ZBrushCentral

The Mummy [WIP]

Blimey … so after you got out of prison and the Zeppelin crash-landed on your roof, and despite frostbite in all your extremities, you still managed to find time for ZBrush?! I’m impressed. :smiley:

Seriously, didya know that you can paint stuff in ZB and then convert it into a 3D model using MRGB Grabber (to capture the alpha) and then Make 3D in the Alpha palette? Here are a couple of 30 second bandages I just made. I’m sure you can do much better than these … they’re just to show the tools in use. hth.

ps. How painful are your haemorrhoids? :o

pps. Choose Show Actions and increase the Repeat Delay a tad before running the scripts. When you get messages saying the resolution is too low for mapping, just click or hit Enter.

for cloth/bandages - you have loads of options - but it depends on wha tyou plan to do with your zombie/mummie guy - who looks pretty cool by the way - reminds me of the mummies in ‘the mummy’ movies…when they open their mouths up and scream etc. cool

if your gonna eventually animate him or render him in maya/max etc - try making some simple poly strips and using a cloth sim to ‘shrink’ the strips around his head. you can do this with a little fiddling with the cloth sim with negative values and no gravity etc etc.

as the previous post guy said - you can do it with textures pretty effectively. or if you want to do em in zbrush. try using projection master, and try it out on a sphere on something first. drop the zombie dude, get a simple but sharp edged BIG brush and turn on ‘layer’ in ‘tools’. this way, when you paint, it wont go higher than your defined z depth. make some big long strokes, one at a time, picking up your model and dropping again via projeciton master until you have bandages that link up/look like they go somewhere. once one layer is done, increase your zdepth and go over em to build up a layer of bandages.

works for me.
look forward to seeing how this guy comes out.
check otu my temp hosted site for some 2d zombie type guy artwork :slight_smile:
www.themooron.com under the 2d section

advert over

zombieeeess!!!

Thanks for the info guys. I had thought about using teh cloth sim in Maya but for the fact that I’m having hell on wheels at the moment getting it to render displacemernt maps for any of my models. (It does the pixolator ones fine). I’ll probably just use this head as a static piece although if my machine gets over its ‘Zbrush blindness’ I may well give some facial animation a go. Facial animation’s not something I’ve ever tried so at least it’d be an adventure.

I’m trying to make my mind up which approach to take. My gut feeling says to do alot of it with texture but use the technique that Moochie showed for some ‘loose’ bandages. I did have an idea last night (while suffering from the worst toothache in the world, at least it seems like it right now) to have the final image showing him breaking out of his bandages.

You’ve certainly given me something to think about. Now it’s just a matter of finding the time to have an experiment with the techniques mentioned. Thanks for taking an interest:D

Wayne…

Good luck.

If it was my model, there’s yet another way to go … though a lot more work, and it just uses ZB. Check out the famous Meats wireframe method for creating wireframed meshes using a morphed difference technique (link below). By resizing and tweaking, you could create a kind of ‘exo-skeleton’ for your mummy, which could be made to look like bandages. Multi-mark that to your head, and you’ll give the bandages a real 3D sense, especially with soft shadows enabled and a touch of cavity shading in your materials.

http://www.zbrushcentral.com/zbc/showthread.php?t=21455&page=2&pp=15&highlight=wire+style

angryDOF-web.jpg

OK this isn’t a ‘proper’ update. I’ve really not been mentally in the right place for the last couple of days due to toothache from hell. So I thought I’d mess around with some different materials and lighting and a bit of post work in photoshop. I find it intersting how adding a bit of depth of field ( done by hand in photoshop…long story) and changing the angle and material makes it look almost like a different model.

I’ve been trying to explore what I want my final composition to look like and what angle and lighting is going to give it the right feel. Once I get rid of this damn toothache I’ll start trying some of the ways outlined for the bandages and finally start the texture (always my least favorite job as a texture and make or break a model).

Currently I’m trying to work out how to use the depth from Zbrush to get a really nice depth of field in photoshop. I’ll have a look around the posts here and see what turns up.

Wayne…

mummy-bandages-closeup.jpg

After alot of googling I found a nice pic of actual mummy bandages that I’ve made an alpha for. So at least I know the bandages will have an authentic look to them. I’ve still got to do a texture and probably would have had some of it done tonight but for having some problems texturing in projection master. (It was doing some crazy stretching spotting type of thing)

I want to add a bit more defination to the edges of the bandages using some texturing and maybe some better cavity shading.

Wayne…

Oh yeh … that’s looking good now!

Nice idea and execution :smiley: :+1:

hey - cool bandage texture. where did you find that image you made into an alpha too? looks nice.
only comment on the texture work is the distortion in the middle - have you still got the symettry button on? best tuen it off for texturing the little details. nothing is symetrical…except for geometry…and loads of other stuff…:+1:

mummyClothEdge.jpg
Mummy Cloth#2

Here’s some alphas I’ve been using (and will use) on the model in case anyone has a use for them on their models. I hadn’t noticed the stretching that was due to the angle I was using at the time so I’ll probably have another go at it tonight time allowing.

Wayne…

Attachments

mummyCloth1.jpg

mummyCloth2.jpg

hey cool. thanks darth! nice little alphas you made up there. ill try em out sometime! :slight_smile:

Well it looks like due to my inexperience when I started this model and not really knowing what the hell I was doing and learning as I went. I messed up my UV and a load of other things that haven’t became apparent till now at this late stage. I’ll break with my tradition and put my render’s from tonight below instead of above.

I started to texture further the model, trouble is once I got beyond a certain level of detail everything messed up right royally! It really is a shame because as I dont have the experience to put this right I may have to ditch this model. I’ve learned one helluva lot doing this mummy head but it’s stil a shame I haven’t got to finish him off.

If someone can find a work around for this or wants to have a go on their machine I’ll post the tool and texture so far here. No matter how I UV thgis bugger it messes up, I think I’ve tried everythi8ng I know and beyond…So I’m open to ideas! Failing that I’m really gutted that I can’t finish him off unless thers a miracle (or a guru psml).

Wayne…

PS for anyone intersted he neded up at just under 3 million polys

side.jpg
Soon as I tried to start texturing the face and further detail texturing the whole thing goes mental and refuses to texture properly!

Attachments

fuckedup.jpg

pers-text.jpg

Tool > Texture > Check UV. If you get any red showing, you have over-lapping uv’s which will always cause probs in ZB. The probable reason you’ve got an issue, though, is you had a texture map applied when you started pressing the uv mapping buttons in ZB. Go from one type to another, and ZB will still use the texture map as showing in the preview thumbnail. What works for guv tiles, for instance, is gonna look damn weird if you then select spherical mapping (for example). Try going back to whatever uv mapping version you were using originally.

ps. 3 million polys is a lot for just a head, ya know. :wink:

Good luck. Hope you get to finish him.

I checked the UV’s and its got red so wide they are a 1/3 of a head width in size! Where my problem arose was that when I started I approached it like amaya model and modelled first and textured later…looks like a big mistake. I’ve tried every UV type and still no joy.

Wayne…

No probs … just lose the current texture map, select auv mapping in ZB and start again with a blank texture. And rework the ear first, as it’s not up to the standard of the rest of your model, imho.

Now go to bed. It’s nearly 2am. :smiley:

t5-web.jpg
Front view of 1st bandage layer texture…more dirt etc to be added and face still to be done.

Thanks! Although I’d tried this before it worked this time, probably because I was a bit stressed before when I did it. I’ve done the 1st layer of the texture for the bandages and they are starting to take shape a bit.

I’m leaving the ears till a bit later on as I really hate doing ears…I really REALLY hate doing them.:cry: I’ve went back to my 1.8 million poly mesh as there’s probably a bit less wrong with it than the last version from last night. I’m not looking forward to texturing his face as I know if I get that wrong I can ruin the whole model.

While in reality a mummys face is nearly jet black due to the resin used, that might not come out too well but I may try a few different ones to see which looks best. When this models finally finished I’ll be glad for two reasons. Firstly because now I know more I wont make the same mistakes, and secondly because it’ll be one of those rarest of things for me…a finished project!

Wayne…

Attachments

t6-web.jpg

mummy_comp_small.jpg

I thought I’d have another mess around with this model. It’s got to the stage where all my early errors made while still learning Zbrush have came and bit me on the backside. I’m looking at Major UV probs (redoing texture and mapping doesn’t seem to help) and if I try to apply another material to the face area it messes up big time. So I thought I’d try a different approach.

What I did was to do two renders each using a different material and composite the face area in Photoshop. Yeah I know it’s cheating but it seems to have worked, meaning I may actually be able to continue with this model.

Wayne…

[attach=21963]comped-variation2-overlay.jpg[/attach]

Some more bits and pieces have been done. Although I’ve had to compromise on the face texturing as this model is screwed, so I’m just trying to get it looking as good as I can before I move onto other ones. I’m pretty damn pleased with the way the bandages have turned out and to my eye the neck area looks pretty damn real. All done by hand no app link, only some color correction (and pasting the face render as outlined above) done to it in photoshop.

I’m starting to notice the limitatins of using a mouse of late, although I do have a ‘no name’ micro small tablet its worse than useless. But looks like I’m sticking with the mouse for a while.
Enjoy

Wayne…

Attachments

comped-variation2-overlay.jpg

bw.jpg

Thought I’d mess around with a nice black and white image…after all most mummy films were made in black and white.:wink: Mind you it also helps to hide the dodgy face texturing lol.:lol: :lol:

Wayne…

Yup … you did good and learned a lot from this piece, I think. And you stuck at it, too. :+1: