ZBrushCentral

Orc Head

Yea it’s coming along nicely. I was going to mention again that sss is making it a little too waxy and thus losing some of the detail you worked to attain, but i can see you’re already adressing this problem. I also agree with VVDFX on the ears as well, which I can see you are taking care of as well.

Mie impare bine ca mai vad un roman cu talent pe aici. Multa bafta!

Looking forward to seeing some more.

-R

An update on shaders and redone eyes. PLEASE feel free to comment and give me good directions :slight_smile: .

r2.JPG

My fist reaction is WOW! the skin texture is good, out of the ground dirty good.
a few crits (and i have no idea how to fix it LOL)
…the eyes The eyes look good, but they looked pasted onto the head.
Maybe you have’t even got to work the details of that yet, just thought i mention it.:wink:
i notice this in alot of cg models posted.
somewhere online there are tutorials talking about NURBS curves making a lineing around the eye, for a tear duct.

Hi PixelMachine
Is that mesh from ZBrush, or retopologised model from TopoGun?
I’m very curious … :wink:

great updates, I dig it :+1:

Asa! The skin is looking much better. I agree with sadicus on the eys plus don’t forget to increase the size of those pupils. Looking Good.

Thanks alot guys, is still a WIP, I hope I’ll update it soon.
Leshiy3d, that is the retopologized model from TopoGun3D, aswell as the nontextured zbrush highres model posted earlier.

A small update. Lately I didn’t have much time to work on it that much. r3.JPG

I like the skin it’s very believable. The iris’s are a bit too small on the eyes, and the eyes too clean. That’s just my input :slight_smile: you could be going for cleaner eyes :slight_smile: keep it up keep us posted

Excellent work so far! The traces of hair is a nice touch.

hey, 2months on, any news of progress with this tool?
i am very eager to try it out, got an upcoming project which will be agonising creating each polygon in maya:( tried silo’s topo brush but too unreliable.
lets hope this tool is as good as it looks.

Fudge

hey phudgey

you should try the beta 2 of silo :
add poly in surface snapping mode (use softselect with surface snapping too ect…) and also a more reliable topo brush. i am using both
Here is an explanation
http://animatic.no-ip.com/cgi-bin/silo-wiki/index.cgi?#[[Resurfing%20your%20sculpture%20with%20Surface%20snapping]]
Though iwould also like to know more about topogun, just curious :wink:

In about 1-2 weeks the beta 1 version of the package will be available, now we’re working on some final touches to the program interface skin, online docs, and some video tuts.
The beta 2 version will also have a fast normalmap, displacement map, ambient occlusion map and highres morph target generator (TopoGun:2D).
There will be some announcements out there, so hang on a little, k?
:slight_smile:
I am very glad to hear that so many people are waiting this suite, we just hope not to dissapoint anybody.

Hello,
The TopoGun website is up and running.
Check it out!
www.topogun.com

Great Orc head. :+1:

Let me guess…no topogun for mac :frowning:

Thanks alot :).
There are great chances TopoGun will be compiled for mac too, depending on the users requests.

Hello, The TopoGun website is up and running. Check it out! www.topogun.com

:grimacing: wow, I wanna try out it! :stuck_out_tongue:

and orc’s update too :+1:

Silo 2.0 has the resurface topology option, where you can definately edit every vertex and edge, even extrude, rotate, bridge, on top of the model as you retopologize it. The topology brush can also be used to combine it with the surface snapping. I checked out those videos myself on TopoGun, but i think silo has smarter tools still.

But i think this TopoGun tool, can be improved and it looks like its on a good path. It would be nice if you could use TopoGun to work like Maya and zbrush, where you can hit a button and it tries to get your low res model conform onto your hi-res model and to update the low res to make it look like the hi-res. Zack Patrock has a DVD like that. He uses a mel script in maya to do that.

Well, that’s what TopoGun basically does, it ALWAYS keeps your lores model conformed to the highres :slight_smile:
In TopoGun you do not model in a traditional way, you just modify the edge flow, after all thats what topology is about. In topogun you can have vertices and edges not connected to a polygon, that’s an important thing, the ability to live things for later use and rethinking. In organic modeling, extrude is not a really good practice to give you great animation ready meshes, since it creates vertices connected to more than 4 faces. TopoGun has several bridging / auto merging functions. Indeed, it doesn’t have rotate yet…

How is topgun different than what seems like the same or similar feature that 2.5 will have for topology? I’m sure it’s more extensive- you can’t beat a dedicated program at it’s own game (case in point Zbrush vs. other “organic” modeling apps).

Well I invite you to watch the online videos and read this entire thread. By the way, the beta 1.0 just started like an hour ago.