View Full Version : Lord of Darkness
fiddidilip
11-01-05, 11:37 AM
Heres my current WIP of The Lord of Darkness that Iv been playin with.
Its still very much in production but crit is more than welcome :D
lord of darkness wip3.jpg
redprosthetic
11-01-05, 02:10 PM
HA!
I am working on a LOD-like character myself, but a bit more personable. It's a small modelling world after all.
I always wondered how he had the strength to actually move his head around.
No so much a crit as a "hey!" :D
fiddidilip
11-01-05, 05:41 PM
Im doin this for a piece of animation so will have fun gettin alot of expression from him :D
lord of darkness wip5.jpg
Moochie
11-01-05, 07:05 PM
Hi .. it's looking good! Something odd happening with his left horn, though, unless it's an optical illusion. Keep going! :tu:
fiddidilip
11-02-05, 05:08 AM
no the horns are symetrical, think its just the way that its rendered and the angle that it rendered at.
Need to work on the horns abit but dont have the polys to do fine detail on them. Need zb2.5:D pls!
Think il end up puttin alot of the detail in to a texture map to save time.
pixelsoul
11-02-05, 05:29 AM
looks good.. but the lips/chin looks kinda funny :lol:
fiddidilip
11-02-05, 07:08 AM
yeah i no what u mean about the lips. Im havin problems tryin to get them to look rite as usually i'd model the mouth shut which is easy but as this is for animation im bein forced to model them open to make it easier later on. Will do some work on them in abit to see wot i come up with
cheers for the replies
redprosthetic
11-02-05, 05:27 PM
Well, you could model them together and then split them up inside of your other 3D app that you are using and then export > import your tool.
Make sure not to jack yourself in the process and export your lowest division mesh to split up. Obvious tip, yes, but I've done it before by accident.
fiddidilip
11-03-05, 11:46 AM
Heres another pic for you to look at.
iv played with the mouth abit, looks abit more realistic. Also added some detail to the horn area as well.
lord of darkness wip6.jpg
fiddidilip
11-03-05, 03:08 PM
iv got major issues with this now. i exported the lowest sub div in to max to unwrap it. Didnt change any of the geometry just unwraped it, but it wont let me re-import it, just says that it needs the same amount of points and faces????
I dont undersatnd why this has happend?? any one got any ideas how to rectify this?
redprosthetic
11-03-05, 03:17 PM
Hmm.. are you trying to load up your exported mesh inside of your original zbrush tool when it gives you that error?
I can't say that I know anything about how max works, but I'd wager that this error is due to max is physically breaking up your original Zbrush mesh when you import it into max, and then when you try to import it back into your original tool in Zbrush it freaks out because there is more than one object... at least that is my hypothesis.
If you don't have any tool selected when you fire up Zbrush, just import your mesh that you played with in max and it should load.
If that works, then it's got to be something with max doing some tweaking on your OBJ when you import it. You should be able to play with some import properties that should fix that. I know that in Maya you have to set the flag to create multiple objects on import to 'off'. Maybe there is a similar flag in max?
fiddidilip
11-03-05, 03:38 PM
Rite iv got it to update the model. i found that when i unwraped it i used symetry save doin things twice, which added a couple of stray and random verts. These where removed and the model updates :D
Now when it updates it competly rips the mesh to pieces :cry:
heres my export settings
export settings.jpg
Anyone got any ideas?
redprosthetic
11-03-05, 03:58 PM
Here are what my Maya setings are for my .OBJ exporting, just for comparison to those of max.
Hopefully this will be of some use to you.
Edit: tiny little thumbnail image, isn't it? Basically, it is only set up to export the vanilla .OBJ, no bells or whistles, just an .OBJ with the default file extension, no groups of any kind are to be associated with it.
objsettings.jpg
fiddidilip
11-03-05, 04:15 PM
Iv turned off all the extras so it just exports to a .obj but still no luck
temped to install maya but far to much effort :rolleyes: cheers anyways:D
Is there any one who uses max that knows how to solve this problem?
Moochie
11-03-05, 04:36 PM
Use the tool > import sub-palette option, rather than the import obj option at the very top of the tool palette. Or is it the other way round? Whichever way you're trying to import, try the other route. Or create a fresh ZB session. What you're trying to do is load the mesh into the currently selected tool. Instead, you need to be loading a new tool.
fiddidilip
11-03-05, 07:04 PM
Iv tried all the different import routes and setting and cant get it to import it properly. It will up date the mesh yet when i try to move up the sub div levels it rips the mesh up.
i have a felling that its doin this cuz its thinks the Uv are still the same so sub dividing the mesh to the original Uv's therefore ripping up the mesh as the Uv's have changed.
If that makes any sense??
aminuts
11-03-05, 10:45 PM
sounds like max is changing the point order....there are some threads around here on how to export from max so this kinda thing doesn't happen....sorry I don't have them handy to leave them here at the moment tho...but a search should turn em up.
Moochie
11-04-05, 12:38 AM
Yes .. I remember reading the same thing, aminuts. Our new friend wants to head over to the Troubleshooting forum and get digging.
If the mesh is simply breaking apart where there were boundaries between polygroups, it'll be necessary to weld all the parts before exporting from Maya. Or use the 'crease edges' technique in ZB (look for posts relating to Poser, in particular, for details). Good luck.
fiddidilip
11-05-05, 09:09 AM
Iv decided to cave and install Maya to make my life that little bit earier as iv been pulling my hair out over the issue with max.
Does anybody have a link of were to get the .OBJ exporter for Maya from??
aminuts
11-05-05, 04:13 PM
am sure highend3d has it.
redprosthetic
11-05-05, 06:48 PM
it's included, but it isn't turned on by default.
go to the plug-ins manager and flag it on as well as to automatically load on start-up. in case you don't know where that is, window > settings & preferences > plug-ins manager.
i for one would like to welcome you into the wonderful world of maya.
i hope you enjoy your stay :D
fiddidilip
11-05-05, 06:52 PM
lol yeah found that and loaded it in.
Such a pain though tryin to find the plugin manager on a different piece of software:confused:
still didnt solve my problem though :cry:
got to the stage of just giving up trying to import new uv's, does anyone know if this is goin to be updated in zbrush 2.5?
rtwolfenstein@hotmail.com
11-06-05, 07:06 AM
omg this guy so looks like hes got his balls dangling from his chin no offense but it is kind of funny
fiddidilip
11-12-05, 02:06 PM
Been playin with the body for a little bit and think its as good as done for now :rolleyes:
Here is a low poly render which has the normal map on it to give the detail.
Think this is approx 15,000 polys
Any crit would be much appreciated
lord of darkness wip13normals.jpg
fiddidilip
08-25-06, 08:14 AM
not touched this character for a long long time but have just put together some renders for a portfolio piece.
so much i want to do with so little time :cry:
lord_of_darkness-for web.jpg
shandaman
08-25-06, 10:11 AM
Looking good dude!, Reminds me of a character I saw in a old hercules cartoon cant rember then name of it....
That's a great looking model.
Crazywizard
08-25-06, 11:57 AM
The neck is not big enough to support the weight of those horns. Bulk up the neck and surrounding muscle in order for your model to be biologically possible.
alannoon
08-25-06, 02:08 PM
If you still want to try using max to import/export, turn up your precision to at least 10. (I use 12, the maximum.)
GBartrem
08-26-06, 09:59 AM
Looks like the Devil in the old Tom Cruise movie Legend. Looks very good, I might add.
I always dug his horns!
Gordon
fiddidilip
08-26-06, 02:36 PM
hehe yeah the devils name in legend is the lord of darkenss
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