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This is an image based off a low resolution torus (3d ring) with the radial coverage set somewhere at 315 degrees. I then pushed and pulled points to block out the basic form and then hit it with the divide under the deformation tools. Every now and then you have to use the smoothing tool to rework the form but this is the basic order that I cycled through to get to this stage. My question is if anyone knew how to keep the mesh from sliding clockwise and getting uneven after the divide button is used. I usually get an unsymetrical piece after the resolution goes up that can only be cured by lots of smoothing and still, all the detail is lost up to that point. If I could just lock down the seam line of the shape when I want to divide the geometry.
Anyway this image started off 3D put in the end it had to be dropped and finished on the canvas.
Any help would be appreciated.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1016486586xlk.jpg
Stonecutter
03-18-02, 01:49 PM
Wow...!!
I can't help with your question, but however you got to this, the finished result is wonderful!
:tu: :tu: :tu: :cool: :) :cool: :tu: :tu: :tu:
drjjwow
03-18-02, 02:25 PM
i cant help you either,however i can offer you a good old fashion ...wowzer...extremely detailed dino...
Mentat7
03-18-02, 03:44 PM
I must say this is very exceptional. Fantastic job! I have never encountered the problem you were faced with so I am not sure I can provide any help with that. One question...did you use the torus so that you could use the open end as the top and lower jaws? I wonder if that was why the divide was acting strangely?
Kaluman
03-18-02, 03:56 PM
same here :tu: :tu: :tu:
Hey! thank you all for your acknowledgement.
Mentat7, you are right about my intention of using the open ends of the torus for the top and bottom jaw and although I have had experience with the sliding seamline using other shapes, it was never as bad as when I tried to modify the 3d Ring in particular. Here is another example of the same thing happening with a sphere. The reason this is an issue for me is when I go to map it with a texture, I would like the map to be as symmetrical as possible. http://www2.zbrushcentral.com/zbc_uploads/user_image-1016497352lqu.jpg
buzzwizard
03-18-02, 04:56 PM
hey, jelee
wow, that's a really good dino. I'm very impressed. Are you a professional or proficient artist, because you seem to have grasped this program amazingly fast.
I don't have answer for your question, but I do have an alternative. Once you have drawn your object, go to Tools/Modifiers/Initialize, and slide the H (horizontal) and V (vertical) as high as they will go. This gives you a highly divided standard object to work with, and you never have to deal with dividing and smoothing except on a small scale in places that you've stretched a lot.
hope this helps,
Daniel
when you draw the sphere,rotate it 90 degrees back on the X axes, making sure the seam is to the back.Then when you model it wont disturb it.
OMG!! Jelee, i love both models!!! Could you explain how you made the wrinkles, lips, and eyelids on the second one? Ive been trying to achieve that level of realism, but i cant seem to model the intricate details. A script or tutorial would be very much appreciated. I havent encountered your problem but i just love your work.
Ron Harris
03-18-02, 07:09 PM
gadzooks!!!! outstanding models.....I will now return to my finger paintings.....Do you do this for an occupation? :cool: :cool: :cool: :cool: :cool:
drjjwow
03-18-02, 07:12 PM
i agree with the others.. i would love to see one of your modeling sessions...
Mentat7
03-18-02, 08:28 PM
Am I seeing this right...the seam is on the front of the face in your example? If so then follow Benhog's advice. Go to preferences and while you have the tool in Rotate mode click on DOTS in the preferences menu. You will be able to see the mesh that way as well as the seam. Rotate the sphere so the seam is to the back. When you model this way the face texture that you create will be looking dead on at you on the texture pallet. It is not necessary to use a super high poly mesh when starting your model. You can use a low poly mesh then up the ante in areas where it is needed by masking them in. Hold down the CTRL key (while in edit mode) and then draw acroos the area you want masked. Invert the mask in the Modifiers>Selection menu and divide. Smooth the mesh and proceed. You can do this as often as you like to trouble areas but be careful. There seems to be a point where it begins to get messy. Just experiment and use your judgement. The benefits to this method are many...one of which is much smaller file size and thus an icrease in speed performance.
Superb work, even with the difficulties that you're having! Thanks for sharing. Can't wait to see more from you!
I don't know why your seam is sliding, but the drawback to using a torus is that you are pretty well stuck with having one on the outside no matter what. That's one of the reasons that spheres are so popular as starting points. You can do a Rotate X of 90 degrees, and the seam will be put at the back with the poles at the top and bottom. This really makes for easy modeling and texturing -- although it does mean that you'll have to work a little harder to get wide jaws.
KenB -- a very talented modeler -- has started using several objects to make up a face. You can see it at work in his Eric thread (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=003636).
I have to say that this program really has some cool features. Some of them I am still learning. The stencil is one of the coolest concepts I have seen in a paint program. One of these days I am going to sitdown and learn how to make those zscripts without meshing up so often. I appreciate the suggestions and encouragement to my query. I think Mentat7 had given me an idea about masking that may help for the next time. Aurick, you're right about the 3D ring being sticky to work with for modeling when you want the seam to stay in the middle and not leave a gap in the mesh next to it.
Thanks again to everyone who responded.
jelee
p.s. That Eric thread is awesome. KenB's story makes it even more fun. I'll have to look into that method of modeling. Thanks.
Here's one more from a sphere before I go...
http://www2.zbrushcentral.com/zbc_uploads/user_image-1016694674nxr.jpg
Excellent work, I hope your plans include incorporating this image in a future project.
It's okay I suppose......
Yeah Right! It's completely and utterly amazing, the kind of level of ZBrushery I would hope to reach after years of practise...
Top notch me old son! (adopt your best ****ney accent)
:eek: :eek: :eek: :eek:
We have a new ZMaster............ ;)
Rich, believeable creatures.
jibberish
03-21-02, 05:06 AM
well, it looks like we have another freakin' incredible artist on our hands. jelee, you remind me of when KenB first joined this forum...you both posted amazing first images, and then knocked us out with your second. amazing work, both pictures...i love both aliens and dinos/dragons, so i can't decide which i like better...they both rule!!!
josh
Boy! do I enjoy looking at your images, yep!
juandel
03-21-02, 02:20 PM
all of them are wonderfl z-art, jelee, absolutely incredible! wowwowwow!!!! :tu: :tu: :tu:
- juandel
Thank you to everyone for the feedback and making me feel welcome here.
I am especially flattered to be reminded of KenB's early work who is one of many artists I enjoy here at ZBC. Hope to have more in the future.
sincerely,
jelee
Stonecutter
03-21-02, 06:00 PM
Fantastic work, J!! :tu: :tu: :tu:
Incredible modelling, texturing, and lighting...A Masterpiece of Monstrosity!!
:cool: :tu: :tu: :tu: :cool:
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