Good display of your knowledge of human anatomy.
To preview the mesh through a perspective camera, drop out of edit mode, select drew->persp, and bring up the rotate tool. You can alter the amount of distortion with the slider next to the ‘persp’ button. Once you have the amount of perspective distortion setup, you can quickly toggle in and out of it by hittit ‘tr’, then ‘t’ to get back to edit.
Its not very precise, but its faster than exporting to maya and back…
-matt
zpetroc, I agree about the rendering. Many of you should also look at 3Delight for your personal use, and several renderers supporting very accurate and fast displacement exist following the prman requirements.
Moved post to new thread: My stuff(work in progress)
Moved post to new thread:My stuff(work in progress)
Thanks for your reply earlier zpetroc! i felt guilty about having so many of my images on your thread so put them onto a new thread called:My stuff(work in progress)
Your are at the forefront of most causes of chest gripping heart attacks!!
–Eyes Like It Alot–
I didn’t get to download this yet, and I tried downloading it now. But, I keep getting an error message stating the server is too busy, and I need to download this using an internet web browser. Well, I’m using a web browser, I even tried different browsers(Firefox and IE), but to no avail.
Anyone care to share it, or point me to a working link? I’d greatly appreciate it.
Wow, Zack. This model is awesome. Thank you so much for sharing it. This will definitely help me in detailing, and volume work.
I know you don’t want to answer any questions, but I am curious as to how you got so much detail on a 800,000 poly model? Is it just because of the way you laid out your poly mesh? Or did you have more subd levels that weren’t included with the model you provided? The reason I ask, is I haven’t been able to do what you’ve done here, with that low of a polygon count. But now that I’ve seen what you’ve done, I’m definitely going to be doing more work on my “lower” subd levels, or at least trying too.
Very nice work Zack. Thank you again for sharing it.
thanks for that beautiful wireframe zpetroc - made this with it.
Attachments
ron m,
That is brilliant!!!
:lol:
The hair really pops this image.
This work ist very nice.
The last image posted looks like 3/4 of my modeling team.
Chad, I might have left out the top level of division on this model in the downloadable tool. If so, it would only contain the details for the veins and hair. I don’t remember how many level divisions that model had or too which level of division I posted.
I do think defined edge loops let you get away with a little lower res base mesh but the way to get ahead is still to just pull as much mass as possible out of the lower levels.
This model was the last time I’ll start with a well-organized detailed mesh. You should see the pieces of **** I start from now. Just basic boxes really. Maybe I’ll post one this week. A few other threads have spoken to the same point regarding where to start, and how/when to address the organization of the mesh. For me, it is officially two separate parts of my workflow. Start by creating a QUICK, low res boxy mesh in another software. Get the scale, basic proportions and forms. Do the Creative sculpting (in ZBrush) from the low res boxy mesh. Then, the next step is to use the detailed mesh you created in ZBrush to create an organized mesh relative to those high res details including anatomy, animation needs, and even wrinkle patterns. Of course the difficult part is getting the ZBrush detail onto the new, organized mesh, but it is very achievable. I’ll also say, little pigs, that its only a matter of time before you won’t have to worry about that aspect of the process.
Rock on mama-sacas.
Really a great model small_orange_diamond
small_orange_diamond
small_orange_diamond
The link isnt working.
…brilliant gymnast
Pilou
I just sent a message to pixolator, so hopefully he has a few tips for those of you that have had trouble downloading the tool.
later,
We thought that we got this matter resolved with the hosting service last week. Unfortunately, it seems to be back. We’re working on a solution, and it should be able to be downloaded again soon.
You make it sound so easy, zpetroc:“just sculpt a higly detailed model from a basic box” but is’t it so that modelling from a low detailed mesh is totally different then "pulling and pushing " a livelike model from a high density mesh in Zbrush ? To me it looks like the difference from sculpting from stone,making
a basic shape and then refining it ,bit by bit, and sculpting with clay, adding mass bit by bit !
I think that people that are not in your “leage” of expierience of the human form, and that must be 99 % of us mere mortals, just have to model in the
old way, with low detailed models with their guiding landmarks of nose,ear and
so on, just to get a realistic model .
jantim