ZBrushCentral

Quake Project: Monster Models for Quake Mod

Hey, Drummer, glad you could stop by. :wink: I was able to find an XSI import/export plugin for md5* files for you. From what I’ve read, it seems to be a good little plugin, but I can’t test it as I don’t have XSI. Go here: http://www.doom3world.org/phpbb2/viewtopic.php?p=79932#79932 and check it out. It says it’s an importer, but it also does exporting. Hope it works for you. :wink:

[EDIT] I forgot to say that your Bubbit looks amazing in the D3 editor. Did you use ZB for the normal maps, or something else? I get horrible results when using ZB for normal maps. Anyway, you’ve done some killer work wiith that thing, and I’m glad you’re still able to come up with new ways of impressing me. :smiley:

Sav : thx, we are testing with milkshape

Replica : my friend ! I thank you very much, but we already have this importer. But the problem is that it is so unstable and we can’t work with it so well.
About the Bubbit, yes I have painted the normal in ZB and the bubbit is also mapped in ZB with a GUV. It was possible because it is a bust without an armour or other things. I have some little seams, becouse it’s realtime. The right way to not have seams is to map the object in your 3d SW or to blur your map in PhotoShop (I think). THX a lot for your comment :smiley: I’m glad you like it !

Sorry I can’t help you with your XSI exporting problems. I’m sure you’ll find a way though.

I found a little website that’s helping me return to my medieval design days. It’s a place where the 2d artists from Blizzard post a lot of their work, and it’s VERY inspirational. Visit http://www.sonsofthestorm.com/ if you wanna check them out. There was a design there that inspired me to make a design for a personal project, but of course, I have to finish this guy first.Ooohh, it’s gonna be fun, though. :smiley:

I gotta do some house work this weekend (yuck) so I’m not sure when I’ll be able to update this guy… But I will try my best to get him done as soon as I can.

Sorry, I didn’t have time to work on him over the weekend, had to paint the bathroom, and shampoo the carpet in the entire house…

This is what I got in Max. Some of the proportions look a little weird, but it’s mainly max’s default lighting that’s the problem. I did take the helmet into ZB, and did a little bit of nothing to it. I know the torso armor needs a LOT of work, and I’ll be doing that today, as well as some work on his legs, shin guards, and gauntlets. My design well has pretty much run dry for this guy, so don’t be surprised if you see something that’s a bit cliche, or just plain unimaginitive.

God, I can’t wait for the next model… :stuck_out_tongue:

[attach=22070]Hellknight_03.jpg[/attach]

I tried a little experiment with the body armor. I brought the older version in, and re-proportioned it, just to see what it looked like, and I kinda like it. What do you guys think?

[](javascript:zb_insimg(ā€˜22097’,ā€˜Hellknight_04.jpg’,1,0))

Hopefully I can get the higher res version into Max as this was a lower div level for test purposes.

I imported the re-proportioned low poly body armor into zb, and everything was fine. Except when I raise the div level, it explodes. I got it to look normal a couple times, but it didn’t take the re-proportioned mesh into calculation. Is this another problem with ZB I’m just gonna have to eat, and edit in Max, or does someone know how to fix this? Thanks

very cool bro… :+1:

Thanks, Odhinn. I’m still having a lot of problems with guy, so I think I’ll hold off pic updates till he’s finished, which shouldn’t be too long from now. His pants are almost done, just need to add some minor details to them, as with his boots. His arms aren’t started yet, but they won’t take long to do, same with the gauntlets.

After this guy comes the Ogre, and I HOPE that one will go a little more smoothly. :wink:

for the div level it’s a problem coming from max when you import the model from zbrush…there must be an option in you obj import option to tick that keep max from renumbering the vertices…
so when you get back your model to zbrush, it has lost its previous vertex numbers and explode at the first sub div level…
try this thread there is definitly your answer:
http://www.zbrushcentral.com/zbc/showthread.php?t=26326&page=1&pp=15

Hmmm…I guess your short ā€œbreakā€ from modelling had its impact on the flow…

I know you can do the armour a LOT better,but its upto you,you’ve go lots of stuff left to do…so maybe you should take a break from this guy,start the ogre[i cant wait;) ] and then get back to this guy later…

Anyways,I like his headgear…and…I hope you’ll give him better armour:)

Abe; Thanks for the info, although I couldn’t see anything that helps that problem. I’m not worried about it though, I’m gonna try something else with the armor, maybe get it closer to your design. :smiley: Failing that, I’ve got that other armor with the dragons on it to fallback on. I worked out the deadline, and I have about 6 days for each model to meat the test deadline… That aint much, and I’m gonna need everyday I can get.

Sriram; I already worked things out with you on IM, but just to clear the air for other people who might see this, I will be trying new armor, and the armor you were refering to is gone already, so it’s ok.

I’m gonna give him a breastplate, and some cloth and a piece of plate armor on his stomach, and hopefully that’ll look good. You’ll see it when I’m done. :smiley:

Just to help keep this thread from sliding into obscurity too quickly, how about a pic update? :wink:

This is what I have sofar today. I added some details to the breast plate, and helmet, as well as ZBing the sleaves, and pants. I know the breast plate needs more to it in the way of contours, and other things, and I’ll get to that today.

Anyway, enjoy. :wink:

[](javascript:zb_insimg(ā€˜22210’,ā€˜Hellknight_05.jpg’,1,0))

Hey,thats a COOL update !!:+1: :+1: :+1:
I love what you’ve done to his helmet…and the new chest armour looks really good sofar[and its good to see that you’ve brought back the cool neck piece;) ]
This guy is getting :evil: :evil: :evil: now:+1:

But those spheres you’ve added around the biceps dont fit in with the cool design you’ve got with his head and the chest armour…maybe you should put something more ā€œcomplicatedā€ in that area:p

and yet another pic update for your enjoyment. I think he’s pretty much done, except for making some bump maps so the armor doesn’t look so smooth, and clean, and of course making the normal maps (fingers crossed).

man this guy’s come a long way! nice job jeremy! ā€œdirtyingā€ up and textures might help the spheres sriram mentioned. seems like some of them are sticking out too far making them look a little odd. maybe make the hands/wrists a little ā€œthickerā€ too. it’ll make him look more powerful. but then again you got a lot of others to work on and he’s looking good!

Thanks, Pete! As you know, this one’s been a bit of a hard road for me. I have plans to redeem myself a little later with a high-res model with a medieval theme, but for now, I got a job to do. :slight_smile:

I was thinking the same thing about his wrists, and hands so I went ahead and beefed em up a bit.

I’m setting up the Projection modifier now, and I’m gonna take the low poly into ZB, and make a bump map, which I’ll put in with the normal map. I’m not exactly sure how to make the armor look beat up with bump maps, but I guess I’ll figure that out. But the uv’s are done, and packed to the best of my abilities. The lowpoly is one object now, and everything seems to be going according to plan so far. Again, fingers crossed. :smiley:

YES!

That’s exactly what I was hoping to see. You’ve successfully remade the Hellknight.

i agree too looks much better!..you’re gonna import your low poly in zb ? thought you get the normals in max from the hig rez ? or is there something im missing?
:slight_smile:

Thanks guys. :slight_smile: Just a little more to go, and he’ll be all done (thank god!)

Rhydian, thanks for the comments. hopefully the rest of the models will go a little more smoothly. :slight_smile:

Abe, I’m taking the lowpoly into ZB to paint some bump maps only. I’ll be doing the normal maps in Max. Unfortunately, the helmet made Max crash, and when I finally got the thing imported in Max, it disappeared and I couldn’t edit the projection modifier correctly… God I need a new computer!! :wink:

Well, hopefully I’ll have something to show you guys today, and if all goes well, and nothing else pops up, I’ll be able to start the design for the Ogre. :smiley:

so that means you’rre using normal and bump maps on the same model? how do you do that? or are you using a tool to merge both together? (wich would be odd by the way )
soz to bother you with that but im kind off curious on the way you are dealing with your low poly models …:slight_smile: