This is, well, INCREDIBLE! I wish this was the model used for the Hulk movie! This is the best interpetation of a comic into 3D I have ever seen!
I would love to know your workflow please. Do you use Mental to displace?
Thanks!
This is, well, INCREDIBLE! I wish this was the model used for the Hulk movie! This is the best interpetation of a comic into 3D I have ever seen!
I would love to know your workflow please. Do you use Mental to displace?
Thanks!
this is nice
Matt, I’ve always been a fan of the Hulk, and I like your interpretation. When I went to see Ang Lee’s “Hulk” in the theater, there was some kid with a laser pointer who would not stop shinning it at the screen. That film’s Hulk model was so bad, I found the 5cm wide red laser light dot more entertaining to watch. Why Ang why!?
Anyway, I think you are using a similar work flow to my process and I wanted to ask you if you’ve run into any problems when posing your mesh in Maya, then importing it back into ZBrush. I’ve found that if I pose using my lowest rez mesh, in Maya, then import back into ZBrush and up res I’ll often lose most of my detail in the areas I’ve moved. Similar to what happened with your Hulk’s knuckles. The loss of detail seems to increase relative to the amount of rotation I apply to the given area. Was just wondering if you, or anyone else has encountered this, and found workarounds?
Thanks.
Right on man Right F*n on that is the HULK
Que potencia.
The only crit i have on the turn table is that under the chest and the center of the chest, those lines are a bit harsh. It could be a bit softer. Other than that its great…
Awesome work…
Amazing modeling and a great pose Matt, well done! small_orange_diamond
As zpetroc asked, I’d also be curious to find out about any disp/deformation issues in re-posing the character in Maya after importing from the originally displaced ZTool…
Chris
thanks for great comments- may do just a few little tweaks at somepoint - or i may not
mickatt and G-Man(sounds like a super duo) i’m still in the modeling stages on this so these renders are raw geo. i get very faithful results using mentalray tho – search for scott spencers thread on the subject. i use a handful of different techniques for getting features onto lower rez mesh - here’s a few:
1- one 16bit greyscale “disp map” - 4096rez usually does the trick
2- “disp map” with a 16bit greyscale “bumpmap” - generated by calcualting the difference between the subdivision level you use at rendertime and the highest subdvision in zbrush
3- “disp map” and tangent normal map
4 just normal map or just bumpmap sometimes works out fine too
all of these i add additional bumpmapping and colormap etc…
see my chimp wip–
these hulks renders are actually done in maya6.5 because mentalray for maya barfs on all that geo. i’m sure the standalone could handle it. but i got to say, i’m on the can’t wait to one of these other highend renders are available for maya list. for ambient occlusion effect i used raydiffuse by mark davies – i bought this years ago and never used it-- now it’s free:D at 1k this renders very fast about a min or two.
Zpetroc: thanks. yeah i had a love hate thing with ang’s hulk. on the one hand there was some spectacular work done as far as muscle simulation etc on the other hand the rendering and stylistic choices were in the can. on the dvd there are some great shots of the raw geo and the sculpt looks a heck of a lot better. the biggest blunders i think were high level choices made by ang - from what i can gleen from the dvd. he specifally says “i want it to look human” not like a creature - bad choice. plus that nitro green - aweful… not to mention the stupid father plot - i loved crouching tiger - i don’t get it. my guess is that there were just too many cooks in the kitchen.
about the posing stuff -all i can say is that i haven’t run into that. i got some wierd distortions but that is to be expected - i didn’t tweak the lower rez before just plopping it back into zbrush. i’ll do more tests when i get a chance and let ya know…
-cioffi
thats great man, really love the direction you took with this and seeing him posed is awesome
…mickatt and G-Man(sounds like a super duo)…
lol:lol:
thanks a lot for your answers
how did u do his pants? was it in maya or zbrush?
hi, first let me say i am amazed by this work very enjoyable to watch!
i’m joining in on the ants creation question, and one more thing, i understand u rigged this charcter for posing in maya? and the facial expression i bet you used zbrush for the blend shapes…
hi guys, i’m also hate ang lee Hulk, model is crap.
some month after saw movie, i bought cinefex where i can saw original project of universal, where they project to use a mechanical hulk did from steve johnson studios (a master of animatronics, he win many oscar for his creatures) and a cgi hulk for distant shoot.
they produce an armature where a man go inner, and move it like a puppet from internal controls, i see a photo of clay sculpture of mecha Hulk, and i think that is real hulk not that ILM did. SJ studios did all correct proportions, skin dectails and all that hulk need to be real. bad thing was that ILM spend to much times to muscle simulation, and less time on creative and sculpting part of creation process.
your joe fix is good be cause he live, he had correct dectail, no more than necessary no less than lifelike creature.
i like a lot it, congratulation
I like this Hulk, but I think you should try a variation on him, and add a bolts to his neck, and turn him into FrankenHulk. I’ve seen Hulks a thousand times, but I’ve never seen a FrankenHulk. Looks fantastic nonetheless.
hey - the pants were modeled in maya - most of the details as far as seams and rips were edgelooped but the folds are zbrushed. ya he was rigged in maya but “rigged” should used loosely:D although ik was used to get a nice stance. yeah the face was just sculpted.
how bout scanning that pic from cinefx – i missed that one
frankenhulk - hmmmmm
frankenhulk - hmmmmm
It was the haircut. First thing I thought was “Sweet hulk”, “but it could easily pass for a really cool Frankenstein”.
:lol: Now you mention it, what would a Frankenhulk look like?!:lol:
That model is awesome for several reasons…
I know HULK is a comic character, but your HULK has “realistic” proportions. He has huge hands and feet, but he also has an equally huge torso and neck to keep things balanced out. I hate it when someone gives HULK a tiny head, little skinny body, massive shoulders and just stupid sized hands.
Attention to detail - you didn’t sacrifice quality in one area for another. And since so many people (including me) are used to the 2003 HULK, it’s nice to see an old-fashioned grey HULK!
Geography (topology?) of the model - you put so much care into the low poly work that the high res really pays off. Looking at the different poses you put HULK into I can’t see any “bad” mesh anywhere.
Superb, astounding, incredible… SMASHING!
Your work is very good. The muscles are very well shaped, it is a fantastic work
I should be writing comic books. :lol:
#1 FrankenHulk halloween special 1 Shot.
#2 Wolverine and the curse of the Wolf (wolf-man) 1 Shot.
#3, and #4) Moon Night would be the mummy,and DR. Strange could do Dracula. :lol:
All Marvel Characters BTW.