1. #16

    Default

    So, I wanted to make sure I was clear on the rules regarding 'base meshes' in the contest. I know it's ok to import a base mesh from another program, (ie. the body) but I wondered if this extended to any base mesh for any equipment (ie. adding equipment / weapons)?

    My general process when I have hard-surface equipment or armor is to make a base mesh for the body, sculpt it in zbrush, and then once I'm pretty set on the proportions, export the .obj from zbrush to use in Maya for building base meshes for equipment. I just build basic geometry with a few edgeloops where I want hard edges, then export those bits of geometry back to zbrush to use as subtools, and then continue sculpting detail on those!

    I ask because, while I have had luck with the retopo / mesh extract options for organic stuff like clothes, I still find it a bit easier to build mechanical parts in maya with extra edgeloops for hard edges and then sculpting on top of those.

    I realize the more we can do in zbrush the better, but there are just a couple of elements of my costume I was going to build bases for in Maya and bring in (boots, strappy elements, etc.) I'm getting to that stage soon so I just wanted to be sure that wasn't a problem, I'd love people's opinion on this! Or an official response if possible, but I know y'all are busy

  2. #17

    Default

    Well, perhaps I was a bit hasty! In playing with the topo / mesh creation tricks, I'm finding it's creasing the edges I would want creased! I learn new stuff about Zbrush everyday!

    I'll have to keep experimenting but assuming this keeps behaving how I'd like, this'll definitely become anothe part of my workflow.

  3. #18

    Default

    Another update! Worked more on the face, legs, feet, hands, etc. Starting to build the equipment but I'm still experimenting with retopo / extraction for a good workflow... will update on that soon!

    pp_jan21-body.jpg

  4. #19

    Default

    Ah, I also meant to add that I've started usnig Vanessa Minnillo as a facial reference. She was suggested to me after I told a friend I was shooting for a face that had a somewhat ambigous or of a mixed ethnic background.

    Apparently she has Filipino, Italian, and Azerbaijani in her background, which is definitely the sort of West / East mixture I see Hyper's futuristic world being inhabited by.

  5. #20
    Senior Member User Gallery
    Join Date
    May 2007
    Location
    Germany
    Age
    25
    Posts
    962

    Default

    woah!!! now, this looks like perfect anatomy to me!!!

  6. #21

    Default

    Hey, thanks man! As a nitpicker I always find new things to tweak, but I am happy enough with where she is that I'm going to concentrate on her gear and clothing for a bit!

  7. #22
    Super Moderator User Gallery
    Join Date
    May 2001
    Posts
    20,488

    Default

    Quote Originally Posted by entrop23
    So, I wanted to make sure I was clear on the rules regarding 'base meshes' in the contest. I know it's ok to import a base mesh from another program, (ie. the body) but I wondered if this extended to any base mesh for any equipment (ie. adding equipment / weapons)?

    My general process when I have hard-surface equipment or armor is to make a base mesh for the body, sculpt it in zbrush, and then once I'm pretty set on the proportions, export the .obj from zbrush to use in Maya for building base meshes for equipment. I just build basic geometry with a few edgeloops where I want hard edges, then export those bits of geometry back to zbrush to use as subtools, and then continue sculpting detail on those!

    I ask because, while I have had luck with the retopo / mesh extract options for organic stuff like clothes, I still find it a bit easier to build mechanical parts in maya with extra edgeloops for hard edges and then sculpting on top of those.

    I realize the more we can do in zbrush the better, but there are just a couple of elements of my costume I was going to build bases for in Maya and bring in (boots, strappy elements, etc.) I'm getting to that stage soon so I just wanted to be sure that wasn't a problem, I'd love people's opinion on this! Or an official response if possible, but I know y'all are busy
    This is allowed. The more that originates within ZBrush, the better though. For example, the strap elements could be created very easily with retopology.

    Questions about using ZBrush? Check out these valuable resources:

    ZBrush Tutorial Movies: Link
    Download Center: (PDF documentation, models, plugins): Link

    Online Documentation: Link

    ZBC FAQ: http://www.zbrushcentral.com/faq.php
    ZBC Advanced Search:
    http://www.zbrushcentral.com/search....st&forumchoice

  8. #23

    Default

    Thanks for the official reply aurick! I am definitely taking this as an opportunity to move more of my workflow into zbrush and learn more tricks, but it's nice to know I have the option to work on some of the basemesh in maya if needed!

  9. #24
    Senior Member User Gallery
    Join Date
    Mar 2008
    Posts
    110

    Default

    Your structure is looking really good. Waiting for the clothing and gear now.
    Action Hero - WAR EAGLE
    Author- WIKKER (young adult novel)

  10. #25

    Default

    So I've started building her gear, and despite my questions above, I have so far been able to do it all within zbrush. Everything has been created either using topology mesh extraction (most of the gear) or the morph difference method (gloves).

    As you can see from the gear on her right thigh, I'm also having some good luck just using the edgeloop extrude, crisp, and masking tools to create hard surface detail. It's a fun challenge and I'm excited to play more with those tools to see just how far I can go with them.

    pp_jan26-clothed.jpg

  11. #26
    Senior Member User Gallery
    Join Date
    Oct 2008
    Location
    Germany
    Age
    27
    Posts
    2,406

    Default

    Hey really cool I love the way you´ve made it

    I never tried before using the edge loop function.. but it seems to be very good.
    Nice overall progress.
    Best of luck

  12. #27
    Senior Member User Gallery
    Join Date
    Apr 2004
    Location
    USA
    Age
    35
    Posts
    5,212

    Default

    Nice update, entrop23, love all the elements you place on her..

  13. #28
    Senior Member User Gallery
    Join Date
    Apr 2008
    Location
    New York
    Age
    31
    Posts
    155

    Default

    nice! someones been a busy bee and holding out on us great update

  14. #29

    Default

    Hey all, another update! Thanks for all of your kind comments, I'm having a lot of fun working on this! I'm also learning a lot of new tricks in zbrush where I might've otherwise fallen back on maya in the past.

    I spent a good chunk of time on her hair--wanted to make sure that was going to work out, so I went ahead and jumped in. It's all zsphere-based. Basically I'm shooting for a "hair with lots of gel" / shaved head punk-ish kind of look.

    I added a bit more detail on some of the gear, played more with edgeloop extrusion as well. (I put a couple of shots with the polygroups so you could see the zbrush-edgeloop structure.)

    I have a couple of videos I've recorded of playing with these extrude / crisp techniques, hopefully I can get those up soon.

    Anyway, thanks again for feedback, folks! C&C are welcome, and I'm very inspired by all the awesome work the artists in this contest are doing!

    pp_jan29-clothed.jpg
    Last edited by entrop23; 01-29-09 at 03:07 PM. Reason: Trying to make sure image is in post

  15. #30
    Senior Member User Gallery
    Join Date
    Sep 2006
    Location
    Boulder, CO
    Posts
    708

    Default

    Hey entrop23, I love her hair cut, it's soo cool! Her gear is looking sweet too.

Page 2 of 4 FirstFirst 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •