s o u t h e r n
01-06-03, 01:17 PM
A small project to help people understand modeling and exporting capabilities in the current version of ZB. The steps so far are as follows:
1. Model a head in ZB from a sphere. I started with a resolution of 64x64. I didn't like the result so started with 128x64. It took about 30 minutes. I saved the ZScript.
http://www.southerngfx.co.uk/uploads/aimg8.jpg
2. I used Texturemaster to create a basic texture map. I made sure that the seam was at the back of the head.
http://www.southerngfx.co.uk/uploads/aimg9.jpg
3. Taking the Texturemap (1024x1024 into Photoshop I turned it to greyscale and remapped it onto the head in ZB. I then worked wrinkles and spots and blemeshes into the map using lighter and darker shades of grey, again using Texturemaster.
http://www.southerngfx.co.uk/uploads/aimg10.jpg
4. The image below shows how the textured head looked just before I exported it as an OBJ. I saved the Texture and the Bump as PSDs.
http://www.southerngfx.co.uk/uploads/aimg11.jpg
5. I loaded the OBJ head into Lightwave Modeler. I turned it into a SUB D model with TAB. I added the texturemap to the TEXTURE channel and the greyscale to the BUMP channel in the surface editor.
http://www.southerngfx.co.uk/uploads/aimg12.jpg
6. I then took the model into LAYOUT and added a couple of basic lights. I added a little specularity to the skin for effect. At a later stage I will add a specularity map in the same was as I created the BUMP map.
http://www.southerngfx.co.uk/uploads/aimg13.jpg
7. I added eyes that I had created in ZBrush and teeth that I had modeled in Lightwave. Changed the lighting a few time and tried some test renders.
http://www.southerngfx.co.uk/uploads/aimg14.jpg
8. This is a test render with a tiny bit of post work done in Photoshop. The mesh was low enough resolution for me to work with in Lightwave and I will be adding skelegons (bones) for the rotation of the eyes and setting up a few morphs back in Modeler. Jaw drop, eyes open/close etc.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1041888329iud.jpg
Questions are welcomed. Suggestions are required. The next version with UVTILES will massively improve on this process imho.
BTW. Whole project so far, 1 hour 15 minutes (not including the time it took to write all this :)
Glen
http://www.southerngfx.co.uk/uploads/sig.jpg
W W W . S O U T H E R N G F X . C O . U K (http://www.southerngfx.co.uk)
1. Model a head in ZB from a sphere. I started with a resolution of 64x64. I didn't like the result so started with 128x64. It took about 30 minutes. I saved the ZScript.
http://www.southerngfx.co.uk/uploads/aimg8.jpg
2. I used Texturemaster to create a basic texture map. I made sure that the seam was at the back of the head.
http://www.southerngfx.co.uk/uploads/aimg9.jpg
3. Taking the Texturemap (1024x1024 into Photoshop I turned it to greyscale and remapped it onto the head in ZB. I then worked wrinkles and spots and blemeshes into the map using lighter and darker shades of grey, again using Texturemaster.
http://www.southerngfx.co.uk/uploads/aimg10.jpg
4. The image below shows how the textured head looked just before I exported it as an OBJ. I saved the Texture and the Bump as PSDs.
http://www.southerngfx.co.uk/uploads/aimg11.jpg
5. I loaded the OBJ head into Lightwave Modeler. I turned it into a SUB D model with TAB. I added the texturemap to the TEXTURE channel and the greyscale to the BUMP channel in the surface editor.
http://www.southerngfx.co.uk/uploads/aimg12.jpg
6. I then took the model into LAYOUT and added a couple of basic lights. I added a little specularity to the skin for effect. At a later stage I will add a specularity map in the same was as I created the BUMP map.
http://www.southerngfx.co.uk/uploads/aimg13.jpg
7. I added eyes that I had created in ZBrush and teeth that I had modeled in Lightwave. Changed the lighting a few time and tried some test renders.
http://www.southerngfx.co.uk/uploads/aimg14.jpg
8. This is a test render with a tiny bit of post work done in Photoshop. The mesh was low enough resolution for me to work with in Lightwave and I will be adding skelegons (bones) for the rotation of the eyes and setting up a few morphs back in Modeler. Jaw drop, eyes open/close etc.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1041888329iud.jpg
Questions are welcomed. Suggestions are required. The next version with UVTILES will massively improve on this process imho.
BTW. Whole project so far, 1 hour 15 minutes (not including the time it took to write all this :)
Glen
http://www.southerngfx.co.uk/uploads/sig.jpg
W W W . S O U T H E R N G F X . C O . U K (http://www.southerngfx.co.uk)