1. #1
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    Default Lizard marauders _full

    Hi folks,

    Here is my new pic, completely done (modeling, posing, texturing, rendering) in ZB2. It was made of zspheres and futher modeled in preview mode (I reached 800 000 polys, but I can't go more because of insufficient RAM )
    However even in this resolution - it is fully posable (I post more shots of this creature later this week). I also want to animate it in zbrush.

    What I've learned during this session (hope it helps somebody):
    Use smart resymetry often ! (mandatory for sculpting in preview mode)
    Add as much details in lower resolutions as you can
    Start with muscles (if you want some) in at least 100k polys
    Start with tiny details in at least 500k polys
    Save your tool a lot

    These principles works for me. I dont say it works for everything, it is still on your own creativity!
    Feedback much welcomed!

    final_snakemen.jpg

    update: different positions

    concept_posed.jpg
    Last edited by Vox; 10-13-04 at 06:59 AM.
    _VOX

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    Very beautiful creature

    Will they be integrated with a background ?

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    Great work and useful tips. I've been working towards the same approach here:

    http://www.zbrushcentral.com/zbc/showthread.php?t=21407


    Can you post the Zsphere model as well?
    Jason Belec
    Kiss Your Sister Studios... YEAUCH

    Eternal Zsphere thread : 'Origins' begins... : Liquid Maya

    Jason can be reached at Cowboy Feng's Spacebar and Grill. If you know where it is, you are indeed privileged. It's your round.

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    great work, i really like your lizzard/fish creature! sort of remind me of the water creatures in onimusha. check those out if you haven't already, they're really sweet. if i remember the name i'll post it up...
    do you know which one of your tips led you to have a fully posable model in the end? i'm guessing the smart resymetry, since it's the only one i don't utilize frequently of the ones you mentioned, but i could be wrong. every single model that i've built so far gets the mesh all messed up when i try and do more than a slight movement with it.



    dado

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    Cool Cool...

    ...creatures
    But why there is no more shadows on the second picture ?
    Pilou
    Is beautiful that please without concept! ( Me and maybe also E Kant)
    Pilou's Galerie Pilou's Tips Tuts Page
    Cameyo's ZPlace Art Surfing Albums
    Dedicaces Perpetual Challenges
    French Pixologic Site

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    Great work with all the detailing and keeping it posable, or should that be zspherable Would love to see some extreme poses or how far you can take the model without breaking the detailing too much.

    Good job and nice render.

    Thanks for the tips.

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    update2:

    here is how it all was done (slightly tutorial form)

    I started with zspheres as usual (with x symetry on). IRES was 30, MBR 50. MC was ON, MP Off (Set it up in Tool:Adaptive skin)
    While posing zspheres, check preview often to get you polygons on proper place. Even in this stage I tried to pose it to control twists and prevent futher damages.
    Note: Do not try detailize your model shape too much in zsphere stage. Consider it as a bones not a skin. You will be able to control future posing better.
    liz_spheres1.jpg

    When zspheres are ready pump up density slider (Tool:Adaptive skin) to something bigger. (You can go to your final level now (e.g.8) - check polygon count, but for better performance I choosed level 4 (I just have 512MB RAM - different story ))
    Note: Now when your model is in Multiresolution stage, use ONLY (Tool:Geometry:lower/higher) buttons to switch between them. Do not touch density slider anymore! This could ruin your work in a moment.

    Use smart resymetry (Tooleformation) often like this:
    Go to to lowest stage of mode, mask one side - hit smart resymetry. Go up one level use the same mask and hit again. Sometimes it is important to hide portion of the mesh to make proper masking. With some training you will be master in this From my experiences, when your model is in full symetry in level 1-3, higher levels are also OK and posing will not cause any problems.
    liz_process2.jpg

    When your sculpting in level 4 is done, change density slider into final stage (I went to 7), start detailing, using PM or whatever you want. I found nudge brush very important for muscles (in fact - carapace was done with nudge brush after bumping his skin with masking and inflating). If you overdo something, use Smooth brush at intensity 60-80 (100 is too much - with 60 you have better control).

    Texture it in PM. Eyes are added in PM with Normalize and Fade buttons OFF
    liz_final3.jpg

    Here are some extreme poses I made with this model.
    1. closed mouth, head and hands direct a bit up
    2. curved "bodyleg"
    3. asymetric hands, declination of the head
    4. attack pose
    5. aggresive pose, mouth extremely open
    liz_poses4.jpg

    thank you for reading this. hope it helps.
    _VOX

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    Thumbs up thank you

    cool works,thanks for your explain

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    Very creative work! I like this character!

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    Thnks a lot. Nice character. Time to launch ZBrus en give it a go.

    Peace,
    RichArt.

  11. #11

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    This character is great and your explanation is super informative.

    Exactly what are you doing with the morph target to get the various versions?

    If you could explain that in more detail, that would be great.

    Thanks,

    Jaime

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    MrJamela: well it is not kind of science. The common technique for positioning is:

    1. go to zsphere stage (with full symetry - do not pose yet)
    2. store morph target (Tool:Morph target) - this saves your zsphere model position and proportions
    3. now you can set up rotations, move, scale whatever.
    4. after repositioning your model, you can go back by hitting (Tool:Morph Target:Switch) and if you want to, you can delete previous version from store buffer (Tool:Morph Targetel)


    In fact, you can pose your model without stored morph target. But with it, you have more freedom and even extreme positions dont ruin the mesh. The reason lies in way how zbrush calculates polygon position. When you store MT, polygons are derived from stored model and "flow" around the surface, while without it, polygons are displaced relatively with each other. And that can posibly cause defects in mesh.

    I'm not developer of zbrush, so this is just my theory. Maybe aurick can explain it better. Conclusion is: stored morph target is better than nothing

    _VOX

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