Last edited by jBogh; 11-17-12 at 07:45 PM.
Wife and I have enjoyed this show from the first episode on. Thanks for sharing what you do with us. Great to see all the work that goes into it.
Thank you so much for posting all that! The cool creature effects are one of the main reasons why I watch this show! Awesome work!
Wow. Beautiful work. Thanks for explaining your process behind it. I've always been interested in creating a character that could morph though had no clue what to do to go about doing it. Maybe based on what you mentioned, I can try to accomplish this.
Does the use of layers actually cause the UVs of the original head to adjust or did you (or someone in the team) specifically alter them so the morph would appear smooth?
Thanks a lot for this timelapse.
So cool to see your workflow.
So cool to see timelapse movie creation with undo history.
hey prophet glad you and your wife enjoy the show so much! Thanks for stoppin by.
Codexus thanks!! It's so cool to hear back from fans of the show!
Hey DemonGal great question. That's actually what makes the morphs so challenging sometimes. Once the model is UV'd, they are locked in for both the base and the morph.
Texture stretching can be an issue, but we are usually able to resolve it well in a 3D painting workflow via ZBrush, MudBox, or Mari.
Hope that made sense! 1 UV set for both morph targets. Dont be afraid to ask for help on your future morph!
Knacki thanks!
I'm really diggin the Undo Forward History stuff too, although part of me wishes it was handled in a more Global manor.
i.e. multiple subtools tied together through history somehow. Would be nice to be able to see the reference imagery and views I stored while modeling too.
Looking forward to how these features will evolve!
Last edited by jBogh; 11-26-12 at 07:14 PM.
jBogh, great works. I really loved watching your timelapse. I love morphs, I think it is one of the best features in the 3D world.
I have a question, how did you manage to put a reference image behind your 3d model? every time I see an artist do it in Zbrush, the reference moves around with the camera, while yours ended up being static, any tip?
Thanks for sharing your work!
Just amazing. You mentioned that you didn't have a lot of time to put these together. What's your average?
Thanks so much for sharing the time lapse! Awesome.
-Steve
Hey Ratone, Thanks for your interest in my work! When using reference I use the Reference Views plugin under Texture>Image Plane>Reference Views.
I uploaded a Custom Ui a few posts back that is heavily based on my production use of reference. It has everything included if for some reason you don't already have the Image plane plugin installed.
Relocating the Stored View Buttons to the bottom right corner of the interface really sped things up for me so I thought it would be a good thing to share.
Basically you are importing your reference images through the Texture menu.
Then using the Reference Image panel you can load that image onto the canvas.
Next use the Model Opacity Slider to dial the opacity down enough so you can see through your model to the image behind it.
That is Key! Wireframe will help you see your models curvature while its opacity is lowered.
SkinShade04 and a few of the lighter matcaps are better to use when you have a low opacity model.
The darker matcaps just make you strain to see anything.
I sometimes use Spotlight for reference images when I don't need to exactly line something up or store the view.
But.... Spotlight overlays the image on top of your model, where as the Reference Image route puts the image on a plane behind your model.
I find the latter much more useful. Hope that was clear enough for you. Let me know if you have anymore questions!
I'm thinking about putting a little workflow tutorial together if people are interested in seeing how I set up from the start as well as use the stored reference views in tandem with spotlight to produce some really fast texturing results.
Thanks so much Steve! The time frame per character is usually about a week to a week and a half for both the Human double and the Creature Morph. That's about the average so far.
But there have been a few cases like with Kimura the Jackal Assassin, where I basically had a day and a half to get the morph completed.
Things change last minute quite often so flexibility and speed has been of the utmost importance.
Thanks for the kind words!
Here's a few more...
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Brilliant work! I keep coming back to see what inspiring work you post next.
Hey all, it's been a while since I posted any new work here!
This is from the end of Season 2, the episode leading into the Finale.
I want to give another shout out to all my team mates @ HIVE-FX for all the hard work they've put into creating effects like these in such a tight time-frame!
We've grown a lot together as a team and I really appreciate what each one of them bring to the table, both as artists and friends!
And here's to officially landing a 3rd season!!
HIVE-FX GRIMM REEL 2013
Baron -Pufferfish-
Frau -Hexen-
ZBrush Renders (4r6):
Promo Stills:
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