1. #1
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    Default Muuger

    I began this project with the intent of modeling a Zif figure in Zsphere preview mode. It is my intent to texture it in this manner too. The idea was to be able to create a complex figure that could then be re-posed by simply moving the zspheres around. It works to some extent but not entirely to my satisfaction. As you add more detail or begin to move the mesh around the joints it is easy to "break" the mesh when you try to re-pose it. It is my hope that Z 2.5 will overcome this with it's new "boning" feature. I have completed the first two parts in the process. After taking the shots I noticed a couple more areas that could use some more bumping so I will tweak that and then it's off to texture land.

    Here's Muuger

    Muuger-Zif-View.jpg
    Muuger-B&W-Side-2-View.jpg
    Muuger-B&W-Side-View.jpg
    Muuger-B&W-Front-View.jpg
    Muuger-B&W-Back-View.jpg

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    Thats one disgusting character! Well done

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    Outstanding character hope you going to finish him quickly
    www.mech7.net

    Please click me

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    Default something you can use?

    Reply Quote UserGallery ThreadGallery Post#2
    aurick
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    While the ZSpheres are visible, you need to press Tool>Morph Target>StoreMT before you begin posing the figure, texturing it, or sculpting the preview. This tells ZBrush to use the skin calculated from the default pose every time you preview the mesh, rather than calculating a new skin each time.

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    Quote Originally Posted by Bas Mazur
    Reply Quote UserGallery ThreadGallery Post#2
    aurick
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    While the ZSpheres are visible, you need to press Tool>Morph Target>StoreMT before you begin posing the figure, texturing it, or sculpting the preview. This tells ZBrush to use the skin calculated from the default pose every time you preview the mesh, rather than calculating a new skin each time.
    Thanks Baz but I know all about that (having practiced with that technique a lot in the beta last year). It still isn't perfect and breaks can still occur.

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    Eeeeuuuuwuuuwwwwwwwhhhhh! Toe jam!

    Interesting character.
    Jason Belec
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    Outstanding character, Lon. I get teh breaking mesh too....made a hand the other night and posed it a bit and it went all crazy. Great to see ya posting...
    ron

    ps. quit stealing my ideas

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    Great ZSphere model and great details you put in. I like how the toe nails.

    Yong

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    The volume rigging shown during the SIGGRAPH demos (and also in the preview movie already posted here at ZBC) showed very nice deformations when the rig is posed.

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    very nice creature !!
    it remind of star wars ....... COOOOL

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    very nice mentat!! as usuall.
    i don't really use zspheres myself but it's guys like you that make a strong case for them.
    Again very nice work!!

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    Quote Originally Posted by aurick
    The volume rigging shown during the SIGGRAPH demos (and also in the preview movie already posted here at ZBC) showed very nice deformations when the rig is posed.
    We all hope to use it soon

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    Thanks everyone. The poly count is around 1.4 million. Some people have asked me how I did the hands and feet. Well, basically I took the ZSphere you see at the top of the thread, bulk in the form, then sculpt out the final shape and add details. It isn't perfect (I will be the first to admit that) but there is no real secret to it. I often look at my own hands and use them as a guide as to what to sculpt where. As for the fingernails/toenails I flatten the area on top of the particular digit then go to the highest subdivision level and use the Layer edit brush to lay in the basic nail. Then I pull the edge of the nail out over the digit and build up the areas around the nail with the Standard edit brush.


    Quote Originally Posted by aurick
    The volume rigging shown during the SIGGRAPH demos (and also in the preview movie already posted here at ZBC) showed very nice deformations when the rig is posed.
    I am really looking forward to this! I imagine there will still be some inherent issues such as when trying to reposition a limb that has overlapping geometry at the joints but I am betting it will be a much more viable solution than trying to do it the way I am now.
    I hangout regularly at www.zbrushhangout.com, you can catch me there working on something quite regularly.
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    Well I think it is probably 95% done. Not sure if I will do anything else to it other than experiment. I created a base texture using Projection Master which consisted of basically a light/dark texture map to define the form. Then I dropped the tool and painted the rest by hand. I may play around with some body hair next. We shall see. Oh and I used Mr. Sims wonderful alphas for both the sculpt detailing and the paintwork Wonderful alphas those are

    All work done in ZBrush (modeling, skinning, scultping, texturing, paintwork you name it). Final image sizing and jpg compression done in Photoshop. What can I say? I'm a ZB purist.

    Muuge-Final.jpg
    Last edited by Mentat7; 08-11-05 at 11:31 AM.
    I hangout regularly at www.zbrushhangout.com, you can catch me there working on something quite regularly.
    Be sure to visit www.lunchrunch.org.
    You can also follow me on my Facebook Page

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    Awesome final, the creature design is excellent also. Very good work with the texturing and shading.
    Keep it up

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