ZBrushCentral

Worm

I am trying to simplify the projects I work on because I have been setting myself unrealistic tasks compared to my skill level. I am not able to create the models I am picturing in my head.
I am going to try and create more simple cartoon type characters and get them to a completed stage rather than photorealistic characters that only ever end up half finished.
This is my current work in progress. A worm. Slightly inspired by the worm from the movie Labrynth. Although he looks nothing like that worm I imagine he would have a very similar personality when animatedworm with hair.jpg .

[attach=42965]Worm frame front.jpg[/attach]

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Worm frame front.jpg

[attach=42966]Worm frame side.jpg[/attach]

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Worm frame side.jpg

Have you checked out and grabbed some of the base structures (‘templants’) we have over on the zsphere thread?

http://www.zbrushcentral.com/zbc/showthread.php?t=21407

Perhaps this will be of aid in getting to where you know you can go. A lot of people have difficulty getting started and it’s one of the reasons the thread began and is definitley why it’s survived so long. This is especially useful if you are working in Zbrush. At any stage you could make a polymesh and sculpt or stay with zspheres until you are really comfortable.

Sometimes it’s all about realizing what you need to start with in order to end up where you want to be. Perhaps this will help you get rolling. :wink:

I finally got around to texturing him up. Unfortunatley now when I export the mesh as a .obj back into Max it loses the texture co-ordinates.
Any suggestions on how to fix the problem?

Worm texture perspective.jpg

[attach=43520]Worm texture side.jpg[/attach]

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Worm texture side.jpg

Worm texture front.jpg

Did you assign texture coordinates? With your zsphere structure, goto Preview and under the tools tab, you will see texture, pick GUV )or something you prefer). You may have to repaint if you didn’t do this before. The Guide and other Zbrush tuts do explain this (just like other apps ypu need to choose a form of uv mapping).

Now if you did that and your having those issues, please post each of your steps so someone can be of assistance. :wink:

Hi,

I applied AUV co-ordinates before texturing him up.
My steps were I went down subdivision levels in Zbrush and exported the lower poly mesh as a .obj file. Imported the .obj file into Max and applied the texture and changed the V setting on the texture in material editor to -1. The texture no longer fits the model.

I have done some testing and no matter what subdivision level I export at the texture will still not fit.
I have also exported the mesh from Zbrush as a .obj file into Max tested the texture then when it hasnt worked re-exported the mesh as a new .obj file back into Zbrush put the texture on the model and had it fit perfectly.

It makes me think I may need to export the mesh from Zbrush and unwrap it in Max.

Its all ok. For some reason my copy of Max was no longer flipping the texture when using -1 on the v value. Just had to use 180 degrees in the U angle field.
Will post some renders soon.

Ok I got the worm rendered in Max. Am currently building a scene for him too.[attach=43927]global worm.jpg[/attach]

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global worm.jpg

side global.jpg