Hi Nocturnal
Great Indian chief
Pilou
Taking the sphere into the outer limits.
hi crew,
here goes my attempt to the thing.
121 welcome (how the hell do i get
rid of the “holes” that appears in
the shadows ?)
vincentducos: What you can do is put the head on one layer and your plane on a separate layer and possibly paint over the holes. I believe we have seen this before. You can also try the technique described in Pixolators Rusted Golden Idol thread. It gives you a little more control over the shadow and saves on render time a lot of the time.
Wow, Deadman, looking great
Saw a cool creature from warhammer on Southern’s site , off course I didnt have enough patience to make a complete body for it , so I made a head using glenn’s image as a little reference. Then I went over it with the smudge brush and it looked like this
Great stuff here! If only if I had a broadband connection sigh
vincentducos,
Another option you have is to increase the number of shadow rays in your lighting pallette and adjust the aperature to your liking. That should do away with the holes as well.
Here’s what I have so far for the challenge.
I’m attempting to do my own interpretation of Weena from H.G. Wells’ “The Time Machine”.
This actually started out it’s life as a cubical skin. I polymeshed together a big box for the head and a small box for the neck, polymeshed them together and then made a cubical skin out of them. I then modelled from there.
I’m also enclosing a Zscript. I refined the model a little further to my liking after recording the ZScript.
I have time for another one…
Adaptation of the Hobbit
Roughing it out a little more.
I changed the shape of the eys slightly and made the top lip a little thicker.
The folds in the eyelids were done with the simple bruh masked off with a stencil to get the sharp line.
great stuff 'round here.
WingedOne : your eyes are so cool, this
inner light is “muy” catchy. the hair is
cool but plastic doesn’t make it.
Deadman, Mentat7 : VERY good work.
here goes another try :
and a suggestion about next contest :
let’s have a plot driven challenge.
a theme instead of the typical “head
modelling” stuff. also something that
would rely more on everyone’s personal
vision than on technical ability.
Great images everyone.
I really like the new head Mentat!
I am off te go play again. But first, here is the same head with extended modeling and a paint/bump job. 15,600 poly…
Keep it rolling!
[gallery entry]
Great Show!
An amazing variety of heads in this thread… all of which are very cool and well done, great job everyone! There is a ton of raw talent here at ZBC!! Glad to see the Monday Night Challenge back,
Michael
Here’s mine so far:
P.s. I modeled this head using Zspheres with adaptive skins.
Very very nice modeling Pusghetty¡¡
Congratulations
Vincentducos,
I’m not done with the hair yet. I was just roughing out some stuff.
I decided to texture this one using TextureMaster. I have finished steps one and two. Here is the texture so far.
[img]http://www2.zbrushcentral.com/uploaded_from_zbc/200307/user_image-1058972881nes.jpg[/img]
I have put a few notes together to help those of you who may wish to use TextureMaster on your own models. I suggest that you download the
Quick Reference Guides if you haven’t already done so and follow the instructions regarding the use of TextureMaster. After you have set everything up for the texture you can use the following tips to help you navigate your way to a final textured object.
Remember these are only tips and guidelins…feel free to adjust them to suit your own workflow and habits.
I generally break the texturing phase down into 5 parts. Base coloring, Shadows & Hilights, Blending, Detailing, Tweaking.
:large_orange_diamond:<b>Base Coloring</b>
When I am first setting up my texture I will choose a dark color in the same color scheme that I am planning to texture in. I do this just before I generate the initial new texture so that the model will be already filled with this color when I drop it. To do this make sure you are in edit mode then choose the color, enter a texture size in the TEXTURE pallete and click on NEW (see the TextureMaster Quick Reference Guide). I am then ready to begin texturing. I drop the object and use various brushes along with Spray Stroke to lay down a texture pattern. Then I choose a darker color and begin blocking in dark areas of the model. I then choose a lighter color and block in lighter areas of the model. I then pick the model and repeat the process on all sides. You can use the B & F (back and front) option in TextureMaster to help you texture both sides of the face if your model is symmetrical. It will be necessary at times to rotate your model to a strange angle in order to reach areas that were unreachable and consequently missed during your initial coloring. Make sure when you do this that you turn OFF the B&F function. It would be wise to turn on the ATC (Auto Texture Clone) function in TextureMaster until you feel comfortable with the process. This feature will automatically create a duplicate of the current texture on your model each time you drop it. That way you can always select the previous texture from the TEXTURE pallete should you mess up the texture in a later stage.
:large_orange_diamond:<b>Shadows & Hilights</b>
I work the same way as I did in the first phase…turning and rotating the model, paint, pick, rotate, etc. In this phase I use the Highlighter and the Simple Brush to paint in shadows and Hilights. Be careful and use small RGB settings. It is very easy to overdo it at this stage. The Highlighter brush is especially prone to oversaturation and could give you same very nasty coloring. So use it in moderation. You can experiment with other brushes and brush settings at this stage as well. The Intensity brush works well for some applications as does the Paintbrush with Bristle Mode on. Feel free to experiment and find the tools that you feel most comfortable with. I generally do a quick shadow and highlite setup across the entire model then I go back and use a small brush size with higher RGB settings to paint in tighter details and lines. The idea here is to get 90% of your shadows and hilights completed during this phase. You will tweak them later.
:large_orange_diamond:<b>Blending</b>
During this phase I look over the model and try to locate any abnormal color seperations. These generally occur during the the first two phases. You will often seen a harsh line form where you were texturing an area that covers another part of the model. You can work these areas out by using the smudge and blur tools. Remember that you are not limited to painting on texture. You can smudge and manipulate your texture as well and TextureMaster will pick it up when you push the Pick button. Again, rotate the model, drop, smudge and blur, pick, rotate, etc etc. Work around the entire model until you are satisfied.
Detailing
During this phase I use various brushes and higher RGB settings to drop in detail. The DOTS stroke is ideal for this as is the DRAG RECTANGLE stroke. This is the stage when you will paint in fine crisp detail such as skin cracks, wrinkles, warts, bumps, etc. Remember that the key here is to use a higher RGB setting. At low texture sizes the colors will tend to bleed a bit on the edges so stronger colors are necessary. You can experiment as long as you have the ATC button activated in TextureMaster. If you don’t like the results you can go back to the last texture in the TEXTURE pallete and try again. You can use this stage of the process to actually paint in detail that didn’t otherwise exist in the mesh.
:large_orange_diamond:<b>TWEAKING</b>
Obviously texturing a model is a somewhat lengthy process and problems and oversights will occur. During the last phase of the texturing you will tweak the model…you will correct minor flaws, add additional hilights and shadwows as necessary, reinforce the color of washed out details, etc. Basically make your final corrections and then you are done. Make sure to save your model and when it asks if you wish to save the associated texture click YES. Also after you have finished you may choose a material that has a color bump setting in it. You may see a grid pattern appear in your texture. If so simply go to TOOL>INVENTORY>EXPORT and export the model as an .obj file. Then deselect the model and clear the screen. Then draw the model out onto the workspace again (it is not necessary to import the .obj you created - the process was used to fix the ZTool). You should see the grid pattern is now gone. This works most of the time. There have been a few occasions that it hasn’t work for me but it is usually not too detrimental to the texture.
Again these have just been my own personal tips and guidelines. Feel free to develop your own. There are so many more things you can do in TextureMaster that I haven’t even mentioned so if you have questions or problems feel free to ask me about it and I will attempt to steer you in the right direction.
Cheers,
Lonnie
here’s mine :). all one sphere3D that i really messed up lol. i know its weird but hey no texture on it just some lighting that i thought looked interesting. the reason its a weird alien head is i couldn’t decide to do a human or an alien so i did an alien with both
Coffin, I really like the lighting on that one.
Here’s the latest update on mine.
To reiterate, I’m doing an interpretation of the character of “Weena” from H.G. Wells “The Time Machine”.
There’s a ZScript that I posted of my head modelling session that’s further up in this thread on page 5.
The hair was done with the snake hook. More work will be done on the hair later. I did a little more work on the coloring and material on the lips and adjusted the teeth a little bit. I also added eyelashes with the simple brush, but I still need to make them darker.
The body was a separate Zsphere object placed below the head.
Eventually she’s going to be holding flowers in case your wondering what’s going on with the hand.
For the tunic, I made a lower-rez and slightly smoother copy of the body ZSphere and placed it on a separate layer and did some erasing. The sleeves were added on using a tapered hollow cylinder. Wrinkles were added with the simple brush and the hook brush at the borders (using a very large draw size for the hook brush).
The pattern was done using the sperical blend material with a different alpha loaded into channel one.
Edit: The placement of the head was a little off and it was driving me crazy and I couldn’t go to sleep until it was fixed.
The shader on this one is great Winged One! Very nice skin material, and the cloth looks excellent!
Mentat7: great explaination! Belongs in the Quicklinks!
I must give this challange a whirl!
Upham