View Full Version : Pixologic Release - Environment Modeling - Pete Zoppi - Artist in Action
ryankingslien
05-27-06, 09:36 PM
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Welcome to another Artist in Action video with Pete Zoppi, our very own zippzopp! Pete worked at Luma Pcitures while they had Underworld:Evolution in the studio and did a lot of work on one of the last scenes with a digital fortress among many other shots. He now works at Ryhtmn and Hues.
In this video Pete shows you how he created the digital fortress in the feature film Underrworld: Evolution.
Check out how Pete uses Stencils and displacement projection techniques to quickly create incredibly detailed fortress walls.
Download movie here (http://www2.zbrushcentral.com/ZBC/the_fortress.mov.zip) (Requires Quicktime 7)
Check out our interview with Luma Pictures here. (http://www.pixologic.com/home.php)
I hope you enjoy and happy memorial day weekend!
Ryan
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andreseloy
05-27-06, 11:03 PM
Andreseloy
javierloredo
05-27-06, 11:10 PM
Thx again Ryan! Very helpful the video. Great technique of using displacement to generate textures.
Have good one!
Javier.
bluepoly
05-28-06, 12:58 AM
Good stuff Pete!
ZippZopp
05-28-06, 01:06 AM
Thanks guys, I hope you all enjoy it and learned something from it! I want to thank Ryan and Jaime getting me involved and allowing me to do this video. thanks again guys... and victor ;)
-pete
Plakkie
05-28-06, 03:45 AM
I just love these vids! Thanks Pete and Ryan for learning us new stuff and making us better artists (or less bad artists :lol:)
Maya4fun
05-28-06, 06:38 AM
Thanks a lot i'll check this!!!!
Thank you Pixologic team for all your efforts...
Emmanuel
Marsyas
05-28-06, 07:44 AM
Another great tut! Thanks! :)
lemonnado
05-28-06, 12:59 PM
Wow cool! There goes the afternoon 8-)))
Lemo
PS:Just before the mesh is being pushed to 2Mio Poly's a usefull setting can be disabled... And that is the smt button next to the TOOL -> Geomtery ->Divide button. The walls of the tower would not be rounded while the mesh becomes more detailed. Beveling to make them look realistic will happen during the edit or with a quick stroke...
Just an idea...
Lemo
rasamaya
05-28-06, 04:27 PM
Thanks Friends.
Fantastic!!!!
Great timing also.
sirquadalot
05-29-06, 06:15 AM
I can't tell you how long I have been wanting to see this! Thank you so much!
wckedsunny
05-29-06, 08:09 AM
Hey Ryan
I downloaded the file but quicktime is unable to open it for some reason.
Its saying some plugin is required for it ?
any idea ?
wckedsunny
05-29-06, 08:12 AM
its saying some compressor is missing
ZippZopp
05-29-06, 10:46 AM
do you have quicktime 7? go to apple.com and get quicktime 7, i bet that is the reason why it won't work
i hate quicktime so much, there was so many version but it alvays crashesh when you use it a lot, no mether how many times you reinstal it or do anything whit it, its made to make your day miserable :/
wow dude, this is insane cool i did not have idea how cool was zbrush to do that kind of stuff.
boozy floozie
05-30-06, 04:35 PM
Thanks for taking the time out to produce a great tutorial.
wckedsunny
05-30-06, 11:49 PM
Thanks ZIPPZOPP
iTS WORKING IN Q7
David Normal
06-01-06, 01:02 AM
Hi Pete,
Thanks for the good tutorial. It is just what I was looking for.
Question: What was the resolution of the bitmap used for the d-map?
I have a project of modeling the entrance of the Pyramid of Khufu, and so a worn brick ruins look is whats called for. I modeled the lo-res mesh (1653 polys) in Cinema 4D and then created a bump map via Bodypaint. The bump map was 2000x750 px at 72 dpi. When applied as a displacement I am not getting anywhere the near the detail you obtain in the tutorial. In ZBrush I have tried going as far as 6 subdivisions, but still I am not gettting detail out of the d-map. Any suggestions?
- David
ZippZopp
06-01-06, 10:41 AM
that map was 4096x4096. so it is pretty big, but i make my maps that way so I get all the info out of the map i can and if i need to scale down I can do that as well. working with a lower res map locks you to that low res and makes it nearly impossible to go up in resolution. however, in this situation, you might be able to double the res of your map and still have it look good because you're really just trying to get the major ins and outs of the displacement, you're not trying to get all the high frequency detail in the displacement. sometimes i'll even take my 4k map and blur it slightly so i don't get spikey spots when it is applied as a displacement. hope that helps
-pete
Matatron
06-01-06, 11:27 PM
First off, you're rockstar man! This is so very helpful and so very appreciated.
I was wondering if you had any tips on getting a good normal map out of zmapper? I've tried all the defaults prefs with max8 and maya7, but always end up with a less than stellar result. I suspect it's the zmapper settings, but I'm not really sure. I know this is terribly vague, but I thought you might have some insight.
Thanks again!
.m
David Normal
06-01-06, 11:28 PM
Thanks for your reply Pete,
Yes, I can make the map larger without much trouble, but even so I think I am having problems with the map not laying on the ZB model correctly. I notice that you mention flipping the texture horizontally. Is that always necessary if the tex comes out of Photoshop?
I see that you have a PSD file that shows the UV layout superimposed to the corresponding texture. Is there any way to get this kind of view of the UV within Zbrush? I have the problem that I am importing texture files to ZBrush and then getting errors, but not having anyway to determine what the problem is. Perhaps I have missed the stock feature or may be there is a plugin that allows this?
- David
David Normal
06-02-06, 01:30 AM
I'm not sure what it is, but something is not working with the files I am using. I put them online:
http://www.normal-design.com/pyrami...-entrance05.zip (http://www.normal-design.com/pyramid/khufu-entrance05.zip)
I've also posted over in the C4D forum a little bit more of a description of what I think the problem might be. In that forum I've had a number of discussions of ZBrush2Cinema with the folks responsible for the pipeline doc for C4D.
http://forums.cgsociety.org/showthread.php?p=3601992#post3601992
I'll appreciate any help or suggestions on how to solve this since I have been trying to make this model for awhile without being able to overcome the technicalities . . .
- David
David Normal
06-02-06, 01:59 AM
OK, now the problem is solved. It had to do with Bodypaint. Anyone interested can hop over to the C4D forum by the link posted above.
Thanks again for the tutorial, Pete. I think I'm on my way with this technique now . . .
- David
Erklaerbar
06-02-06, 02:31 PM
Many thanks for the tutorial, its always interesting to see real world projects "how-to"s. And your comments on the tut are great.
venomize
06-03-06, 03:36 PM
Way to go Pete... great to see you getting some recognition. You da man! :cool:
Wei Chen
06-12-06, 02:29 AM
Thx again Ryan! Very helpful the video. Great technique of using displacement to generate textures.
Have good one!
Javier.:tu:
***25903;***25345;***20320;~~~
voodoomonkey
06-14-06, 09:55 AM
Hey Pete.
That's an awesome Tut, I learned much from it.
Thanks for taking the time to do it!
Cheers
Cesar Dacol Jr.
Aka, The Voodoo Monkey
hawkline13
07-14-06, 10:17 AM
The leap between the model and the Photoshop map is too great for me. Will you explain how you generated the exact mesh to map. I really can't afford BodyPaint 3d right now and would like to know how this particular step is accomplished. Thanks!
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