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Ganon armor (last page update oct 16 07)

Well as a long time Zelda fan this is great work, and Ocarina of Time still is the best game of all time :wink:

As for too much armor, i believe that less armor on his head for instance as you can not really see much because of all that armor. The rest however is superb.

i love zelda for sure! thanks!

Wow nice job :slight_smile: I like the way that your developement is going.

thanks! id love to be working on this 24 hours a day but school is trying to kill me. like seriously, school is really trying to kill me : [

Very Cool Stuff mrskullface! Cool design for the Armor! :sunglasses: :+1:

Great sculpting and very clear explanatory drawings too. Keep it up!

thanks man i will have one more update of the armor before it goes into converting, im already having major problems : [

Hi!,

I just noticed your thread stating running into trouble converting from NURBs. Are you using Maya, Houdini, Rhino or something else? If it's Maya, there are a few tricks that can make the process easier. Please let me know if you're still having trouble and maybe we can come up with a solution for the trouble.

Talk to you soon,

Johannes

im usign maya for the block and zbrush. i could really use all the advice i can get: ]

Hi!,

Ok, what I'd like to ask is if you could email me a picture (or post it) with the forearm/hand armor with all its pieces in the CV subobject mode. What this will do is let me see how you are constructing the shapes and where your CVs/isoparms are since that's what we can use to make the conversion as painless as possible and since these are not shown by the actual wireframe of a Nurbs model by default. The other thing is if you could mark if any of the surfaces in the image that are trim surfaces since that can also be a bit of a headache (though it's still quite doable) and let me know which version of Maya you are using. Now I should be frank and say there isn't any "push button" way to just magically perfectly convert Nurbs to polys with absolutely no editing required, there's always a bit of vertex welding etc that has to be done afterwords but its pretty minor usually if you set it up right, and its not the worst chore imaginable.

Talk to you soon,

Johannes
[email protected]

ok update time. i’m making good time still learning as i go but trying to stay 14 steps ahead. im done with the armor in nurbs, i’m bringing the low poly into zbrush and then doing all the design crap. i have about 4 more pieces and the armor is complete. the only problem im having now is : i have all the pieces in the subtools in zbrush. they are subd’d to lvl 7-8 for enough design geo. i have to duplicate some pieces but maya doesn’t like that high poly count so im not trying to figure out normal mapping. how would one get high detailed armor to be able to duplicate and pose. i wish i can export out all the high rez, group pieces, then pose the armor by group, but then 50 million pollies isn’t good for saving in maya : [ it crashes.

also i don’t like how his face is, i can’t draw things that work, cause allot of his armor by the drawing doesn’t work, like the helm, it can’t turn: [

how do i edit the thread name :[ i dont see an edit tab

well here is what i have.

sword design:

[attach=74404]swordswebnc3.jpg[/attach]

Ganon head redesign:
[attach=74405]ganonpigheadwebis3.jpg[/attach]

basic armor design sample piece:
[attach=74406]webbg1.jpg[/attach]

wee wee cover:
[attach=74407]ppocverwebdg9.jpg[/attach]

helmet emblem:
[attach=74408]ganonsemblembothwebar0.jpg[/attach]

helm:
[attach=74409]ganonhelmturnwebvr6.jpg[/attach]

knee cover:

[attach=74410]kneebothwebhr0.jpg[/attach]

armor sketch model:

front:
[attach=74411]armorallwebxn3.jpg[/attach]

back:

[attach=74412]armorbackallwebta6.jpg[/attach]

Attachments

swordswebnc3.jpg

ganonpigheadwebis3.jpg

webbg1.jpg

ppocverwebdg9.jpg

ganonsemblembothwebar0.jpg

ganonhelmturnwebvr6.jpg

kneebothwebhr0.jpg

armorallwebxn3.jpg

armorbackallwebta6.jpg

:grimacing: !! What an update! That real model you made is unbelievable! Why do you work with digital programs in the first place? :wink: :sunglasses:
Sadly I can’t help you with the Zbrush > Maya transfer, but I know there are many smart people around here that can help you with that. When, oh when will the animation/render packages be able to work with 50.000.000 poly’s?
Stay on it and keep positive; your work is worth it! :+1: :+1:

You did an awsome work mrskullface! Very good the digital details, your pencil concept but
 your maquette is really Fantastic!

BRAVO!!! :+1: :sunglasses: :+1:

Plakkie: thanks alot for the kind words : ] yes i wish maya could handle alot of polies. but ugh, i have to follow their rules. again many thanks

piz: thanks. yea toys are what i want to make with all this 3d stuff, so i still train in the traditional mediums. thanks yous!

Your Ganon is the sweetness. Love the concept drawings. About your problem, normal mapping or displacement mapping would be your best solution. Fear not, normal mapping is really easy with Zmapper, and mental ray now supports normal maps. Zmapper even has a preset specificly for Maya. Go ahead give it a shot. If you can texture map, you can normal map.

Other wise you could clone the tool. Export lower subdivision level and pose in maya. Re-import into cloned tool and tada, you now have duplicated and posed high rez armor.

j lizzle: i think im going to have to try that! thanks alot.

OMG, this work is just AWESOME!!!
i love the design of the Ganon and the horse, so cool! :smiley:
The armor designs are brilliant too! Cant wait to see how this comes out;)
PS: The second sword design with the teeth is extremely cool!

thanks man! i think i will go with that one too. ive always wanted to see a sword with teeth : ]

again many thanks : ]

BTW, can u tell me what you used to make the armor sketch model? It looks sort of like its cut clay (coz of the stuff on wood under it :smiley: ) but otherwise it looks cool.
Im just confused :slight_smile: .

Also, To edit your thread name, just click on “Edit” button over one of your posts, and it will allow you to edit thread name and the post itself :smiley: .

This is amazing work.