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Spider-Man W.I.P

Thank you Smith009, Me like Zbrushing Spider-Man alot. Me glad you like.

Uno problemo! ok, I havent had problems with Zbrush like this before. So I will go slow, maybe someone can HELP ME!

1.) I uv unwrapped the model in 3ds max. (rendered uv map)
2.) I sculpted the details onto the model.
3.) I saved out the normal map.
4.) When I went to put the norms on the model, they dont match up.:mad:

Below is a picture of the wireframe rendered in 3ds max, as well as the normal map from zbrush overlayed on eachother to show how they dont match up…

[[attach=208008]uhoh.jpg[/attach]]uhoh.jpg

Mirror the map before exporting it from Zbrush. as you can clearly see, if it was mirrored it would match up perfectly. It´s a thing that Zbrush has and annoys with it for a really long time now.

“Mirror the map before exporting it from Zbrush. as you can clearly see, if it was mirrored it would match up perfectly. It´s a thing that Zbrush has and annoys with it for a really long time now.”

Mirror the uvs. where is this? Its not flip v, or anything like that. I feel a little slow right now. Please give me a hint atleast. can I flip it in photoshop? or am i getting cold. Im somewhat self teaching myself zbrush.

You have to flip the map horizontally. I didn´t have ZBrush open so I didn´t use the right term. anyway, what it does is mirroring it. just generate the texture in Zbrush again (or import it), select it and in texture pallete hit FLIP H. that should do it.
You could also do it in Photoshop, but it´s faster to remember to flip the map.

Thank you so much, It was so obvious after it was pointed out to me. oh god, it must be the suns heat today. ha

UGGH!!! I have a new problem. I didnt like how the seams were showing in the other model, so I re did the uvs. this time so that both halves can be symmetrical (spider-mans costume = very symmetrical). So I sculpted the new model, and rendered the normals. Below is the wireframe over the normals. it appears that most of it matches, but some of the normals seem shrunk, making a nasty seam in the model.

Anyone have a solution for this? do i have to re-adjust the uvs again? Ughh.
[spider_oops.jpg](javascript:zb_insimg(‘208107’,‘spider_oops.jpg’,1,0))

Sorry, can’t suggest anything about that problem. It might be a 3DS Max specific error and I don’t use that software.

However, what is very obvious to me is that you are generating Object Space normal maps for a character model, when you should be making Tangent Space ones. As soon as you animate the model in Max the normal map will start giving very weird lighting effects to the mesh! Tangent space normals stay bound to the mesh and don’t go strange in motion.

Cheers,

Rory

Thank you! I will remember to make Tangent Space normal maps the next time around!:+1:

Heres a quick in progress shot. Im not finished texturing Spidey, and Im going to touch up the normal map. I think its too muscley, even for something thats supposed to be spandex

[spider-mannew.jpg](javascript:zb_insimg(‘208416’,‘spider-mannew.jpg’,1,0))

Here is another shot. I know there are tons of issues with the model. No worries, I am bringing it back into zbrush for the umpteenth time for repairs. Then the diffuse, specular and additional bump maps. then rigging and a final render. Then on to a new sculpt because i am getting sick of Spider-Man :smiley:

Here is a turn-around of what i have at the moment.

[[attach=208882]Spider-man.jpg[/attach]](javascript:zb_insimg(‘208882’,‘Spider-man.jpg’,1,0))

Attachments

Spider-man.jpg

Before and after Zbrush. You have no idea how happy I am to finally have Zbrush work in my favor, after self learning the program for a few months now. This is the start of many good things to come! :slight_smile:

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](javascript:zb_insimg(‘208884’,‘wow%20copy.jpg’,1,0))

Well I was thinking. Spider-Mans very acrobatic, and in some poses the bottom of his foot faces the viewer. I like the comics and how they draw his feet like hes wearing socks, but, I want to give him a little support. haha. So I sculpted a little shoe sole on the bottom of his feet and a little heel support thingy. Just a little detail…back to the anatomy refinement.[

](javascript:zb_insimg(‘208908’,‘feetses.jpg’,1,0))

Spider-Man is now rigged. and I’m tweaking the anatomy still. But here is a render of Spider-Man in the sunset, kinda like the movie posters.:)[spider-mansunset copy.jpg](javascript:zb_insimg(‘209137’,‘spider-mansunset%20copy.jpg’,1,0))

Anatomy update. Now got to work on those webs, uggh:p[[attach=209277]180.jpg[/attach]]180.jpg

Here is the last render of my spider-man model. I am moving on. render done in 3ds max and then processed in Photoshop for beautification. Thank you all for your comments and suggestions. On to the next model! :smiley:

[[attach=209297]spider-mannew copy.jpg[/attach]]spider-mannew copy.jpg

nice work, especially on that city render. My only comment, would be to revisit the muscles in the legs, especially the quads, the organization of the muscles there seem a bit wonky, but overall nicely done.

it looks like he is going out the screen…:smiley:

mkk316 - hehe, the city render is a high res image I found online. I will work on the leg muscles. Thanks for the critique!

artstudio3 - Thank you. unintentionally done. If anything i think it looks like a spider-man game image. Thanks!

Here are the maps I used for the spider-man model. Hope this helps AVTPro :slight_smile:

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](javascript:zb_insimg(‘209331’,‘maps.jpg’,1,0))