1. #1
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    Post HEAD INTO LIGHTWAVE PROJECT

    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.



    2. I used Texturemaster to create a basic texture map. I made sure that the seam was at the back of the head.



    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.



    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.



    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.



    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.



    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.



    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.



    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


    W W W . S O U T H E R N G F X . C O . U K

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    Interesting project , I guess this should work in cinema 4d too. (at least I'll try it)

    i'll be waiting for the UVTILES version

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    Post

    Hi Namek,

    It works in C4D. In fact, it works in anything that loads an OBJ with UVs assigned.

    Glen

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    Inspiring, thanks for sharing. Though I suspect that if you post this on CGtalk, or similar forum, you will be flooded with people questioning the lack of edgeloops. Of course not really needed if you are going to use endomorphs for animating it. But they will still ask/moan

    Better have a another model made from the lowpoly zsphere technique standing by, ready to pull out of your hat

    btw, how long have you been using Lightwave now?
    Mark

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    TV: I've had Lightwave since last summer and despite a few months off ZBrush I still find it long winded when I want a Quickfire art fix (LW not ZB).

    It is my favorite choice for SubD work now (I've tried Wings3D but didn't like it, don't want Maya and never owned 3DS since the DOS days).

    Lack of edge loops doesn't worry me but you are right about the crits it would receive on CGTalk. I find the crowd there to be littered with some very one eyed individuals (Not all I must add!!!!!). The place is graced with industry stalwarts like Stahlberg and littered/cursed with muppets that have a pirate copy of 3DSmax but think they work/speak for Pixar.

    A few minutes with this mesh in LW and you could refine the mesh to your hearts content or even use it to build a lower res mesh (as Ken B would do) with an even spread of quads and nice little loops around the eyes.

    It's all good!

    But ZBrush is just a toy!

    It's not REAL 3D is it!

    G

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    Just remembered what I was going to suggest before. Back when Zbrush 1.5 was being geared for launch and I was looking into buying it, I was examining the features of Z1.23b. At one point I came across an article about texturing using TextureMaster and was nearly sold there and then. But I worried about the 2d painting abilities and was considering DeepPaint instead. Of course in the end I bought ZBrush

    The point is, if I read what you posted back then I would be "nearly" sold all over again, but still only nearly.

    Maybe you could add info about the various brushes(esp. SprayStroke). It would likely break the information flow if you added it in the section where you describe the TextureMaster bit. So maybe 2D painting info as a postnote?

    CGtalk is pretty big so there is bound to be a mixed group. It is still my prefered forum to visit though, right after that other one.. whats it called...ah never mind
    Mark

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    Talking

    Good tecnique Glen!!! Tnx for sharing your experience!!!
    One request: is possible to have a zscript recorded ???
    Tnx bro !!!
    Italian Zbrusher

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    Thumbs up

    Thaaaaaaaaank you !! I have tried this a few months ago and didn't get it to work. Before i was beginning modelling with zBrush i worked with Lightwave, with this little help i am now able to mix my two favorite programs !!
    Jap, thanks again !

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    Yes! Thank you Glen!
    Info from you is alway greatly appreciated!!!

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    Post

    I understand the concept, but am using 3ds max which is not importing OBJ files, just DXF. The problem arises when I put the exported material from ZB in max and map it on the model. As far as I see, you didn't have the positioning problem in LW as I have in Max. ZB is great program and there should be the method to solve this problem.

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