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View Full Version : Nephilim (An Exercise in Box and Edge Loop Modelling) (WIP)



WingedOne
11-21-05, 03:16 AM
This started as an exercise in Box Modelling and Edge Loop Modelling for me.

Nephilim.JPG

LowPolyHeadComposite.JPG

Here is a ZScript of the modelling session before I added the headpiece and choker. (See attached file)

To add the headpiece and choker are selected those regions, went into "Polygroups" and pressed "group visible". I temporarily hid the other regions and then I pressed "inflate" in the deformations pallette and then pressed "edge loop" under geometry. Then I made everything else visible again.
Here's a simple ZScript showing the method I used to do it. (See attached file).

Next, I have to work out how I want to do the hair.

I know I need to add some more detail to the eyelids as well as adding more musculator to the neck.

As always any 121 welcome.

Now it's off to work for me at the train station. :rolleyes:

pixeler
11-21-05, 03:44 AM
:tu: Hey there, thanks for your Zscript, I always think how to make a low poly model in Zbrush, your work would be a great help for me. I'll discuss more of you after watch your Zscript~;)

darko999
11-21-05, 09:06 AM
Nice. Thanks for the ZScript!

upham
11-21-05, 10:45 AM
Hey Winged One
Thanks for sharing the script!
Unfortunatly it didn't play back too well near the end! Did anyone else get this??

I get slightly different results each time...?

lowpolyhead.jpg , lowpolyhead2.jpg

Upham :)

WingedOne
11-21-05, 11:53 AM
I tried running it myself before I posted it and it ran fine for me. Is anyone else having problems running it?

Are you on a PC or Mac? I recorded it on a PC, so I was wondering if it might be a compatibility problem. Also what desktop resolution are you running at? My desktop resolution was at 1152x864. I'm wondering if there might be an issue with a selection box being used off-screen.

Sometimes I've had my screensaver come up while a ZScript was running which would screw up the ZScript, especially when selecting with the drag-select rectangle, so I disabled the screensaver.

darko999
11-21-05, 02:17 PM
No problems here!

Try to download it again.

WingedOne
11-22-05, 03:23 AM
Here's the latest update. I fixed up the neck a little and I added some more detail to the eyelid. I also added some hair using "Inner Extrude". It's not going to stay sticking out like that :lol: , I plan to style it using Move Transform or something.

I'm also enclosing a ZScript where I make a kooshball showing how I did the hair.

Nephilim2.JPG

Antimorph
11-22-05, 03:44 AM
Wonderful thread, that hair makes me smile.

Love your style Wingedone.

lemonnado
11-22-05, 05:37 AM
I LOVE that hairstyle!!! Very original!
Lemo

WingedOne
11-22-05, 05:39 AM
I LOVE that hairstyle!!! Very original!
Lemo
I'm not going to be keeping it that way. :eek:

Antimorph
11-22-05, 06:07 AM
Ahh, this is going to be good. A little masking, a handful of deformations.

Loving this technique, completely missed the inner extrude function. Looks good for all sorts of flowers and trees . Thx Wingedone!

upham
11-22-05, 09:28 AM
Great kooshball technique there!

Yesterday I had Minimum Stroke and Minimum Update turned on in the zscript palette to save a little time. When I had it turned off the zscript played back perfectly! Strange, I havent seen this bug before. Please give it a go yourself!

Thanks again!
Upham :)

pixeler
11-22-05, 07:13 PM
:tu: Hey there Wingerone, you're so imaginative. The hair make me laugh too, and in my school some guys are crazy in that style. But too be honest it's a good way to make Zhair. I wonder weather you want to make a long hair. If you want, I think it's could be a good way to make a mask of hair and do more divide, in this way you can make it longer and smoother. What do you think? If you got a better way, please tell me, OK?
Make a nice hair in Zbrush is so hard for me.:(

WingedOne
11-23-05, 03:30 AM
Here's the latest update. Mostly with experimenting with styling the hair and working some on coloring and lighting. I still need to work on proper materials and texturing still. After this, I need to start working on part of the torso and one of the hands which will be visible in the scene.

I used masking to isolate the different areas of the hair. Then I used mostly SBend, gravity and spherize to get the general shape of the different sections and then I tweaked it some more using edit/transform.

I might try to refine the hair a bit more on my hairless model by doing the inner extrude at a higher resolution level.

Here's an interesting trick I found out: To do the coloring I made different groups visible and each time, selecting the color I wanted, I pressed the "fill object" button under the color menu.

As always, any 121 welcome.

I'm going away for Thanksgiving, so I can't do any more updates until Monday night. :cry: So, have a happy Thanksgiving everybody! :)

Nephilim4.JPG

Frenchy Pilou
11-23-05, 05:09 AM
Pilou

lemonnado
11-23-05, 05:56 AM
Nice! ZConditioner hahaha.
:tu::tu::tu::tu::tu:
LemonNado

WingedOne
11-29-05, 03:28 AM
A little material test. Still lots more to do with this, such as proper texturing and details, the rest of the upper torso, etc.

Like the "Fill Object" button in the draw menu, a "Fill Object" button in the Material menu would come in handy. Hint, hint, Pixologic. ;)

As always 121 welcome.

Nephilim5.JPG

Antimorph
11-29-05, 04:13 AM
I love it, looking forward to seeing what you do next. You have command of Zbrush and it's always a pleasure is to see what you produce.

I love the kooshball hair technique, and I've enjoyed playing with that idea this week.

Looks like you've applied a high specularity material to the eyes, I like that. I think it might be nice to make the lips wet too.

My first impression was that the luminous intensities in the hair were leaning too much towards black.

Any thoughts of a name for this character?

lemonnado
11-29-05, 04:34 AM
THAT looks very pretty now! I love that cartoony style!
:tu::tu::tu:Lemo

Antimorph
11-29-05, 01:46 PM
Material fill: That's interesting. Maybe a script that scans the document and compares pixol normals, changing material values for contiguous pixols if they conform with some threshold? Doesn't sound a million miles away from the true reflections script.

I've attached version of 'reflections' that speeds things up by skipping pixols. ;)

WingedOne
12-02-05, 03:41 AM
Worked on the skin texture. I scanned a part of my cheek in the scanner (looking rather silly in the process) and used that for the texture when I painted the texture on the face with projection master.

I also toned down the perspective a bit since it was a bit too severe, plus worked on the eyes (no eyelashes, yet).

I know I need to narrow the philtrum a little more.

Next, I want to work on giving her an expression.

As always, any 121 welcome.

Nephilim7.JPG

WingedOne
12-05-05, 02:40 PM
Here's my latest update. I meant to upload it this morning before I went to work, but I underestimated my rendering time, so I had to leave for work before it finished rendering. :lol:

I put together a ZSphere adaptive skinned body and started working on the background and clothing.

The clothing was done with difference meshes from the adaptive skinned body.

The forearm on the left looks too big to me, but it's also an effect of foreshortening. Both forearms are really the same size. I have to work out what to do about that.

I still need to work on the hands. I tried doing them as part of the adaptive skin body, but I clearly need more practice with that since the hands came out looking like gnarled tree branches. :cry:

I still intend to add a lot more detail to this, yet.

As always any 121 welcome.

NephilimMerged.JPG

Fouad B.
12-05-05, 04:49 PM
Nice Work WidgedOne ! I like the torso part.
may be, arms are little bit big..

:tu:

Moochie
12-05-05, 05:12 PM
Nicely curvaceous. Agree about the arms. Looking good. :tu:

WingedOne
12-10-05, 01:23 PM
Here's the latest update. I made the arms smaller and started adding more details. I used edge loop extrusions again to add the details to the clothes.

For the caduceus symbol on the wall I made an alpha in ZBrush and used the alpha in conjunction with the depth brush to draw it on the wall.

Next, I hope to work on the hands and finish up with the rest of the details.

As always, 121 welcome.

NephilimMerged4.JPG

Here's the alpha I used for the caduceus. Everything for the alpha was done using primitives except for the snakes which were done with adaptive ZSpheres. Feel free to use the alpha however you want, as it's unlikely that I'll need it for anything else.

Cacadeus2.JPG

aminuts
12-10-05, 01:59 PM
looking good WingedOne!! Looking forward to the final!

Slosh
12-10-05, 02:42 PM
I saw the thumbnail and knew it was you immediately. The arms look much better since the previous post. What did you change? The mesh, or just the perspective on the whole thing? Either way, it's going great.

WingedOne
12-10-05, 05:35 PM
Hi Slosh, :)

I just used edit/move to adjust the shape and size of the arms on the mesh. No change in perspective.