ZBrushCentral

request for help

yes, that is so awesome :+1: :+1: :+1: :sunglasses: :sunglasses: :grimacing:

one thing i would like to add though is a little mouth with 4 or 5 little hair like tentacles around it, and make the eyes a little more alien, maybe cat-like, and the exposed tissue texure seems to kind of fade into the rest of the head, it needs to be a bit more defined, the model is quite well defined though, it’s AWESOME. :+1: :sunglasses:

you are a very tallented artist to be able to do something that cool in fifteen minutes, it would have taken me a week in MilkShape, which is the only 3D modeling app i know how to use well. very cool!

could you also make the scales kind of raised, maybe with that cool bump brush, cause, even though i cant use the full detail model in game, im gonna use a low res model of this and normal map it.

this is so cool, Unreal 3 quality even.

i just wanted to say again how awesome of a job you did, even the fine details in the skin are visible, this is so awesome.

i should have told everyone though, i know you probably assumed this, but even though my source art is cartoony, the game is going to look quite real.

i plan to make the humans as convincingly real as that head model with the perfect skin texturing.

Awesome

I started out with Milkshape also…

I still use it , but only for file conversion. Milkshape is OK if you are willing to make something one poly at a time, or you want to take primatives and weld them together…

May I suggest a few applicatoins…

The first is Wings 3D,
http://www.wings3d.com/
it is a great place to get started modeling without paying anything! Yes indeed, It is FREE!!!

Plus it has the most advanced UV mapping system available, all you do is make a few slices and it will unroll the UV’s flat for you to paint your model easy,

The second program you already own, Zbrush2 … it is possible to make Lo-poly things with Zbrush, but most importantly, it allows you to paint your models in 3D, paint displacement maps, and paint normal maps … you can have a have a nice looking model in a few moments (as you can see from the cool model Ron made for you.). Zbrush is also nice for makeing trees :D:+1:

Well, while I am at it…
There is another freeware application, you will probably need/want to animate some things… and Blender is the cheepest solution. there is another solution called Anim8tor that is quite popular, and both are a bit easyer to use than Milkshape for animateing.(plus free)

If you want to spend a little bit of money, Look at XSI!!! they have an AWESOME deal going… if you are makeing games, Lightwave, and XSI is the choce of quite a few professional shops… there are other packages also, but they are quite expensive (3ds,MAYA[AWESOME if you can afford it],Etc…).

THere is another product spacificaly made for Noobies to get into games, I am not going to mention any names, but the advertisement is very missleading, and after you buy all the modules, manuals, and tutorials, you could have got XSI, and for a little bit more Lightwave.
plus if you already own Milkshape, you have the capabilitys to port into MORE games than the other guys advertise (it comes with a DOCKED version of milkshape):o:-1:

anyways, if you have any questions about wings, or you want some tutorials, just send me a private message, and I will let you into a Private wings 3d tutorial website I am makeing.(free)

BTW I am not sure if you mentioned it, but What is the Polycount limmit for your game engine for the charictors? Unreal 2004 most the models I see are about 1200-8000 (user made on polycount webpage).

What polycount are you shooting for with the charictors?

thanks for the info, Polaris30.

unfortunatly i dont have zbrush, just the trial for now, but i already have Blender, i’ll look into wings 3D also, ive heard some cool stuff about it.

i would get XSI, but i have to either get Max or Maya, because they are the only tools my engine supports. and Maya PLE is out because it cant use the plug-ins i would so desperately need.

im aiming for about 2,000 to 10,000 for the highest LOD of all the characters, but i’ll be using probably 5 LOD’s. gonna try to make the main character about 5,000, and vehicles about 15,000. i can have about 1,000,000 poly’s on screen at once for characters and another million for level geometry.

for normal map models of course though, the higher the better.

here are the minimum system req’s for the engine as it stands right now:

Minimum:
1.5 to 2.0 GHz Processor
256 to 512 MB Physical RAM
128 MB of Video RAM (ranging from a Radeon 9500 PRO to Radeon 9800 PRO or a GeForce FX 5200 Ultra to a GeForce FX 5900 Ultra)
Vertex and Pixel shader 2.0 compliant

Recommended:
2.5 to 3.0GHz Processor
512 MB to 1GB Physical RAM
256 to 512 MB of Video RAM (ranging from a Radeon 9800 XT to Radeon X8xx XT or a GeForce FX 5950 Ultra to a GeForce 6xxx Ultra)
Vertex and Pixel shader 2.x or early 3.0 compliant

and it can do everything Unreal 3.0 does, and a few additional features, like zero compile time for levels(its just a direct export from Max or Maya) and a lower load time, and support for an unlimited number of online players, lots of other stuff too.

milkshape is pretty cool, but modeling one poly at a time is quite time consuming.

heres some stuff i did with it, but they only turned out so good because of the good people at FNH USA who put up such high quality pictures of their products

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SOunds like you have a very nice game engine indeed!

Milkshape can export wavefront OBJ (MAYA), and native UT2004/2003/unreal2 PSA and PSK, and Lightwave (6.5 for ut) formats :D:+1:
Be sure you Triangulate your models before attempting to port into any game engine. (this is where I always make a mistake)

If you have Milkshape you should be able to get things from just about any application into UT2004(some with animations, and some static)…

Both Maya and 3ds are great choices :D, wish I could afford them, I played a bit with Maya and it is an amazing application .

Have fun with wings! it is realy nice!

Hope you are impressed with Zbrush , It is a very useful application no matter what 3d application you choose :D:+1:

COOL guns BTW, nice work…:sunglasses:small_orange_diamond:+1:

Here are some weaponds I made in wings and painted in Z-brush. (Rendered in YAFRAY, you can get a free wings 3D plugin for it, and you too can make nice renderings from your modeler)

as you can see Zbrush Is excellent , I did not use any photos (except for refrence, so I got shape and proportions right)

Zbrush has some Excellent metal, and wood shaders with it, you can take the shaders and bake them right onto the weapons, to make a painted texture…

I use it to paint spaceships, guns, creatures, trees…

Zbrush is a realy cool application :smiley:

Charlton Heston would be pleased!:smiley: :smiley:

outstanding Pol!! Love those weapons…was doodling a bit with our guy here here is what I did to him…didnt do anything on the coloring other than lights and materials…and painted the little doo dads on him in psp…no biggy…
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Wow! things seem to be moving along for you nicely. I must regretfully say that I will not be able to contribute after all as something important has come up to eat up my time. I am sorry.

And I need to say that Polaris and Ron, you guys are amazing!!!

:+1:

looks awesome, i really like the way the shoulder guards curve at the end, nice job, your work will never cease to amaze me :+1: :+1: :+1: :+1: :grimacing:

but i must say, i like the first head you did better, i think thats the model we should go with. not to say that the new one isn’t good, it just looks a bit cheesy. and now that i look at it, the original fits his character really well. when your done, let me give the eyes a shot, cause i cant really think of how to describe them.

please forgive me, but i should have explained a bit more about this guy, this is just the first time ive gotten someone willing to work on this, and i have been working on my models more from memory than my drawings.

the fins on each side of the suit are meant to protect his head from assault from the sides(im sorry if my poor art made it look like antennae), his body is held to the suit by little hooks that latch on to the tentacle like limbs, his fingers come to an almost suction cup end and branch out like tentacles from his arm, and also l would really like to have the metal covers on his forearms.

i reall like your new suit design however, if you add the protective fins and the hooks and arm plates, it will be even more awesome :sunglasses: :+1: :+1:

just remebered i had done more on this guy than the head, maybe it’ll give you a bit of a better idea what i want him to look like.

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Polaris30, those guns are amazing, zbrush is such an awesome application. :cool:

thank you for the compliments by the way, but i must say, my work really isn’t very good :o :frowning:

the name of the engine im using is NexGen, when its done being writen if you want i’ll give you some links so you can check it out if you are interested in using it yourself.

im not completely new to making games, i’ve done some work with Reality Factory/Genisis3D for about half a year now, im just now starting to get how to do the modeling and level design though. ive had to put all of my work except for this game on hold though, since ive go other responsibilites too.

i can actually do mechanical things well, its the organic stuff that stumps me. ive been working for months on the main character for this game, and i’ve just now finished the uniform, which actually came out surprisingly well. now i just gotta work on his head, which i have to do myself since he is basically me in 3D , but a lot cooler :smiley:

Ron Harris, now that i think about it, i really like the way that the Polaran came out. lets stick with what you have there with a few changes:

-use the original head model, i really like that

-add a little connector like thing at the bottom right(left from the front view) corner for him to refil his suit with the gas he breathes.

-add the arm cover things

-leave thr arms and legs the way they are except for the fingers having the suction cup ends and forget the tentacle and hook things

-listen carefully to this one: the area around lights needs to dip in and then the lights need to curve out as kind of a dome, they will be semi transparent glass, with the aid of an HLSL shader made in Render Monkey(i’ll handle that later), and they have a colored light inside that alternates in this pattern(which i will also take care of, this is just to give you an idea): blue, fade, green, fade, blue, fade, etc. and the little display thing is a heartbeat measurer that i hope to give an accurate reading based on how scared this guy gets through the aid of Lua scripting. this is the part you need to know: they can be broken, thats right, all of the lights can be broken, so we need something under them

-realized i forgot to mention, the game is called Star Force and the little symbol thing that is on the suit this badguy wears is the symbol for the Alliance, basically it’s just a sword through two stars with another star in the background, symbolising the Alliances capitol star system, alpha centauri which has two main stars and a third secondary star.

-thank you for taking the time to do this by the way, you dont know how thankful i am, keep up the awesome work. :cool:

thnx…and thnx Donna…I will try to work something up before the end of the weekend…trying to keep it relatively low poly…Monday night latest I should have a little somethin’ somethin’ cooked up…nitey nite…
ron

thanks, sounds great :slight_smile:

dont worry too much about poly’s though. this guy could probably stand to be between 5,000 and 8,000 poly’s at highest LOD, and the normal map of course could be infinite millions :eek:

i’ll start working on a basic landscape area to show this guy off in, i plan to post pics of this guy online in several places when your done, i will make sure your name is on them. i’ll put some links here so everyone at zbrush can check it out.

sorry GD, been a long week…this is what I have so far with basic remodling…have to add the fins and head and of course smooth things out a bit more…the project of this evening :slight_smile: lemme know your thoughts…

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2 shots with a quick mock up…no real detailing yet…do you have a . bmp of the little knife emblem on his chest? thnx.
ron
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the body is 119000 polys at a subdivision of 5

WOW, it looks just right. you are doing an awesome job. :+1:

only thing i would change is to make the hands little bit smaller.

it’s been a long week

i completely understand. a lot of times i will set a deadline and say “i have to have this done by this time” and when the time comes i’ll still be staring at my computer saying “time to start working, time to start working” :smiley: i told somone a while ago i would make some ready to use animated first person weapons for his game(well for everyone, just basically a resource for the community) and i still haven’t done it. as soon as i finish the demo im working on right now i’ll probably start doing them.

heres a .bmp of the knife emblem:

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Alliance Emblem.jpg

thnx for the emblem…that will help…

had a problem overnight…lost the modelign I had done above but I had the stage before that…so I thinned its fingers a bit…no major thing to get back to the point it was last night…do you want the fingers thinner and shorter than this? And what res of the two do you want? I had a bit of time this afternoon till one of my partners comes by, to work on this…and hopefully some this evening…hope your weekend is off to a good start…
ron
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