ZBrushCentral

Game Art, Necromancer General

:+1: :+1: Amazing!!! I know you’ve heard this already but this is the best game model I have seen posted on any site. i love everything about it. i really like the colors. the colors have a little comic book feel to it. i like how the red tones weren’t over used. Man, i just love this piece!!! My only question is about your work flow. I know you built a high res model first in max, then you brought it into zbrush. but before you brought it into zbrush, did you set up the UVs in max or did you set up the UVs in zbrush with the automatic set up that zbrush has? again, this model is amazing and i can’t wait to see your next one.

:slight_smile: :+1: denni5

Awesome work Vitaliy. I’m just looking at the other stuff on your site and it really is excellent. :+1:

IMO this character CRUSHES!
5 of 5 from me. I especially love the way the chestplate skull comes into alignment from his left side angle.

congrats on getting your site up! just took a look at your portfolio…excuse me while i go cry now. :wink:

Make with the Tutorial already! , it’s killing me checking back everyday to see if it’s up, hahah any time frame???.

The main reason i have bought Zbrush was for real time game characters and this blew me away. I hope to be 1/5th as good as this in the near future. My boxed version arrives tomorrow hopefully ( fingers crossed )

Can i be your padawan Master Rawkstar? Can i be selfish like the movie “Oliver” [ Please sir may i have some more! ]

more then 5 stars from me bro you smashed it, truly inspiring

Id be very interested in seeing more detail on your process of building the low res mesh over top of the high res one.

Fantastic job!

Excellent work rawkstar…and a well deserved win over at cgchat! 5 stars :+1:

Hey, really crap work man, worst i’ve seen yet!

:lol: only joking :lol:

Curious how you get such sharpe detail around the armor, i’ve tried to draw it in the past but it always ends up looking too organic like. like the 2 belts that goes into the crotch, how did you create the belts? and the ribs around the top of the leg?

really cool work, very inspiring.

Cheers - Dave.

There is no way he used zbrushes UV corrdinate system, this piece was made low res first, and then most likely was unwrapped before going into zbrushed for a normal map. Then I assume he painted the textures using another app like photoshop.

Yeah, but if you look at his images he made the low res character minus belts and ribs etc (armor detail) in max then took it through zbrush, when it came out the other end it has all this cool detailed geometry, like belts, armor seams etc!

Come on Rawkstar, fill us in?

So where do you place the triangles? You said its 5,000 tris but I see some quads there, are they in such obvious places that a game engine would divide them correctly? Awesome model btw.

Love it!! Its very cool concept and the result is perfect!

Just out of curiosity, rawkstar, if your High Poly Necromancer was over 2 million polys how on earth did you manage to projection map and render to texture in 3ds Max without the memory drying up resulting in a crash?

I am using a Dell Workstation Precision 670 with 2 gig Ram Dual Core Intel Xeon 2.8 Hyperthreaded (4 logical processors) and I still get the ‘max has run out of juice’ curse.

What hardware are you using to export such a hefty .obj file from Zbrush and how did you projection map in Max without running out of memory.

I am stuck with Zmapper for my normal map projection in most cases for my high poly character art.

Brilliant work, rawkstar. Big fan!
Cheers.

everlite: the highpoly piece is a combination of max and zbrush, some pieces were built in max some were done in zbrush, the more complex organic shapes were done in zbrush, like the shoulderpad and the chest piece, also the skulls on the gauntlets and the knee pads etc. the sharper pieces were all modeled with subds in max, its a combination of the two techniques basically, its not all one or the other.

womball: yeah max counts tris,

subspark: thats a pretty good workstation you have there, mine is actually lower specs than that, but the way i got around messing with humongous geo is to work on things in pieces. the whole highpoly mesh is actually 4.6 million polygons. i didn’t have any problems importing it into max in pieces under 1 mil polys. As for projection in max, i didn’t have any problems… you shouldn’t have any problems either with the computer you’re using. It might have something to do with max not having to deal with huge single pieces of geometry, try breaking up your mesh.corum_wire.jpg

so how did you create the final normal map? did you use max? I just want to know how you came to the final version? could you break down the process of when you switch programs. did you say create all the mesh components in max, take them individually into zbrush, create norms, back to max and then norm map the whole thing in one?

  • Dave.

i made the final normal map in max.

Sure. I’d figured thats what you may have done. With the latest character I have gone the seperate elements approach. Having sepperated my geometry actually proves beneficial when it comes to projection mapping onto the low poly for more reason than memory alone. I have composited my various elements into a couple of 2048x2048 normal maps for the entire character.

Is this effectively how you have chosen to tackle this?

I also appreciate your swift responses.

Beers.

Im still a little confused by this, so do you take each seperate element into zbrush, normal map them, then take them all back into max, then normal map the whole lot? can you create a normal map form objects that already have normal maps applied to them?

  • Dave.

In rawkstar’s case I guess you would. However remember that he only zbrushed two elements from the max scene.

In 3d Studio Max you can choose element mode. Something Maya severely lacks and something every 3Ds Max users can not do without.

I choose a very broad selection of elements, like “Boots & Straps” or “Torso & Head”, and I seperate them into their own mesh. If I choose to zbrush any of those elements I now only have to bring in very little from Max.

As I mentioned earlier, seperating your high resolution geometry into catagories, helps when projecting the normals onto unwrapped low polygon geometry.

This is because when projecting such a complex model onto it’s crude low polygon counter-part can result in 2 or more elements sharing the same low polygon face. To prevent such an overlap from happening, ideally you want all your high polygon elements to have a low polygon structure built around them in its form.

Unfortunately we are building for games that require ruthless optimisation. The obvious and visually seperable parts of the high resolution geometry get projected onto their very own low poly element as other less obvious geometry may share the same low polygon face. It’s about balance and clever selectivness when choosing what it visually more important to the viewer.

So to wrap up what I said, once you have all of your low polygon geometry built around your high resolution mesh, its time to break the models up into peices. The high polygon model’s peices match the low polygon’s peices respectively. And when it comes time to project a high polygon peice onto it’s low polygon peice theres no confusion in which low polygon peice it’s going to project onto. Therefore resulting in minimal or no artifcacts in your final normal map. Of course doing things this way means you havfe to composite or stitch your various normal maps together into one or two large normal map which is why its better to model - unwrap and then sererate your model into groups and catagories. You see your UV’s must be created, given their own space in 1:1, and must not overlap, before you project normals from your high poly peices onto your low poly peices.

Its very simple. I may have said the same thing four times I apologise for this, but one must really take four or five simple steps to assure themselves a perfect procedure. You save memory, not to mention heart break, and you also acheive a greater graphical finesse with your final normnal map as it’s detail doesnt overlap or blend over two course low polygon faces.

I hope you follow. I am in a bit of a daze myself.
Must be the coffee.

Let us know what your method you adopted, rawkstar.
I think we’re all watering to know how that normal map of yours ended up being created. Did you stitch elements of your model up into one large normal map as I have done?

Cheers folks.

Cheers friend, i’m very new to normal mapping but keen to learn, so one question that i’m still unsure about, can you create a normal map in max from elements that already contain normal maps (that have being created in zbrush?)

Also (kinda diverting a little here) whats the easiest way to create belts that conform so tightly to the body, like the ones that strap through the necromancers crotch?

Cheers for your insight, much appreciated.

  • Dave.