View Full Version : elfufu ORC resurfaced mesh
Heres a project ive been working on for the pat 2 weeks on my off time..Wish i had more time to put into this as i like how its coming out... but working fulltime and doing your own stuff is a no-no...
the idea here was to do a model using a mesh as simple as say metameshs devil cage.. sculpting it out and then treating it like scanned data..and redoing the topology
My first attempt would have been silos topology brush but what i find with that is that is that it gives a soft model that has great topology BUT has lost all the form and requires alot of cleanup..option #2 is to do zack petrocs appraoch of xyz shrink wrapping it.. and the reconstructing the subdivision history in Zbrush.. the problem with this is some pipelines do not want the use of displacement maps and xyz shrink wrapping it is slooow as hell, and again the results are based on the displacement maps.... SOOOOO using maya live i traced the model while having a smooth proxy on one panel so i can see the progress and keep the models sharpness.. The problem with using maya live is that since youre doing a low poly on top of a high poly model when the low poly model is smoothed the volume is lost and the model appears thinner.. the solution to this is to smooth the low poly, shrink wrap that smoothed version, THEN in your channel box history set your divisions to O, since you have history the model will go back to the low rez HOWEVER the verts are now pushed away from the surface so when you smooth the volume will be the same as the hiiiiiigh rez zbrush model..
this approach is cool cause its so much easier to figure out what you want in zbrush.. and then just resurface it, once you get the hang of it its preety fast..so if there was ever a piece i didnt know how i wanted done...zbrush it out of a box,, resurface it....all polys
anyways.. heres what i got so far..
z_orc1.jpg
z_orc2.jpg
Z_orc3.jpg
lion.jpg
wire1.jpg
(http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2732016%27,%27wire1.jpg%27,1,0%2 9)wire2.jpg
(http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2732017%27,%27wire2.jpg%27,1,0%2 9)wire3.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2732018%27,%27wire3.jpg%27,1,0%2 9)
closeup.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2732001%27,%27closeup.jpg%27,1,0 %29)
womball
05-04-06, 12:48 AM
He looks really good! Although the poly count seems rather high.
30,000 + smoothed...not too high 8k un smoothed + or -
not including armor
womball
05-04-06, 12:58 AM
I guess that's pretty decent. Maya's sub-d's aren't that great, yet. I'm used to blender's sub-d's which I can get a ton of detail with few control points. Just have to watch topology you know. Max and XSI look like they have good sub-d's but I haven't tested them yet.
gpepper
05-04-06, 03:06 AM
excellent modeling ! Can't wait to see what's next !
Hello!
You got a Nice model over there, Good work.
But i have one question :
Did you model the whole character by yourself or just detailed a base mesh from poser or smthing like that, or maybe you used one of your own made base mesh ?
Thx
metamesh
05-04-06, 03:24 AM
Hey Miguel that looks very cool! the way to do it seems pretty good, now im asking, would that be something similar to lets say once u have created ur new mesh with nice topology, u smooth it once, xywrap to the model and export it to obj to zbrush, import that smoothed as a new tool in zbrush, and then in zbrush u create the low res ( with the history whatever, i don't remember :) ) and then u activate the Cage option...would that work also? just wondering...anyway nice model here!
Nice work elfufu, but could you post some better wireframe images? It should be the main point of this thread (although I have to say the model is pretty nice in itself!) but we can't see a thing about it...
banished
05-04-06, 05:01 AM
Coming along nicely :tu: . Some of the Armor seems out of place like the shoulder pad. Also judging by the size of the human heads, I would say this Orc is close to 10 feet tall. That’s crazy huge. If I were you I might scale the heads larger. Maybe also scale the shoulder pad larger as well. He’s mean and buff but his weapon is dwarfed by him...Might want to change that or make it larger...unless you were going for a little hatchet. Don’t think it fits the Orc’s profile though. In my experience with Orc’s...Usually the bigger the weapon the better. I believe they think it helps with their :mad: intimidation :mad: factor.
voodoomonkey
05-04-06, 06:41 AM
Hey that's looking nice.
What you going to do with the mouth?
Is it going to be in a permanent snarl?
Reminds me of the Jeff Unay sculpt.
Cheers
Cesar Dacol Jr.
Aka, The Voodoo Monkey
John Turner
05-04-06, 06:54 AM
nice naturalism in the torso. your technique sounds interesting, would be cool to see some clearer pics of the 0 level wire that you built over the zb model.
Hey Miguel that looks very cool! the way to do it seems pretty good, now im asking, would that be something similar to lets say once u have created ur new mesh with nice topology, u smooth it once, xywrap to the model and export it to obj to zbrush, import that smoothed as a new tool in zbrush, and then in zbrush u create the low res ( with the history whatever, i don't remember :) ) and then u activate the Cage option...would that work also? just wondering...anyway nice model here!Meta, yeah im sure its prob the same effect.. this woul deliminate the zbrush step though since you literaslly need to just change your history divide to 0 and youre done. where in zbrush youd have to import, reconstruct. cage, export..but yeah its very cool...:cool:
he is suppost to be huge...so 10 feet is about right.. the axe is straight from the art of warcraft book, suppost to be a smaller hand axe.. this guy was meant for speed. yeah some of the armor isnt :ATTACHED" yet.. all in good time...Thans for the replies though guys..:tu:
womball
05-04-06, 08:15 AM
He's supposed to be fast? I don't think that musculature would allow for that fast of movement. Its amazingingly well done, yet I don't think he could run fast. I think he would need to be less top heavy. I think he should be built more like a runner in my opinion. The legs can be really musculature, just aerodynamic throughout the character.
He's supposed to be fast? I don't think that musculature would allow for that fast of movement. Its amazingingly well done, yet I don't think he could run fast. I think he would need to be less top heavy. I think he should be built more like a runner in my opinion. The legs can be really musculature, just aerodynamic throughout the character.ahhh fast, slow, karate fighter, air plane pilot , tropical botanic plant specialist ....whatever as long as he looks coool.. :cool:
womball
05-04-06, 08:33 AM
The olympic sprinters look pretty cool and are fast. ;-)
The olympic sprinters look pretty cool and are fast. ;-) when youre right youre right :lol: i decided hes no longer fast.. you won womball ;) i will let him know later today to slow down..:):tu:
i just knew i didnt want him to be huuuuge like the typical orc.. i dint put much thought into it past that... but you are def right..
metamesh
05-04-06, 08:47 AM
cool man i will try this at home, see if i manage with it :D
normally i just model in zbrush, pose the models and then do renders, so the mesh that i get from zbrush+displace works just fine for me, but if i wanna rig and animate my models, i guess this is the way to go, create a "ready to skin" mesh...doest it really make a difference? :D
well not so much the difference as the zbrush model will always look better with more resolution, BUT sometimes you cannot use zbrush displacements.. so this would be your only other solution besides box modeling which sucks pelotas
Shannon Thomas
05-04-06, 09:10 AM
Looking nice Pooch. I agree that working on your own time after work is hard. Nice work dude. And its nice to see the explanations of your approach.
venomize
05-04-06, 09:25 AM
I meant to ask you about this when I saw it the other day. Very cool, I really like the subtle secondary form in the upper chest. :tu:
monkeymuscle
05-04-06, 10:09 AM
effin a dude :tu: :tu: :tu: :tu: :tu: nice work miguel. great to se the wireframes.
i used this meathod the other day and it worked out great. the only difference was that i resurfaced my mesh in maya then exported a level 1 and 2 smoothed version into xsi and used shrinkwrap deformer to wrap each to the 150k zb model. it takes only 10 minutes!!! i then re-imported the new versions and did a uv transfer on both levels from the new wraps to the crisponding levels in the old mesh. also ther is a new script in for maya called fitVertices. its faster than xy but still less accurate than xsi.
ill send you the model pics later
anyway i could stare that orc all day. the extra details sure do make the piece.
metamesh
05-04-06, 10:27 AM
hey monkeymuscle, this new script, is it much faster than XYwhateverwrap? :)
ZippZopp
05-04-06, 10:31 AM
cool work, nice workflow. the face is looking cooler now. give him some shoes
yo mark, i'm just starting to get into XSI, you're going to have to give me a little demo on that shrinkwrap deformer in there. I'll have to pop over to gnomon sometime soon.
hey monkeymuscle, this new script, is it much faster than XYwhateverwrap? :) so they say but its still slow... XSi is the way to go so ive heard by many...
i just realized i use one at work and another at home...cause im too lazy to install it in both.. :p
thanks josh and Mark D...josh i will get back to you on that email shortly i was just super busy the past week working on this dude..
Freewaldo
05-04-06, 01:13 PM
Good work mate, one of the best orc monster i've seen. If i was you i would have used Subdiv instead of smoothing the whole mesh, but it looks real great, specially like the gears and stap. 2 week to make this ? you must be working on crack :D.
Hey you also helped me on cgtalk once, i was under an other name.
Many thanks
womball
05-04-06, 01:19 PM
Actually you may want to try the blender Cvs builds. The ABF unwrapping tools create islands that have no overlapping. However they are odd shapped so you have to manipulate the uv's a bit with live unwrap in it. I managed to unwrap a character in 2 hours with hardly any distortion! You might want to check out cgtalk. I have a journey begins entry there, and you could see my unwrap process somewhat there. I learned a lot during the contest, just haven't had time to work on it. One more week of school! Any questions about unwrapping in blender you can ask me!
i hate subd surfaces in Maya... the verts are not on surface. wish it were like xsi or max...
good ol polys for me..
PaulAdams
05-04-06, 04:58 PM
I love the fact that this isn't a huge hulking Orc, great proportions and anatomy.
Interesting workflow, I've just started to dip into this simple low res to Zbrush workflow (using MetaMesh's demon as inspiration that it can be done), could we see your mesh prior to re-surfacing?
the meg prior to resurfacing is literally a solid blue color since it was divided to all hell... so nothing very interesting.. unfortunately... my mesh before that was literally almost identical to metameshs. in terms of simplicity...it was so simple it was shamefull :)
sweeeeet
PaulAdams
05-05-06, 02:39 AM
Ah, well if it was THAT simple then I get the idea. :)
Amazing that people can go from cubes to realistic creatures with this tool.
Wow, I don't know how I missed this! Really amazing character you have there. I look forward to seeing your progress :)
womball
05-09-06, 08:44 PM
I think I got pretty decent results in Maya 7.0, when I brough in the level 2 division mesh from zbrush. This was a 15 k poly mesh. With a normal map it has the same overall appearance as the 1 million poly high res mesh. This is because mose of the major details where on the first few levels. Granted this was my first zbrush attempt. SO there may be even better ways of doing this.And with sub-d's it should be even better!.It does have limitationsfor close ups though. You may need a higher division model level with normal maps for close ups. Plus I was using software renderer for speed reasons. 10 seconds renders on :D a dual xeon old computer.
orc_render1.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2732672%27,%27orc_render1.jpg%27 ,1,0%29)
some updates, still needs Bump...I have no time to work on this guy anymore...Im working on some stuff for Gnomon Workshop. I wish i had time to finish but been busy busy busy..
hope you like it. Cheers
M
What is the final surface on the alien's eyes going to be?
Looks great!
decided this alien has no place in this thread so hes gone.. sorry :(
besides this thread is about the orc.. :cool: he was gettin jealous
womball
05-13-06, 11:10 PM
Its kind of like an old Roswell alien. :D
he's jealous of his bewbies
who said its a he? DUH! :p
orc_render1.jpg (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%2732672%27,%27orc_render1.jpg%27 ,1,0%29)
some updates, still needs Bump...I have no time to work on this guy anymore...Im working on some stuff for Gnomon Workshop. I wish i had time to finish but been busy busy busy..
hope you like it. Cheers
M
hi elfufu
i'll pre order your Gnomon workshop Dvd if it's about your texturing
techniques....
they will be about any things including texturing :) ;)
or you could use cyslice..
it has a very ugly atari interface but it gets the job done
takes an hour or 2 to draw proper topo on the model but it can output polys or nurbs patch
alittle pricey tho :(
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