for the fingernails/toenails I flatten the area on top of the particular digit then go to the highest subdivision level and use the Layer edit brush to lay in the basic nail. Then I pull the edge of the nail out over the digit and build up the areas around the nail with the Standard edit brush.



The volume rigging shown during the SIGGRAPH demos (and also in the preview movie already posted here at ZBC) showed very nice deformations when the rig is posed. :)

I am really looking forward to this! I imagine there will still be some inherent issues such as when trying to reposition a limb that has overlapping geometry at the joints but I am betting it will be a much more viable solution than trying to do it the way I am now. :D

Mentat7
08-11-05, 11:24 AM
Well I think it is probably 95% done. Not sure if I will do anything else to it other than experiment. I created a base texture using Projection Master which consisted of basically a light/dark texture map to define the form. Then I dropped the tool and painted the rest by hand. I may play around with some body hair next. We shall see. :p Oh and I used Mr. Sims wonderful alphas for both the sculpt detailing and the paintwork :D Wonderful alphas those are :D

All work done in ZBrush (modeling, skinning, scultping, texturing, paintwork you name it). Final image sizing and jpg compression done in Photoshop. What can I say? I'm a ZB purist. :D :lol:

Muuge-Final.jpg

Mr micro26
08-11-05, 12:06 PM
Awesome final, the creature design is excellent also. Very good work with the texturing and shading.
Keep it up:tu:
:)

pinkarman
08-11-05, 01:02 PM
very very good!!! :tu: :tu: :tu:
looking at the zspheres structure i'd never thought that such a monster could come out.. at first sight i thought it was the structure for a funny sci-fi robot..

ZedHead
08-11-05, 02:10 PM
Wow,

With textures the model really comes to life, looking even better now

im really gonna have to refine my technique when it comes to painting textures in Zbrush you and Southern's texture work rocks!!:D

DMerchen
08-11-05, 03:38 PM
Nice work as usual Lonnie. Lost touch with you and Ron. It's nice to see your inspirational stuff up again. Got a quick question for you. I think I already know the answer, but I will ask anyway. When you create veins and such, do you do it with symmetry on. My thought is no, you don't. That is a lot of work. Nicely done!!!

wenna
08-11-05, 04:04 PM
Hi Mentat!!

Great to see you zzzz'ing again! Outstanding job! Hope to see more in the future. hmmm hair! yes, let's see how that would work! :D

moebius
08-11-05, 08:07 PM
Nice to see you back here again.
The texture is looking sweet.
Now lets see som poses.

333666999
08-11-05, 10:32 PM
:b4: :b4: :b4: :b4: :b4: :lol: :cool: :tu:
@Mentat7
How did you make the nails?
:b3: :b3: :b3: :b3: :b3: :qu:

Mentat7
08-13-05, 05:55 AM
Thanks again yall! It isn't necessarily a great piece of work but I am glad you like it.

Dave.... in this case it is modeled in symmetry... sort of. I detailed one half the body then masked that side off and used TOOL>DEFORMATION>Smart ReSym X to copy the detail to the unmasked side of the model. Normally if I were putting down details like veins and skin blemishes I would not do it in symmetry. Oh and I don't get on IRC anymore. I am on Messenger from time to time though. Look me up if you see me pop on. I have been spending a lot of time playing World of Warcraft.... it's the Devil I tell ya!! :lol: :lol:

anrshelt
08-13-05, 06:10 AM
Pretty bad-ass dude. I just got my feet wet with the program.
Q: How many man hours to get the above result??

AWESOME!!
~anrshelt

pixelsoul
08-13-05, 06:19 AM
:cool: The textured version looks very cool.. the skins seems very natural.

vlad74
08-13-05, 12:12 PM
Excellent execution. The skin is just perfect. :tu::tu::tu::tu::tu:

Dickie
08-14-05, 01:16 AM
Mentat7: So good to see you post again...:D I love this character's design. The detail work and painting are really cool. That snarky grin of his gives this a fun feel also. He looks like he's ready to raise hell...:lol: Great stuff...


Dickie

DMerchen
08-16-05, 11:08 AM
Lost in another world? I can truly imagine! I wouldn't mind playing WOW, but just can't part with the money. Instead I got into Guild Wars. I would have to agree, they are of the devil!:lol: :lol: But still fun. Great to see your work again! I will be away for a bit more. Just moved from Connecticut back to Texas. Closer to family. Keep em comin'.