View Full Version : low/high poly model
working on attempting to follow the thread over in Spiraloid in regards to normal mappning: http://cube.phlatt.net/forums/spiraloid/viewtopic.php?TopicID=581
The head area isn't finished yet and i still want to add more muscle detail, but I am very amazed that Zbrush allows a complete non talent as myself create anything at all that resembles something.. :D..
110,000 poly's and counting
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1051156132hgo.jpg
1620 poly original
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1051156206dgb.gif
Zspheres:
http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1051158557lit.jpg
i love the way that looks on the background, actually looking like it is standing there and all, nice render, beast is pretty convincing too. good job
Hardtwist
04-23-03, 10:14 PM
Thats a cool model you have started DavidT. :tu:
MrBraun
04-24-03, 12:19 AM
Great low poly model David!!! Very nice !!! :D :tu:
Thanks folks for the kind words. Here is a link that I basically stole this creature from. http://www.sitexgraphics.com/smallwalk.avi
My goal is to be able to create this kind of animation on my lowly PC with Cinema4d..LOL..What the heck if I don't do it at least I've already learned a ton in how to model in Zspheres...
Here's a head shot, after playing around with texture master, I'm really going to have to revisit a couple of tutorials in regards to displacement maps.
David http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1051336250nvm.jpg
BigMike
04-26-03, 02:56 AM
:tu:
great modelling!!
some time ago i found this creature too and modelled this creature...
i posted this modell here:
- Topic: My current WIP Modell - (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009434)
but your modell ist much better!!
Mike, I completely agree with comment with about the crown, I put it in and then began to subdivide, then it was to late to remove it. Maybe I'll turn it into a hood ornament or something. And yes the model is done after that same creature in Maya. It's hard enough to learn a program, let alone make something that is totally creative, although my 5 year old does this very well... :D
Hi DavidT
Great that youre picking up ZBrush easily!
Just a quick question about the Spiraloid thread ... I still haven't got my head around normal mapping. Once your've made a high res object can you create a low-poly from a normal map?? Are you going to reduce the polycount via Oliver's Normal Mapper Plugin? (http://www.drone.org/tutorials/normal_maps.html)
Or do we make a High and low res model of the same model and then normal mapping?
So much reading, so little time!
Upham :)
Interesting Displacement-Map demonstration (http://tech-report.com/etc/2002q2/parhelia/index.x?pg=7)
zerobugetgamemaker
04-26-03, 08:23 PM
nice model, and your texture is coming well too. :tu: :tu:
David
skycastle
04-27-03, 08:14 AM
For Upham
On Spiraloid thread you spoke of Normal Mapping is just a bump map.
Bump mapping is just a shading trick where you perturb the Normals. Thats how you get the term "Normal Map".
But the whole idea behind the Spiraloid
thread is this. Your typical CG model
has a very "smooth" look to them. They lack a hand made or natural look. As we know very little in nature is "SubD smooth".
With CG some of the tricks we use to get rid of the smooth look are Bump maps and Displacement maps.
Oliver's (on the site ) set of plugins allow you to generatet a Normal map or Displacement map by useing a base cage model and higher rez model. The plugin compares the distance between the to models at each shaded point. This process does not change your mesh at all, it just gives you a 2d map. Its this map that you will use in a shader
to displace the model at render time.
You could paint a displacement map but
if you sculpt it you will find that this works much better for medFreq detail.
Dave Cardwell
Thanks David for the "Simple" explanation. There are some of us less technical folk that are trying to follow along with that thread so a bit of simple clarity helps us a lot. As for rendering, I am using Cinema, from what I understand it's rendering engine does not support micropoly rendering, so does that mean in order for us to follow that thread, we will have to use something like 3Delight, or aqsis, or BMRT???...Any suggestions on rendering engines for this project would be helpful...
David T....
P.S. For some of us, this is just a hobby. But then again, I can't think of a more enjoyable way of learning new things..
Hi David
Thanks for the heads-up regarding the Spiraloid thread. I thought the Normal mapper was a Maya plugin, but I bumped into James O. today and he put me straight. (I believe he sits next to you at work??)
Anyway have a good holiday.
Upham :)
PS. Sorry for the late reply. Teaching 3d. (and I taught my first ZBrush class today!! My students loved it!)
PPS. Is there a shot of you guys on the extended LOTR DVD?
Playing around with the noise settings with the transform tool,(I like some of the folds) figuring out how to get Base color onto the model before it get's detailed in Texturemaster, and playing a bit with the AUV Tiled map in photoshop. Just oversaturated to the max,,calling it the wacky colored version. There is some interesting things that can be done with those maps in photoshop, that might be worth exploring...Next life when i have more time..
D.T.
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052215284xwf.jpg
Ron Harris
05-06-03, 03:32 PM
the wacky colored version is definitely an eye catcher...but I personally like the color of the first cold blue one....very nice modeling :tu: :cool: :tu:
well this is taking me long enough and it's changing, but i'm getting closer. the AUV texture is acting up on me, but I kinda like it......LOL...I promise not to post but one or two more...
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052346260ipz.jpg
Mentat7
05-07-03, 04:21 PM
You post all you want David! I would like to see more of this beastie. It is turning out very cool!! :tu:
Mahlikus The Black
05-07-03, 07:27 PM
Great critter David. Try using the mesh adjustment button THEN the adjust seam button, will get rid of that AUV grid in a flash
Cant wait to see more man. Looks awesome!
Be sure to download TextureMaster revision G (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=002034). The new version has been greatly enhanced to ease the process of working with AUVTiles. It's now a snap!
You can read about the new process in my latest post in this thread (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=010200).
Thanks MTB...I think it was a problem with the Texture it's self. I just reloaded a new one at 4096 and it worked great. Also TEXTUREMASTER G....Cool......
D.T....
P.S...I promise something finished on next post... :D
ok only one shot to go and I'm done, have the texturing going correctly finally... :D BUT I LIKE THE WEIRD ONE.......anyway,,, http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052374799snq.jpg
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