i cant remember that monster in quake1…0.do you have anyscreen grab of ihm/it?
I sure do. All the guys I’m supposed to model are at this site: http://facelift.quakedev.com/remodel/models/character-related.html
He’s pretty far down the page, but he’s there. The would jump around the player till they hit you, or you killed them, and they would explode , leaving spores all over the place. Heavy damage fromt hose explosions.
Now I’ve got another problem. I’m trying to get the Ogre started with ZSpheres, and at the hand (the middle finger to be precise), I get these overlapping poly’s. I know what causes them, I want to know how to make them work right. Something similar happens when I try to make edges for facial features too. I’ve read through the threads here on subject, and all they seem to do is give techy answers to why it’s happening, not how to keep it from happening, or to get it to work right.
Any help would be greatly appreciated. Thanks
this should help you understand the overlapping issues:
Hi there,
take a look at the hand setup link in my signature for help on the ogre’s hand.
Hey, thanks guys, I appreciate that. Hopefully I can get this thing sorted out quickly, as I’m starting to really like zspheres.
Replica
in my signature …world’s best link…is every plugin you will ever need to make those durn zsphere’s seem way more magical and easier to use. Not to mention a myriad of other things made easier in zbrush with the other plugins.
two you should look at:
XYZAdjust by Tveyes…this is great for adjusting zspheres after you already created your tool.
Zifclick3 by Digits…make sure you go thru his thread to get the latest version …this one works it’s best magic by using it to create your zsphere objects but can be used to fix em too.
Keep going…like your warrior.
Yay! I finally got most of it sorted out. It’ll still take some practice to get used to the newer workflow, but that’s pretty typical. I do appreciate all the help, and it’s made me like zspheres even more. The fingers look a little funky, and the hand/palm area had too many poly’s, but those are pretty easy to fix. Inflate the fingers, and whittle down the polys in Max, no big deal.
For this next model, I’m gonna try making the entire thing (sans weapons) in ZB, and maybe then I’ll be able to make a decent normal map with it. Hopefully I’ll have something for you guys to look at a little later.
Thanks again for the help.
Sorry for no pic updates today, I’ve been trying to get things to look decent first, and todays efforts have been about experimenting with new approaches. Things are going pretty good so far, a few technical problems, but that’s it. I should have a pic update in a day or 2.
Here’s what I’ve got for the Ogre so far. He’s still far from done, so suggestions are welcome.
Now that ZMapper’s out, I can get a decent amount of detail in this guy. I really hope to push my work with this model.
Anyway, suggestions, comments, crits welcome.
I like it, but the only thing I see is where the chest muscles join the shoulder muscles. I don’t know if you intended this or not or whether this is going to be some type of armor.
I’m not sure what you mean, -WOODY-, could you be a bit more specific on what you don’t like? I know the area you’re talking about, I just don’t know what you would like changed.
On an angrier note, I just lost about 30 minutes of work, cause zbrush crashed… I got the model to a little over 4mil poly’s so I could add some skin details, but I guess it was too much for my 1gb of RAM. Ah well, I guess this means I can fix some anatomy problems that needed to be addressed before I start the skin details.
Gotta respond quick, I’m at work. I didn’t say that I didn’t like it, it just something that caught my eye and I wasn’t sure if this was something you intended or not.
If you look at these pictures here, you’ll notice that typically the chest muscles with taper as they travel around and end at the shoulder muscle. There is usually enough differentiation to tell where the chest muscle ends and the shoulder begins.
AHA! I see what you’re talking about, now. Yeah, that definitely needs to be fixed. Good eye, and thanks for the crit.
If this helps at all - I’ve only been able to deal with 2 to 2 1/2 million polys with 1 gig RAM. With 2 gig I can handle about 4 1/2 million but its slow and I have to save a lot. I find too that if every so often I close ZBrush and reopen the model I can get away with more. When using projection master at those high poly counts I pretty much have to close and reopen the model between painting sessions or I have a crash. If I go over 5 mil - put a fork in it, I’m done! Dont know why I’m not technically inclined. Good news is - I just read that one of the chip makers confessed to overcharging for memory chips to keep the prices artificially high. Memory should get way cheaper realy fast
Ooh, it sure would be nice to get some cheap RAM. I actually have a gb stick in a package on my desk, I have to RMA it cause filled with errors… :rolleyes: I’m not sure how to do that, but when I get around to it, I’m sure I’ll learn.
How’s this for the pecs/shoulders?
I did some other stuff to him, but it’s too small to justify talking about. Once I get the ZMapper seams worked out, I’ll be able to get farther faster, and up a shot of the skin details. If I can keep ZB from running out of RAM, that is.
Looks great! This guys gonna have trouble buying shirts though
That’s not a problem anymore cause a “Z Shirts-R-Us” just opened down the street from me. The shirts are actually smaller than they appear because they come with a built-in displacement map.
Yeah, shirts would be hard to find… But if there’s a “Z Shirts-R-Us”, he might be in luck after all.
This isn’t exactly an update, but you can see some of the skin details I’ve added. It’s really just a kinda cool render I did with some lighting that makes him look kinda scary.
I still really need to get those seams fixed… :rolleyes:
Well here’s an update. I used the regular ZB normal map generating tool to get this normal map, but it’s still ugly as all hell. Massive artifacting in the face, and the butt is all messed up. Hopefully soon, someone will figure out how to fix those seams in ZMapper, so I can get some decent results to show you guys… :rolleyes:
il love the design
he really looks mean !