hello all,
merry christmas.this model began as a zb155.b zsphere adaptive skin(9376polys)
(top) settiing tool>modifiers>edge smoothness>50 allows for more detail
(center) character rigged in poser 5.
(bottom) character in zbrush. constant wip
[icon.jpg[/ATT]]]([ATT=4210)
thanks for veiwing
[attach=4204]Untitled-hi1.gif[/attach]
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The best for you and your family.
Your model is as always great and the walking women very very nice
Congratulations
Andreseloy
thank you andreseloy,
the same to you and your family and good to here from you my freind!
Great work!!!
Best of New Year!!!
An elegant work, i love her.
Merry xmas for you and family too.
Greetings
how you rigged a model make in ZB to Poser?
thanks in advance
Mario
That is some NICE modeling, Gary. You should work as an animator. 50.
cool, gotta love those tan lines.
nice walking cycle, question in between - was she once a he… or is that not a beard i see (that rhymes)
little too much shade on her chin.
…or plantigrade ?
Pilou
morph target animation test thanks for replys
That morph is looking real good. Are you going to do the whole body?
Nice work Gary. I was going to post a Zsphere humanoid, hopefully in the next few days, for people to start with.
I’d ppoint out the walk issues, but I’m sure that was just a test.
I like the morph, wolfgirl is born!!
hello all,
thanks for any feed back - comments,and sorry for slow reply.
and to andreseloy.this works inspired by the modeling
and poser works of pusghetty and to answer your question
have you seen his satyr thread ,will explain much of the
work flow. i might add that there is alot to doing this
and sometimes poser can be quirky software,at least
in the setup room where you can alter one of the
default bone structures to fit your model as he explained
in that thread.after pawing threw Doug Kelly’s character
animation for lightwave 6 by coriolis (700 plus pages)
i learned that i was doing this all wrong as usual.
one of the most valuable things i learned is to
build a low poly cage therefore grouping and modeling
is easy. hope this helps.
1 zsphere model
2 preveiw density 1 (586 polys) quick edit poly veiw.at this stage i export
obj. to poser to bone and group
3 adaptive skin - membrane curvature set to 0
4 further modeling in zbrush
5 divided in zbrush now 2344 polys but very square looking
6 smoothing in amapi with bezeir interpolation>range 1 poly veiw (also 2344 polys)
7 smoother transition poly to poly
8+9 further modeling in zb
10 another smoothing in amapi with bezeir interpolation>range 1
now 9376 polys.
11 groups in poser at 2344 polys
12 " " 9376 polys
13 modeling in zbrush
14 model posed in poser back in zbrush where it is divided
again membrane curvature >50>deformation>smooth xyz >25
subdivision surface resolution>15 now 47104 polys.hair
is a morph target (another long story)
to make a short story longer,bone and group a low poly cage
export to and fro with group options selected
in both programs,poly groups are not lost when subdivided
and save save save models in progression so you can always go back.
uploaded grouped character in ztool format 2344 poly version
feel free to use edit and hopefully learn from.
[attach=4747]groups12.jpg[/attach]
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oh and to lunch box yes low poly version for animation,chin consist of 2 polys
=funky render,but just a motion test not lighting.frenchy and jason p4 sexy walk cycle
altered for high heels. and special thanks to bicc39 for his help when times
were bad for me around this time last year
Great work!!!
Sometimes some beatiful girl walks with those monster at zforum…
Thanks for tutorial too.
cameyo
thanks cameyo,yes zbrush is not just for modeling monsters:qu: