Mark Endre Seljan
06-24-06, 06:04 AM
Seljan_TJB_Rodeo_Gallery_ZB.jpg
CGTalk's Challange is over for weeks, the reason why i post it so late here was my graduation. Am over it so time to go beck to realyaty and share some ideas and workflow information with you.
This image is rendered with mental ray in max, backround painted in Painter. ZB was used for the textures and also for modeling, but i will talk about it more detailed.
- Figure was blocked out in max, with quite high poly numbers, but under 10k i like ZSpheres, although i usualy make wrong proportions with that. Now i wanted to create realistic (or just beliveable) figure with some tasty distortions, this is why i started blockin out with other software.
- In ZB i painted a base model, with anatomic structures on level 3. It was symmetric and untextured. I planned to paint textures after reposing. It's much more work instead of painting texes in initial rigpose, but in this case i felt it fit better my ideas, and gave more control of skin colours.
- After main forms and some characterisation max came again fro rig and pose. Planned to work with a complex rig, but time was running so i just focused on overall pose, not with posing muscles and fingers all the details. I painted and posed these in ZB, used my previously painted main lines and forms.
- During reposing and deatiling in ZB i paralelly worked on other parts of the scene. It was much slower but gave me better overview on each stuffs interaction. This word interaction was the key for the final image. Wanted to depict weight and senze of movin. I switched a lot to max for check how am working in ZB, how hands are posed, feet and all the others too.
- GUV tiles used for the figure, it worked smoothly with Zmapper and was a step to speed up my work. Had to tweak some settings of Zmapper for fine details. With default settings for max i had some artifacts. But it was an easy to fix problem.
- I seen the power of Zmapper and the huge number of options were helpful, this was my reason to decide i won't use displacement this time. Character was used in level 3 mesh and only with normal maps. With the dense mesh i exactly seen the froms and quite lot details right in viewport. It was a great help.
- Figures textures were painted in ZB and nothing else, for other objects i made UV-s in max and a quick paint in photoshop, then paint final textures in ZB
for more information please visit my challenge page at CGTalk on the following url:
http://features.cgsociety.org/challenge/journey_begins/view_entries.php?challenger=10581
Have a nice day/night,
Mark
CGTalk's Challange is over for weeks, the reason why i post it so late here was my graduation. Am over it so time to go beck to realyaty and share some ideas and workflow information with you.
This image is rendered with mental ray in max, backround painted in Painter. ZB was used for the textures and also for modeling, but i will talk about it more detailed.
- Figure was blocked out in max, with quite high poly numbers, but under 10k i like ZSpheres, although i usualy make wrong proportions with that. Now i wanted to create realistic (or just beliveable) figure with some tasty distortions, this is why i started blockin out with other software.
- In ZB i painted a base model, with anatomic structures on level 3. It was symmetric and untextured. I planned to paint textures after reposing. It's much more work instead of painting texes in initial rigpose, but in this case i felt it fit better my ideas, and gave more control of skin colours.
- After main forms and some characterisation max came again fro rig and pose. Planned to work with a complex rig, but time was running so i just focused on overall pose, not with posing muscles and fingers all the details. I painted and posed these in ZB, used my previously painted main lines and forms.
- During reposing and deatiling in ZB i paralelly worked on other parts of the scene. It was much slower but gave me better overview on each stuffs interaction. This word interaction was the key for the final image. Wanted to depict weight and senze of movin. I switched a lot to max for check how am working in ZB, how hands are posed, feet and all the others too.
- GUV tiles used for the figure, it worked smoothly with Zmapper and was a step to speed up my work. Had to tweak some settings of Zmapper for fine details. With default settings for max i had some artifacts. But it was an easy to fix problem.
- I seen the power of Zmapper and the huge number of options were helpful, this was my reason to decide i won't use displacement this time. Character was used in level 3 mesh and only with normal maps. With the dense mesh i exactly seen the froms and quite lot details right in viewport. It was a great help.
- Figures textures were painted in ZB and nothing else, for other objects i made UV-s in max and a quick paint in photoshop, then paint final textures in ZB
for more information please visit my challenge page at CGTalk on the following url:
http://features.cgsociety.org/challenge/journey_begins/view_entries.php?challenger=10581
Have a nice day/night,
Mark