View Full Version : Lizard Man *Updated*
Mahlikus The Black
04-14-03, 10:32 PM
Hello everyone.
I have been away a while practicing all kinds of modeling and texturing stuff. ZBrush kept calling though and I popped it open today to try my hand again at a full body zsphere creature. I finally made a Zif I am happy with (well, enough to post anyway). I would appreciate some 121/crits from everyone on this critter. I am still having a hard time adding some good hands to him though. I have tried adjusting the Ires sliders but I think I am doing something wrong. Some advice on this would also be greatly appreciated as well.
Thanks everyone.
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1050384721paj.jpg
lookin pretty cool at the moment Mahlikus the mesh looks really clean, It would be really good for export. If you post some pics of the hands your having trouble with, someone might be able to point out where you going wrong.
Frenchy Pilou
04-15-03, 01:17 AM
It's not so bad :)
May be some ears :)
Pilou
Pixolator
04-15-03, 08:12 AM
Hi :)
Mahlikus The Black: That’s a cool :)
About creating hands... A careful placement of child-ZSpheres will allow you to produce a ‘clean’ mesh for each of the fingers without creating overlapping skin. Here is an example of such method...
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1050419420gxz.jpg
Click here to download the ZSphere tool (http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_file-1050419343qbo.zip)
Note: When generating a skin from this mesh, I recommend that you use a low resolution skin ( skin density of 1 or 2) and then tweak the placement of vertices in order to refine the overall shape of the mesh. When satisfied with the overall low-resolution mesh you may continue to subdivide the mesh and add fine details.
Hope this helps,
-Pixolator
Mahlikus The Black
04-15-03, 08:31 AM
:eek: Hey Pix! Thanks a ton for the info and the tool. Rock on!!! *isert rockin graemlin here* =)
As for your note, thats exactly what I have in mind. After disecting other peoples process and models (both here and at CGtalk), I have come to realize that low poly is the way to go. Especially for the sculpting of better details (creases and folds). I just recently read a tut on how modeling should be more like sculpting: First build the volume, then refine volume for detail. Not detail into volume (like patch modeling). Besides, I plan on moving into animation in the future. ;)
This little ZTool should help out alot.
Thanks again!
Peace!
PusGhetty
04-15-03, 10:08 AM
Looking really great Michael! Pix has offered up some very sound advice on making hands. I'll have to try out his technique!
I do it a little differently, If you use a high membrane curvature you can build hands relatively easy as well.
This hand uses a Membrane curvature of 100 and an Intersection resolution of 5.
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1050426430sep.jpg
Take care man,
Michael
Mahlikus The Black
04-15-03, 08:15 PM
Once again...Thanks a bunch for that tool! This is what I have to show for it now!
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1050462798lle.jpg
Weighing in at a hefty 9000 polys ;) ;) is this bad boy. I haven't even started the detail modeling but I am loving it already. I also am very proud of the feet (ankles)..turned out better then I had hoped. The hands need a little bit more tweeking but I am calling it a night.
Thanks again!
Peace! :D
Mahlikus The Black
04-15-03, 11:54 PM
Some "having fun" modeling...not the real stuff yet. Need to refresh my memory on muscle structure.
Thanks everyone.
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1050476041pbz.jpg
filament9
04-16-03, 06:44 AM
Your character is coming along very nicely. Practice sessions, and asking questions; both are fantastic learning "tools," especially here at ZBCentral.
Uh, speaking of practice... I should be doing some of that myself :D
Mahlikus The Black
04-16-03, 06:55 AM
Thanks filament! This is a wonderful place.
I have a question...something that I just noticed *sigh*
Do the feet seem small to anyone?
Frenchy Pilou
04-16-03, 06:59 AM
Hi MtB and all Zbrushers
You will find here all about drawing or sculpting Muscles ! (http://www.fineart.sk/)
Pilou :cool:
zerobugetgamemaker
04-16-03, 07:00 AM
Definitely the feet are small, but it is still a very good model :tu: :tu:.
David
Mahlikus The Black
04-17-03, 12:25 AM
Okay, here is the first real modeling session. Still need some more work on the muscle structure. Also need to add fleshy parts and joints too. I will tackle that tomorrow and hopefully the texturing too.
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1050589814ntq.jpg
Ron Harris
04-17-03, 06:23 AM
hey I like this guy. I think it's yer best full figure that I have seen to date
Mahlikus The Black
04-18-03, 02:43 PM
Thanks Ron!
Here is an update and a texture shot
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1050702180jzs.jpg
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1050702200dur.jpg
Mentat7
04-18-03, 02:50 PM
Hey Mike, I like the colors! Color Spray Stroke?? My only observation is that perhaps the colors end too abruptly...maybe bring them further on around the edge of the body and maybe color the underbody a cream color. Just an opinion. Spherical blend material never grows old does it? :D :tu:
Mahlikus The Black
04-18-03, 03:04 PM
Thanks Lonnie. No...Spherical Blend on a texture is like a cherry on top.
Spray stroke yes, but not the colorized one. Just severl layers of color. I was thinking cream too..I'll give it a whurl. If you can tell me more about the color ending..I am not following.
Thanks again.
Mentat7
04-18-03, 03:48 PM
What I meant was you have all that nice color but it is mostly on the back...the majority of the arms and almost all of the legs and the underbelly are all blue. Would be nice to see the color pattern continue around to the front of the body a little more. :D
Mahlikus The Black
04-19-03, 05:11 PM
I see...okay cool. I will make another texture and try to get some High Res detail in there.
Here he is exported and rendered in C4D
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1050797480gvg.jpg
This lizard-man is way cool. I can't wait to get to the point of texture and paint. Insprational!
Looking great Mike! :) Have you tried to animate that in C4d?? I'd lkove to see the results if so.
I like him, especially the head which reminds me of a snapper turtle. :tu: The eyes seem unnaturally yellow, maybe you could try some translucency or something. :)
Rafael Hernandez
04-20-03, 07:35 PM
Looking good Mike. This is certainly your best figure yet. Nice work on the texturing as well.
DMerchen
04-21-03, 07:08 AM
Looking good Mike. I have enjoyed watching this guy develop. :tu:
Mahlikus The Black
04-21-03, 11:30 AM
Thanks a bunch you guys. Makes me feel good that its comming out okay so far. I am thinking of adding battle gear to him...whatcha think?
That sounds really cool, battle gear lizard man is always a :tu:
Great job on the model. :)
I agree, a little armour here and there would look great just don't cover up all that great muscle structure. Looking very good MTB :tu:
Mahlikus The Black
04-21-03, 06:04 PM
here is another test first.. A C4D HDRI Simulation...
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1050973456yvf.jpg
:eek: :eek: :eek: :eek: :eek: :tu: :tu: :tu: :tu: Great texture, modeling, lighting, and I love the reflection in the eye!!! :tu:
Frenchy Pilou
04-21-03, 07:32 PM
Lovecraft Creature ?
Pilou :tu:
Nice work, like the HDRI....Have you posted this in the Cinema forum???...
David T.
whoa, he is lookin awesome, you should, the render in c4d looks hella good, what was the render time on that, every time i try a hdri sim in c4d i get a ridiculous est render time, then my computer chokes, you should make a really high res version of that and make a normal map out of it to put into c4d
Mahlikus The Black
04-22-03, 05:11 PM
Thanks everyone...
Well I finally figured out how to make scales in C4D...not as good as the spherical blend but good enough for now I think.
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1051056706nzp.jpg
WingedOne
04-22-03, 08:48 PM
This is the first I've stumbled onto this thread.
Glad to see you're finally getting the hang of the ZSpheres. :)
I still have some more practicing to do regarding adaptive skins.
Looking good so far. :tu:
Frenchy Pilou
04-23-03, 12:25 AM
Hi MtB
Muscles are not so bad :)
Pilou
hi Mahlikus The Black ,
Its been great to see the evolution of your character. If I can point out , your muscles are fine . If you change the way the deltoids and the pectorials meet I think it would make a big different :)
But iether way its look really cool :)
peace
Kircho---------------
Mahlikus The Black
04-23-03, 04:34 PM
Oh yeah!!! Never noticed that. Thanks Kircho! ;)
Mahlikus The Black
04-28-03, 06:59 PM
Final test before armor creation. C4D render. the rest is all ZBrush of course ;) .
This one is a shot of the texture job on him..boy you gotta love AUV tiling with TextureMaster.
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1051581612uxa.jpg
This one is a closeup for the nonbelievers..lol..j/k.
The texture is 4096x4096 AUV Tiling of course.
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1051581684khq.jpg
Finally, the closeup a true render size...
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1051581826ovq.jpg
Thanks everyone...stay tuned for the armor soon.
Wicked Cool Man!!! :tu: :tu: :tu: :tu:
Is his armor going to be scaley too?
::E
Mahlikus The Black
04-28-03, 07:37 PM
Thanks Evoken! No it won't but it will have an organic feel to it I hope..as organic as I can imagine metal being at least.
This is a very cool thread, I've been following it and enjoying it very much. Have you had much luck with creating Displacement maps in Zbrush and then rendering them in Cinema?..I'm also using Cinema, and I'm not completely happy with it....Probably need to get the polymesh even larger, ...Also, I haven't tried a texture that is imported into Cinema and then splitting it out..I have a creature that has horns and I want a shine on them while the skin is dull...I think that requires splitting the poly's from the main model and then adding a reflection shader to it. Anyway any insights that you have in regards to cross application I'm all eyes....LOL....
David
PusGhetty
04-28-03, 08:26 PM
Looking great Mike!
This latest texture is really nice!
Take care man,
Michael
Mahlikus, this is just totally awesome! And I mean TOTALLY! Very nice work! What is the final poly count on this bad boy? Would love to see this model at a reasonable count for animating. Your texture is also very very nice. Great work all around.
:tu: :tu: :tu:
Really cool, MTB! I really like the new full figure renders and the texture is richly improved. Is there a C4D material you used to additionally render him or did you use the unpacking the texture with material settings from Zbrush way?
:tu: :tu: :tu: :)
Ron Harris
04-28-03, 09:17 PM
kewl looking render Mike....cant wait to see his next step :) definitely your best work to date...though I loved the blue scaly version personally :)
Frenchy Pilou
04-28-03, 11:53 PM
Hi MtB :qu:
What are the reasons to "render" In C4D ?
It's a better render than Zbrush ?
For more capacities ?
For a biggest size ?
For the animation ?
For exportation toward other support ?
...
Pilou
Ps It's not frustating the fact of cannot see the entiere model in real size
(of the close up) on the monitor screen ?
Except if you have a movie Screen :D
Mahlikus The Black
04-29-03, 09:47 AM
Three main reasons frenchy:
Cameras, Animation, and ease of use.
C4D imports ZB models REALLY well too! :D ;) :tu:
Davidt, C4D is a god send when it comes to a hi end 3D app at a good price. As for what you are asking, it sure can. Send me a PM though. Tell me exactly what your trying to do and we'll see if we can tackle it. The best and immediate answer I can give you now is to select the polys of the horns and store that selestion. With this being done, you can add a new material to that selection....even a texture too. Good luck!
Thanks Guys for the wondeful comments
Yeah this one is missing the scales for only one reason, trying to make a damn good one is C4D. The first few texture renders where all ZBrush and well yall know materials are native. I am going to add just a few more details to the texture to dirty him up but after that, the scales are up to the shaders. Might try to make a Bump map with TM though. I am also holding out for the next version of ZBrush so I may use the displacement map generation capabilities of it. I am not stopping though..its armor time. Once again, the model has become hi poly due to my lack of low poly modeling/edge looping skills. He weighs in at about 45,000.
Thanks for the comments everyone.
Mahlikus The Black
05-03-03, 03:47 PM
Well this is a good post and a bad one. I need some help. The new texture work is coming along great. The only problem is that when zooming into the texture, it starts to distort. Now everything looks fine in ZBrush...even at an extreme closeup. But in C4D...it looks terrible. Look...
Here is a distant shot..at this size...nothing is noticable.
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052001968sdr.jpg
But up close... :mad: http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052002005wfk.jpg
So some help as to what in the world is going on would be cool. One thing to note is I do have all image sampling in the material turned off. So... :confused:
Thanks.
sirquadalot
05-03-03, 04:17 PM
I have never used C4D but in Maya, I know if you adjust the mipmap attribute(texture anti aliasing), then you can control the blending between textures better(I use a setting of 4) I am pretty sure thats whats happening here. When you create an AUV map in ZB,you notice that the texture maps looks random, and from what I understand it basically is.
The thing you have to keep in mind is that even though the size of the squares on the maps look the same (in 2d) that lie directly next to each other could easily be very drastically different in size. So this is why the blending range(the mipmap)comes into play. In a nut shell if you have something like mipmap tweak it a little, and you should not notice the seams anymore. BTW your texturing rocks!! How are you able to get such nice detail with out the usual darkening of the colors? P.S If you need clarifying on what I said about the mipmaps just post. ;)
Mahlikus The Black
05-03-03, 04:47 PM
First, thanks for the texture comments. I dont understand what you mean by texture darkening though. As for the texture clarity, there are a few things that I know help, one is that for a high poly count critter, 4096x4096 texture works wonderfully. We are talking 56,000 polys for this creature. Also, AUV tiling with the ratio set to 30. Finally, when drawing detail on a model, it helps to enlarge the model ALOT (before dropping of course). This is because your alphas are dependent on pixel resolution. If you paint the texture with the model at a somewhat standard size, as you zoom in to examine the texture, you will notice te alphas pixelation.
Now, as for the MIP anti-aliasing..I have all AA turned off so I guess I will try it now with small doses of it...I'll get back to you. see if it helps.
thanks again
Jaycephus
05-03-03, 05:19 PM
I don't have an answer, but I'm wondering how C4D stacks up against the competition? On the high-end, there is Maya, then Max and Lightwave-Messiah, and on the low end there is Animation Master. Do have any idea of how it compares with these? Thanks!
I love your reptilian friend. :tu: Can you do a Global Illumination rendering of him in C4D?
Mahlikus The Black
05-03-03, 08:16 PM
WEll, unfortunately I cannot attempt to compare C4D to the others for I havent tried the others but I will say that I have read several a thread at CGTalk that tell how it can at least hang with the big boys like 3DSMax and Lightwave and Mid-range apps. As for Maya and XSI, which are high end..I am not sure.
Okay jay, here are two images of a ZB-ZMode render...sorry about the sizes everyone...
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052018135nli.jpg
and a closer shot...
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052018175zey.jpg
Jaycephus
05-03-03, 08:44 PM
Did you get rid of your texture cracking? I can't see it.
Did you create the new scales in C4D or are they added to the texture in ZBrush?
EDIT: Oh, sorry, I see now that that was a ZBrush render, so the scales are the native ZB mat, I assume. I couldn't tell from just looking that that was a ZBrush render, which is a compliment to your work and Pixolator's improvements.
Maya is pretty great - and surprisingly accessible to non-insomniac use. I have a hunch that Pixolator used some Maya inspiration when thinking up Zbrush.. There are some similarities, mainly 3 I can think of, Painter Effects which actually paints a 3d scene with various brushes, some trends of enhanced sculpting, and blob editing (another plugin). What is it, Render Man (was used with Shrek).
Perhaps Maya Artisan shares a similar approach, but I'm not sure.
Anyway, none of the features work as efficiently and on a higher end than Zbrush but I personally place Maya with Zbrush than I would any other application. 3ds max is a clunk, I don't know many people who prefer it over any of the afore mentioned programs in the high end category. It's the AutoCad of the 3d industry (yes, I know AutoCad is 3d, and lol), from my experience = high end handling time, needs lots of outside stuff to make it give good basic renders. Poor plugins. :td:
I think it's losing a lot to the competition, it's no longer the leading buck IMO. I also think Vue will overtake Bryce in the landscaping department, if it hasn't already.. Corel is a sentry corporation.
Nice going, MTB, I think it's progressing nicely. Sorry I can't help with the texture.
Jaycephus
05-03-03, 09:48 PM
Thanks gummie. :tu: I've used the Maya PLE, and I had the same feeling that Pixolator had at least used Maya before, if not programmed for A|W. Maybe we're wrong, but it's interesting that we both had the same feeling.
What I would really like is to find the software that works the best with ZBrush, AND allows me to bone and pose the models I create. A:M, and Poser will both do this on the shallow end of the price pool, but they are not ideal by any means. A:M isn't polygon-based, and doesn't natively handle OBJ, but it would work with a 3rd-party .obj plug-in, if you have one of the less buggy versions of A:M. From what I can tell, Poser is not an ideal solution either. I own Lightwave 5.0, so upgrading to the latest version is a definite option, as is C4D, so far as I can tell. I need to check out the demo version.
Mahlikus The Black
05-03-03, 09:51 PM
No Jay..the texture doesn't crack in ZB. Only in C4D closeup shots.
As for tha scales...its a ZBrush spherical blend. thats a ZB render that you asked for.
Still can come about making a good scale bump in C4D yet. Getting close though.
Jaycephus
05-03-03, 09:54 PM
Yeah, MTB, I was actually wanting and expecting to see a GI or skylight-type render from C4D, so I didn't catch the fact that it was from ZBrush. Sorry. Yeah, the texture wouldn't crack in ZB, of course.
sirquadalot
05-03-03, 09:54 PM
Hey MTB, I meant pick shaded, I thought that the scales were part of the texture, and not a shader/material. My bad.
Mahlikus The Black
05-03-03, 10:22 PM
Sorry...skylight render? Do you mean something like a Pix render? :confused:
BTW, here is a halfass attempt at trying to make a scale bump with C4D...I hate it but its as far as I have been able to get... :(
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052026193yfk.jpg
Jaycephus
05-03-03, 11:03 PM
MTB, Global Illumination 'cloudy day', and 'skylight' lighting are all similar or the same thing. Some renderers do it different ways, and require more or less work and render time to get good results. Some programs require, or look best, if you have a large dome-like array of lights over your scene, and then each light casts multiple rays, like in ZBrush. In ZBrush, we can get pretty nice GI-type renders in seconds with one or two lights. Some renderers can take on the order of 1000 times longer to get the same level of quality in a GI render, because they require the dome of lights that can have over a 100 lights with over 100 rays from each light.
I work in the industrial automation world, and have expertise with Machine Vision. Lighting is almost everything with machine vision, and there is a type of lighting product that simulates a 'cloudy day', or global illumination, in other words. It is a dome with a small hole in the top so that a machine vision camera can look down on the part to be inspected. The light comes from a ring light (high-freq. flourescent or LED) at the bottom edge of the dome aimed up so that the light hits at all the different points on the dome and reflects down onto the part from every possible angle. This is exactly the way skylight-dome systems work in rendering software, and both of these are basically simulating the lighting effect you have on a cloudy day. The light is so well diffused as it comes through the layer of clouds that there doesn't seem to be a single source of light. Shadows are extremely soft and almost always directly under each object.
Here's a link that shows how to fake GI in Maya 3 using the skylight method I mentioned above: Faking GI in Maya 3 (http://www.highend3d.com/maya/tutorials/gi/)
Mahlikus The Black
05-04-03, 01:25 AM
I see!
Well, here you go!
A GI radiosity render. ;) :D
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052036698swh.jpg
filament9
05-04-03, 08:45 AM
This is a very interesting, and informative thread going here. The renders you've posted are all outstanding. And the model/texture is simply awesome. Great job MB.
Jaycephus
05-04-03, 09:07 AM
Sweet. C4D seems to be pretty versatile with its renderer. I've seen some some very good output that wasn't so unique that you could tell that it was a certain renderer that did it.
Mahlikus The Black
05-04-03, 03:16 PM
Thanks filament!
C4D is pretty wonderful Jay!
Okay now! :mad: Still having that !@#$% texture problem!
I think it might be on of two things. One, mesh was altered and that is causing it (with auv tiling ratio 30) oooorrrr Setting the export ratio to anything other then 1..I am going to find out which one it is. Wish me luck. :( :( :(
Mahlikus The Black
05-04-03, 03:43 PM
I've done it!!!!!
*Dances a jig of joy*
It brings bad news though.
Its ZBrush, or shall I say it starts in ZBrush.
The distortion is only present when you export at a scale of 5. I havent tried 2,3, or 4 yet but it looks perfect at 1. Pix needs to know this so if he (or Matthew) doesn't come in here to read this in the next few days..I'll email.
OKAY! Back to work! :D :D :D
Mahlikus The Black
05-04-03, 10:08 PM
Well, after closer examination...it isnt ZB but a C4D file corruption...and not really C4D but a particular corruption with the scene of a particular file. So sorry about the misjudgment there. Thanks
sirquadalot
05-04-03, 10:13 PM
Kinda lost me there, but I always use export size of 1. It's easier to remember. I really like your renderings, they are looking great! :tu:
Mahlikus The Black
05-05-03, 12:36 AM
Yeah, its not ZB...its C4D rendering in a custom size. I found the problem and fixed it.
See
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052120154tyn.jpg
Frenchy Pilou
05-05-03, 01:50 AM
Hi MtB
Your iris's creature have a curious form !
I don't know what but on the plan of design this form creates a little bit of "disturbing".
Maybe the unic color, or the appearance as a slit or a slot of machine box.
In fact your eye is the exact design of a "grelot" (in french) a little bell :)
It's was my 2cents :)
Pilou
Mahlikus The Black
05-05-03, 04:55 PM
Some gecko, turtle, or frog has that type of eye...cant remember which.
BTW. Here is a monster poly shot...check out at your own risk..lol. (http://www.fortunecity.com/marina/cyprus/869/lizard_man_polyframe.htm)
Mahlikus The Black
05-07-03, 11:07 PM
One more test. Simple sla Bump and some bones.
Texture held up pretty well so far.
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052373401jkq.jpg
A really large shot can be seen here. (http://www.fortunecity.com/marina/cyprus/869/lizard_man___large_bump_shot.htm)
drjjwow
05-07-03, 11:42 PM
your project is coming alone nicely,.. i love the look of your model.
Mahlikus The Black
05-07-03, 11:56 PM
Thanks Doc! :D
BTW- Eyes turned funny because I forgot a tick texture tag...its fixed now but I am hitting the hay.
Awesome updates! I love the mesh shots! So you add bones, did you add them to the entire model and are we going to see any animation out of this guy?
Good stuff! :tu:
Mahlikus The Black
05-08-03, 09:07 AM
Okay, the break down. I haven't rigged the entire character because I just learned about bones last night. Well, I knew about them, just never learned to apply them. *blush* Thats problem one. This leads to problem two, animation skills with rigging, IK tags and the whole shabang. :( Problem Three, I didn't construct him with the proper edge looping nor low poly. He is at about 56,000. It shouldn't matter though. He will still bend, low poly or no. I have made a few animations of fly arounds with the camera flying in and decelerating for a good close-up of the texture...then fly back out and around. Plus some simple movement of the eyes and head too. Problem here is I haven't the appropriate personal web space to upload these. That should be fixed with the next few weeks though ;) . Slowly but surely...I will reach my 3D dreams. Mind you I have only been in 3D since august of last year. One day it will all just come out like second nature but right now its hard to come by. Its okay though, I will just have to eat this whale one bite at a time. *winks at DeeVee* It is a really fun and exciting hobby though. :D
ZBrush has been a god-send too. Open tons of doors in both a professional and education standpoint. Made things really easy to come by as well.
Well, this has probably been too much info but I am hilucinatory right now...I have had 12 hours of sleep in the last four days. *screen starts to blur* I am outta here...I have to get back to work. I have 8 rush orders...*head starts to pound *
Thanks for the comments.
Mahlikus The Black
05-15-03, 06:42 PM
Two more skin test.
Armor this weekend!
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1053049315dpa.jpg
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1053049331cct.jpg
zerobugetgamemaker
05-15-03, 08:21 PM
whew! this is awesome mike. :tu: :tu: :tu: Can't wait for the armor. :tu: :tu:
David
Jaycephus
05-16-03, 02:57 AM
:tu:
Awesome. Nice turtle-like head.
filament9
05-16-03, 03:44 AM
Absolutely impressive work. Watching this thread has been a real treat for the eyes.
This has to be one of the most impressive models I've seen here - and there have been some real dandy ones.
Mahlikus,
I too am very new to the whole 3D scene. And it has been a slow process to wrap my brain around some of it. I am very excited to see this model animated, can't wait :D You could add some loops and move a few to make the model more animation friendly without doing to much damage to the overall model. I have played with that and it can be done, is just very time consuming. If you spend a good deal of time getting the weighting accuate it will also make a big difference in how the model reacts to movement.
Can not wait to see the new website and see even you camera movement animations.
Awesome model and textures! I look for this thread everyday :)
MrBraun
05-16-03, 06:06 AM
Great update Michael !!! :D :tu: :tu:
I like more this skin !!! ;)
Nice pics, Michael- Looking forward to the developments. :tu:
NeoFight
06-09-03, 03:04 AM
this is an inspiring work! granted as a newbie to the program i also find it a bit intimidating, but inspiring none the less!
i love what you have done there :tu:
Mahlikus The Black
06-09-03, 07:12 AM
Thank you for the comments.
NeoFight, as an ex-noob (in some respects) I can tell you its not as intimidating as it looks. Unfortunately I have been having tons of trouble with the armor. I have put him on hold for a while. Once Lonnie is done with his TM workout, I will have some idea on how to begin to tackle a custom bump, specular, and displacement map. I have an idea how but something is wrong...Its cool though, I'll keep everyone posted.
Another thing I can't wait for is the next ZB release. Would help tons with the texturing of harder to reach places and posing.
Thanks again! :)
Rafael Hernandez
06-09-03, 04:13 PM
Excellent work Mike. Looking forward to further developments. :tu:
?!?!? further development... i dont think it gets much further than that! never seen an object with so much development as that actually!?!?!? :confused: :confused: :confused: :confused:
aminuts
05-05-04, 12:10 AM
Well MTB, this thread was mentioned in another and I galloped gladly thru yesteryear enjoying once again your progress on this puppy.
Am wondering if you saved him and gave him a test run in z2? and if you got around to the armor stuff?
I think this guy could be totally awesome in z2 and make your c4d renderings alot easier (hahaha well maybe) with displacements etc blah blah blah.
?
Mahlikus The Black
05-05-04, 12:33 AM
I was JUST thinking the same thing... ;) :D :tu:
We'll see what Z2 has in store for him.
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