I felt guilty about having so many images on someone elses thread, so thought i’d humbly ahem open a new thread.
This is my wip model and my first picture posting! So plz ppl 121 only :)) , i used your modelling of the shoulders, back and forearms as reference to modify my own - generic - male humanoid.
He was originally built in zbrush then modified in maya, when im happy with him ill start detailing him up in zbrush again. At the moment - the face is a bit ugly! (i can move the facial muscles around in zbrush).
[attach=1075]humanoid_wip.gif[/attach]
[attach=1076]humanoid_back_wip.gif[/attach]
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I’ve got a human male with the material settings that i copied from the warrior part 5 tutorial. This is the same model that i posted earlier, but connected together and with a material.
The thing is i cant get the texture to be painted using projection master. I can paint for example a 3d cylinder using projection master with the same settings. The model was imported from maya, i have also tried painting it when its converted to polymesh3d. He has GUVtiles and a texture map of 2048x2048. If i use the settings in warrior part 5, nothing happens, i can paint materials using the m setting, but rgb does nothing. The stippling occurs when using best render but its not what im interested in
Ive fixed the problem with texturing. It was simply that multiple mode on s1 shader had to be enabled. I can get on with this, but may show a female model work in progress if anyone is interested
:o Yiikes, saw my picture on the thumbnails at the top of the forum page, and got embarrased!Mainly because my proportions were so wrong! :eek:
Heres a quick update, i was going to simply erase the old one but thought ‘what the hell’ after all it is a work in progress
well Maggot
i guss the best advice i can give you, is not to spend any time on the texturing before you are complitly happy with the modeling.
and unless this charcter is exactly what you intended it to be, i guss you have to put alote of work in to it. pay special attention to proportions and try to work with some kind of a refrense material.
hope it helped
Doron
Thanks for the advice, it really hasnt taken me long to do the above, its only a test to see if GUVtiles would give good results. It took me maybe 40minutes to texture the first model. Texturing made me see where i had gone wrong. Just now I spent perhaps 40minutes quadrangulating adjusting and re-proportioning the maya model below.
There is probably a way to quadrangulate automatically-(using polygons->quadrangulate i expect;)) but i did it manually -it made me look more carefully at the models topology. Spot the differences!
Heres my current work in progress. I tried exporting it to Zbrush but it displays as if it is a single-sided object so as you rotate polygons appear and disappear. Will look into this as i cant texture it as it is. I just made a quick (as in 2minutes) adjustment and so this is an update. When i look at my stuff as a posting , i see it in a different way :lol:
[attach=1590]human_female_wip.gif[/attach]
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Bad post
Heres also a smoothed version so you can picture how i want it to look in zbrush. Theres still work to do on her, Im using the zombie-like pose so i can give her elbows, if the model was straight-armed i couldnt add the elbows shape.
Heres a rear view of her.
[attach=1592]human_female_wip_3.gif[/attach]
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I would suggest downloading Zac’s semi-superhuman model and look closely at it. Maybe render it out from a few different angles and look at them while you are modelling. Or try going to http://www.3d.sk They are a huge resource for male and female anatomy. It’s a pay service, but I think it’s well worth it.
Try getting a front and side drawing or photo of someone and mapping that to a plolygone in your scene, that will help you get your proportions more correct.
I was working on a human figure recently and just by looking at Zac’s model I was able to bring up the quality of mine tremendously. Granted, it is a little frustrating because his is so freaking good, but that’s how you get better.
Keep at it!
you can generate your own humans with this :
Here is a cool free way to study the human form
http://www.dedalo-3d.com/
you will also need blender:
http://www.blender3d.com/
it is quite cool, it auto UV maps the charictors you make and also you can have it Bone it automaticaly … great refrence for human geometry and how to place bones and joints :D
if you need help on porting them into Zbrush let me know
Just thought id put this wip up, each model has a unique name and material saved with a different material name, but when i use load an object, every other object shares the material associated with the object loaded. any ideas how to get around this?[](javascript:zb_insimg(‘6367’,‘wip.JPG’,1,0))
In other words, how do i keep the material assigned to each object?
[[attach=6367]wip.JPG[/attach]](javascript:zb_insimg(‘6367’,‘wip.JPG’,1,0))
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Check the attached picture giving my threads and posts[[attach=6369]laugh.gif[/attach]](javascript:zb_insimg(‘6369’,‘laugh.gif’,1,0))