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s o u t h e r n
12-25-01, 04:59 PM
BUMPING THE ORC WITH AN ALPHA MASK

I thought that the head study I created for the `Smokin’ Orc` image was lacking in features so I decided to work on some bump effects. The original image had a material with a lot of colour-bump which allowed light areas of the texture map appear raised when rendered. For the next stage I wanted to actually add features to the geometry.

USING THE TEXTURE AS AN ALPHA

To create the effects below I first of all exported the texture map (PSD or BMP) and re-imported it into an alpha slot

ALPHA http://www.southerngfx.co.uk/uploads/arrow.gif IMPORT

To add this alpha to my model I put the head into EDIT mode (Keyboard T) then used:

TOOL http://www.southerngfx.co.uk/uploads/arrow.gif MASKING http://www.southerngfx.co.uk/uploads/arrow.gif ALP

This takes the currently selected ALPHA brush (My texture now in grayscale see IMAGE 1.) and wraps it around my model as an ALPHA MASK. As the alpha is an exact copy of the texture map created for this head it fits the model perfectly (Zbrush gave the head its very own UV coordinates).

http://www2.zbrushcentral.com/zbc_uploads/user_image-1009328134ulc.jpg
IMAGE 1. What the alpha import looks like


INFLATION TO SIMULATE BUMP

This head model was created from a sphere with a mesh resolution of 512x256 (maximum for a 3D Sphere). With this amount of geometry it is possible to model very fine features. At the stage, with the alpha mask applied , any modifiers applied to the head will only affect the non masked areas (the lighter bits) To give the bump effect I required I used:

TOOL http://www.southerngfx.co.uk/uploads/arrow.gif DEFORMATION http://www.southerngfx.co.uk/uploads/arrow.gif INFLATE

The slider can be set between 1 and 100. The higher the number the more the non masked areas are inflated. It can also be repeated a number of times if required ( e.g. 100 then 100 then 50 etc.)

http://www2.zbrushcentral.com/zbc_uploads/user_image-1009328201lba.jpg
IMAGE 2. The inflation process

The head model should now have raised areas where ever the alpha mask was lighter in color. To see the head in its full glory you need to add the original texture map.

NOTE: To create different `inflate` effects take a head that you have textured. Save it out as a Ztool with its texture. Carry on using Projection Master to add different effects e.g. More raised veins, skin folds, bumpy areas of skin, then export the texture and use it as an alpha mask on the original head with the earlier `saved` texture. This will give raised areas that do not match the texture exactly which will catch light and cast shadow.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1009328252ukm.jpg
IMAGE 3. Heads after inflation and with texture

http://www2.zbrushcentral.com/zbc_uploads/user_image-1009328310rmt.jpg
IMAGE 4. BUMPY HEADS

http://www.southerngfx.co.uk/uploads/sig.jpg

filament9
12-25-01, 05:09 PM
Hi Glen,
your use of the texture as a bump has added a great deal more life to the image. I still feel the first image was extremely well done - but this addition is heads above. Gives me some ideas to play with.
BTW: I hope you've had a good christmas.

Stonecutter
12-25-01, 05:10 PM
Wonderful...Just wonderful!
Clear and concise. :tu:
Thank you Glen, for a pair of fantastic, straightforward, and most of all informative tutorials. This stuff will keep me warm this winter! ;) :cool: :D :tu:

Zoid
12-25-01, 05:26 PM
Brilliant technique. I like the way you think. Thanks for the clear explanation, and cool images also.

drjjwow
12-25-01, 06:09 PM
ive always enjoyed your work and i love it when you give your technique on your projects... thanks for you demo...wonderful tut glen..

pam
12-25-01, 06:22 PM
:ex: the fog from my mind has lifted, and radiant light floods my studio (a computer in the corner of the dining room, but my studio non the less)
using the alpha as a mask!!!!
inflate works postive or negative! pock marks and pimples!!! hehehehe she jibbers to herself. ahem,....um, sorry 'bout that...
anyway, I am thinking how nicely this would work to create morph targets (with the deformers that do not change the polygon count, ofcourse).
And I was going to sleep tonight, now that is blown to bits! I better go make some coffee
:tu: :tu:

Nikko
12-25-01, 07:21 PM
Thanks, South! This cleared up a few things and gave me some inspiration! :D

juandel
12-26-01, 02:25 AM
thank you for all the insights, southern! it is wonderful to be able to have peeks over your shoulder and the way you explain your how-to’s is outstanding!!! manymanymany :tu: s. incredible!!!

- juandel

cneofotistos
12-26-01, 06:30 AM
indeed southern.
I have found few ground-shaking tutorials of late. yours is one of them

<BLOCKQUOTE>quote:</font><HR> Mommy, are you a boy or a squirrel? <HR></BLOCKQUOTE>

Darksprite - The Art And Design Of Christos Neofotistos (http://www25.brinkster.com/darksprite/)

my renderosity gallery (http://www.renderosity.com/gallery.ez?ByArtist=Yes&Artist=cneofotistos)

syco26
12-26-01, 06:41 AM
Thanks very much southern this was most helpful.I was wandering though is there any chance to have a look at how you make those great ears? :rolleyes: