1. #46

  2. #47
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    Default Happy Halloween!!



    Something a little Grizzly for Halloween.

  3. #48
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    Hello ZBC!

    My name is Jesse, and I have been working with Nick and Bob at the IVL for going on 3 years now. I work as the labs paleontologist so I get to scan and model all of the fossils that come our way. It has been a while since we have posted anything here so I figured I would introduce myself and post a few of my better models.

    Cheers,



    This is a Coelacanth that I scanned at the Academy of Natural Sciences in Philadelphia and painted real quick with polypaint.

  4. #49

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    Great job! Perhaps in the future I will have to try sculpt model Latimeria in ZBrush. It's nice to look at as a realistic model.

  5. #50
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    Default Epic!

    ...are you a Coelacan, or a Coelacanth?
    That looks great! Are you going to animate it?
    sadicus | My Gumroad | w10 | nvidia GeForce 680M |
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    rulonis, I would love to see it!

    sadicus, Thanks! I would like to, animating is something I am going to try soon.

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    Here is a fun one. This a skull from an Ice Age Canis dirus, the dire wolf, scaled to the size of Ghost from Game Of Thrones! This is part of a project that Nick and I are working on, maybe he will share some of the cool stuff he has done so far...


  8. #53
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    Here is an amazingly well preserved cranium of an Ice Age bison from Alaska. It is right around 33 inches from tip to tip of the horns.


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    Last one for the night. This is another piece of the dire wolf. Nick and I are scanning and repairing a horrible cast that the museum owns. This is the pelvis with before and after shots to show what was changed. Nick made a nice video last week of a similar type of repair to one of the arm bones, I'll try and talk him into sharing it here.


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    Default Tinkering with rendering and materials.

    I wanted to add up a little render and materials side project that we've been working on here in the lab. We have been trying to figure out ways that we can create single materials that emulate the natural look and feel of bones (or whatever) that we can then apply to an entire skeletal assembly and export as texture information to be used in other programs. The first and most important part of this is to make sure we get the materials looking and acting right, hence the renders below....I have read that once satisfied with these materials, using both zbrush and photoshop, we can pull displacement maps off each bone, apply those to a polymesh plane (one for each individual element), apply the desired material to it, and then export those as 2048x2048 tiles which can then be re-imported and read as texture information. I am still working out exactly how to do that. When I do I will add up some more images.

    The individual bone models below were all scanned with FARO arms and edited in other software. We then brought them all into Z where they were: re-topologized to low density meshes with all quads (most scan editing software deals exclusively with tri's which are a major headache to work with), had the original models projected back in to reclaim detail, added some more detail via sculpting just to sharped up a few spots, assembled with t-pose master, and rendered. The colors are all material based, no textures and zero polypaint. It is amazing what can be done with matcap, render and lighting settings in this program. Every time I push a new button something totally unexpected and amazing happens. The rocks in the second render were all sculpted entirely with z-sketch 'blobs' and, again, rendered using only a matcap material for color.



    More to come on this...it's a tinker project afterall.

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    Default

    Thanks for sharing those, it's a great specimen!

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    Default shader to maps

    In order to take a shader style into a texture map you need to UV the model and produce a displacement map. Then apply your shader and the displacement map to a relevant polygon level square/3d plane (this can be quite low). I would start with a document as big as you can manage in order to output the rendered plane as big as you can, perhaps 4-8k, then this becomes your uv texture map. The problem is that a shader is light dependent and so you wont have those edge/curve qualities that you can see in the large areas, but the shader will effect the detailed areas providing your model has them. The other problem is the seams that will most likely become apparent. Both these things may require some ZApplink usage although for so many bones it could take a while, and so you could also render out a rough patch or a few patches of your shader to use as brushes, then apply your finalized texture mentioned above, to polypaint and touch up with the brush set.

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    Thanks Arran!! I knew that this was possible but I wasnt clear on the steps. This definitely gives me something to work with. All of the bones have been unwrapped so producing displacements should be a snap. Ill post up progress as I make it!

    Cheers!

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    Default

    I'm glad to see new pieces here. Great works! Inspiring too! Love the bone textures and the Matcap works wonders.

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    Default Mermaid

    Happy New Year ZBC!! It has been a good while since any of us have posted in here...we find that happening a lot (time flies when you're having fun!) so I figured it was time to put up a few of the art pieces I built for a mythical creatures exhibit we did in December.
    When you are sitting on a database stuffed with thousands of models of bones it's impossible not to play with them once in awhile. All work and no play and all of that.

    This first one is a Mermaid. I started with a human skeleton that we modeled years ago and 'fixed' it. The ribs were hosed, the cranium had the calvarium removed, the spinal column was bent and gnarly etc. etc. So I went through and corrected everything,
    rebuilt a few elements, idealized the ribs, re-fused the cranium, corrected its shape and made it into a quad mesh then started the build. This has some harbor porpoise, some stellar sea lion, some human, and A LOT of hand modeled stuff
    (including hair...my first attempt at fibers )

    Outside of the scanning software used to create some of the base models, this entire build: fixing, sculpting, editing, rendering, layout design etc. was all done with Z-Brush and Photoshop. Approximately 390 million points wrapped up into this one, minus the hair, and the final dimensions were 81x32 inches.









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