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Silhouette93
08-12-06, 02:21 AM
My current wip, hope you like it. Need some help so crits are welcome

base model render final.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2738103%27,%27base%20model%20ren der%20final.jpg%27,1,0%29)

baker
08-12-06, 03:44 AM
your base mesh looks a bit messy to me.. its not really bad but it just looks like you dont have much control over it. but i really think that zbrush can fix most of this.. also fix that hole in his head or make it more like a bullet hole or something we can identify it with but right now it just looks like a hole in his head.... enough said!... good luck

Silhouette93
08-12-06, 05:03 AM
Heres how hes coming on

render zbrush start final.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2738104%27,%27render%20zbrush%20 start%20final.jpg%27,1,0%29)

When rendering in 3ds max it makes everything triangles for some reason, heres better pic of base topology.

topology better.JPG (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2738105%27,%27topology%20better. JPG%27,1,0%29)

Silhouette93
08-16-06, 04:26 AM
Small Update....

zbrush 2 render.jpg (javascript:zb_insimg('38340','zbrush 2 render.jpg',1,0))

Wildsketch
08-16-06, 05:10 AM
I'm a Max user and I didn't understand what's happening that made you say when rendering in Max it makes everything triangles. Max used to make everything triangles, but since version 5 or 6 we've had true N-sided faces with editable poly.

I've had bugs on certain systems in the past that would display the hidden line of an editable mesh though. If your problem is similar to that you might be able to fix it in your display settings. It may be under preferences, be sure it is taking advantage of your video card.

If you exported the file to max using the .3ds file type, you should know that's obsolete. It was the file type for 3DStudio DOS, supported only triangles and hasn't been the main file type of any program for 12 years. Max 8 has a .obj importer/exporter standard now, but you can download a free plug-in that adds .obj support to all Max versions back to at least 2. Google Habware to find it.

Max has the best and most intuitive modeling controls of any 3D program that isn't a dedicated modeler and with ZBrush to help you sculpt organic shapes in a natural way and create high-detail displacement maps its all you need to render beautiful stuff.

Silhouette93
08-18-06, 09:54 AM
Bit more detail....

zbrush 2b render.JPG (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2738491%27,%27zbrush%202b%20rend er.JPG%27,1,0%29)

I need some help on how im going to do this, alpha's? Lots of brush work? Shall I use the deco brush on skin alpha's to make that streched skin affect?

Heres (http://poetry.rotten.com/blonde/0008/blondy8.jpg) a ref image, is a disturbing picture of a decomposed girl.

phudgey
08-18-06, 10:36 AM
as far as i know, you wouldnt have wrinkles in the places around the nose, like he has.
maybe if he had plastic surgery on his nose:qu:

Silhouette93
08-18-06, 11:49 AM
hmmmm, I was thnking that the skin had srunk and dried out when he had died. U thnk I shud remove them?

Wildsketch
08-18-06, 02:52 PM
Oh, so you're trying to do a corpse? I think you might have to give people a more explicit warning than "iffy" before you tell people that its their own fault if they click on that link.

OK, now I'm not calling myself an expert at this, but if it helps any, it seems to me that the wrinkles on the face run like this:
1.jpg

And using the kinds of topologies I am familiar with when modeling faces I would try to get some of this from edge loops that define the features like this:
2.jpg

And here is how these edges would relate to the wrinkles I would try to achieve:
3.jpg

Again, I'm not exactly a hot-shot modeler, just some suggestions I thought might help. If anyone sees any problems with my suggestions please speak up.
However, if you make some faces in the mirror I hope you will see what I'm getting at.