ND guys, I'd like to join everyone else in congratulating you. I believe this game is an outstanding achievement that will be remembered for decades, and as good as the writing, acting, music and...
Type: Posts; User: LY
ND guys, I'd like to join everyone else in congratulating you. I believe this game is an outstanding achievement that will be remembered for decades, and as good as the writing, acting, music and...
Great interview, very informative! Would have liked to see at least one character wireframe though...
Also, the muscle/skin/vein layer separation is something I've been thinking about before,...
Actually that was a different production, back when the director of Sky Captain was attached to the project. Zack Petroc has also worked on that movie and that was probably the reason he was brought...
That is not true in our experiences, we did extensive testing back in 2004 when we started to use Zbrush 2.
I've even exchanged some emails with the Pixologic staff and it was their recommendation...
Nice work so far but I'd push the asymmetry far, far more. After all it's meant to be an ugly fat demon :)
Hello, I have a question about how you generate the displacement maps.
In my experience the maps will only work reliably if I store a morph target of the basemesh immediately after importing it into...
The shape of the mouth is far too artificial, it kinda ruins the realism of the picture...
At 9 million polygons, sculpting speed is remarkable.
But undo takes like 30 seconds ;)
Er... does this mean that any HD Geometry we sculpt into a model can't be transferred into displacement maps yet?
And that we can't really project displacement detail to another mesh yet, only use...
Too bad that Zbrush does not support 5 sided polygons - it'll insert an edge and convert it to a quad and a triangle.
Besides, any N-sided polygon can be removed by converting it to N quad...
I'd say that most of the look comes from the texture, which is a photo. Let's just say that it's a lot easier to get a convincing image this way, but it would have some problems if the lighting has...
Monstermaker: so I was right :)
Actually I've used a different Michaelangelo sketch as reference a few weeks ago, but his idealized face and profile appear in a lot of his work.
Elixir: are you...
Michaelangelo?
Actually, knowing that Zbrush is using software rendering, it would probably be a good idea not to use a high resolution canvas, as it'll run a lot slower...
I'd make the eyelids a bit thicker and less sharp, especially the lower ones.
And I guess... that's about all the critique I can comoe up with :)
I'd make the eyelids a bit thicker and less sharp, especially the lower ones.
And I guess... that's about all the critique I can comoe up with :)
Word of advice about reconstructing: I've found that the Zbrush displacement generation tool will produce weird results on thin and sharp features, when you are creating the map by comparing the...
Nice work elfufu, but could you post some better wireframe images? It should be the main point of this thread (although I have to say the model is pretty nice in itself!) but we can't see a thing...
The Underworld making of stuff is in it - I haven't read it yet and I dunno if your name is in it, but I'll try to check tomorrow.
After your work has been published with your name on the Pixologic website and in 3DWorld magazine, I think you don't have to worry about this impostor. Recruiters are intelligent enough to find you...
You mean, you smooth the object in two different apps? Then the software will create new vertices, and the way it gives them numbers could be totally different, there's no rule on that as far as I...