1. #31
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    Default Clotharm in *.highrez added for download

    In a thread of Spiraloid, Pixolator describes a workflow for
    swapping out higher levels of subdivision using *.obj files.
    In a nutshell, this also allows to reconstruct a lowrez mesh
    from a highly subdivided clothsolve. Here´s the link to the
    post:

    http://www.zbrushcentral.com/zbc/sho...94&postcount=2

    Following up, I tried it with my solved mesh of the clotharm
    and could bring the mesh down one step, you can try it yourself
    here´s the file, 160kB *.obj. It´s not perfect, seems you may
    get better results if you create a lowrez in your favourite app,
    subdivide in ZBrush, import that back to your favourite app, do
    a clothsolve on it and reimport it (to the appropriate level) back
    into ZBrush. In my example file, you may run into a memory warning
    and a crash - I currently have only 1024MB of memory allocated to
    ZBrush...

    http://www.hafenlola.com/downloads/Leydecker_highrezclotharm.zip

    Thanks Pixolator and Bay for the inspiration.

    Cheers

    tim

  2. #32
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    Default XSI ambient occlusion turntable

    Harry Bardak from the xsi softimage mailinglist helped me
    a great deal in getting flickerfree, easy to setup renders
    using ambient occlusion w/environment sampling instead
    of relying on FinalGathering. Results in a turntable, H.264
    compressed, 512kB, 1Minute/frame rendertime. Love it...

    http://www.hafenlola.com/downloads/Ley_mibAO_H264.mov

    You´ll notice I´m still not finished merging everything up,
    symmetry all over the place, veeery long arms, details missing.
    Can´t do much on the guy this week but hope to put some
    more time into him this weekend, finally getting to use Zbrush ...

    Ley_AO2.jpg

  3. #33
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    Default

    Very nice rendering and cool character.

    Isn't there something to check around the arm position, they might lok a bit too low on shoulders?
    It might be an illusion due to the jacket...

    Cool technic to generate natural cloth wrinkles. But you could also had psculpted it
    Sébastien Legrain A.K.A Sebcesoir

    http://sebleg.free.fr


    Yeahh!!! Thx pixologic, it's damn cool to have Zbrush caps!

  4. #34
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    Default

    Hi Sebastien,

    there´s definitely something wrong with the arms and the shoulders.
    I´ll probably shorten the arms slightly and move them up a faint bit.
    Should also help in fitting a belt inbetween, a 1911 holster and stuff
    like an ammopouch and canteen. Also need to fix the leggings, lower
    and shorter, less knit. Regarding the cloth, I ended up remodeling the
    major parts of it but it´s still a great help to solve them first, they get
    a more natural look and wheight I find. I think I wouldn´t have gotten
    such nice volumes wthout the solve as a reference but instead would
    have ended up with a more slimfit look...

    Next thing to do is to first finish all the seperate parts in cleanup, as
    they are probably good enough to build a modelDB from them, the jacket,
    the boots, the trousers could be recyclable. It´s tedious but a timesaver
    for building other *.mil characters from them.

    This one is supposed to look like a ~55/60ies assistant MP, some sort of
    Area 51 lab setting, he´ll have an early M16 grabbed and an extra bandolier
    with ammo (if I´m not too lazy) thrown over is shoulder, M1 helmet, the
    knife fixed to the gun, searching for escaped subjects down in the lab...

    ...Or maybe I´ll give him some other rifle, an M14 or M3A1, would fit the
    decade better. Could also land short and´ll first do something else...

    Cheers

    tim

    P.S: I like your *Vegas* characters alot, marvelous details.
    Last edited by Tim Leydecker; 04-20-06 at 01:31 AM.

  5. #35
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    Default minor update - more like a step back...

    merged the snippets into one mesh yesterday, took me a
    significant amount of time and proved quite disappointing
    since I lost quite a bit of shape and detail while lining up
    the edgeloops and creating the all quad mesh. 350kB, H264:

    http://www.hafenlola.com/downloads/Ley_mibBO_H264.mov


    Mostly visible at the legs, the folds lost their wheight and
    the proportions got a more stumped look. Intentionally fixed
    the armlength as well as necklength and position of the head.

    He looks younger now. I´m not sure wether I like it, may end
    up redoing the trousers while I give him a last check for tri´s.

    Cheers,


    tim

    P.S: I don´t upload the files to prevent thenm from appearing
    in the latest pics row, since technically, there´s no ZBrush yet...

    Ley_BO1.jpg
    Last edited by Tim Leydecker; 04-23-06 at 01:09 PM.

  6. #36
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    Default

    Tim, I have printed the boots in wax at 1/4 scale. They were a great start and saved me a lot of time. I needed boots for a figure I modeled in Zbrush.
    They were bilt up at .07mm per layer [the machine will do .02mm] to
    save hours of print time. I can clean the surface up easily. Added some folds
    and caps.
    boots.jpg
    Thanks again

  7. #37
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    Default

    omg.... im gotta have one of those for xmas...

  8. #38
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    Default

    me to !! definetly !
    omg, i just imagineg how much i could do with that, bet that cost way to much :/

  9. #39
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    Default

    hey Pride,

    looks awesome. It´s only now that I realized I shoud have
    brought the loops to put the bootlaces through more together.

    I did that on my own model while creating the shoelaces but
    not on the basemesh, maybe I´ll give the boot.obj an update.
    (Not before mid july...)

    Whatever, hope you found the boots useful anyway, I really
    like what you did with them in *real 3D*.

    Cheers

    tim

  10. #40
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    Default

    Since this thread has somewhat involved into the place
    to host the stuff I fiddle with in regards to ZBrush, testing,
    trying, experimenting - kind of fits the title - I decided to
    post another prop from the *.lab I fancy alot:

    Ley_rolly.jpg

    Textured in ZBrush using Zapplink w/Photoshop, rendered
    in Maya/IBL, using a 32bit *.ct file create in XSI by simply
    rendermapping a fully reflective sphere in the middle of my
    prelit set. I´ll now try *.hdr lighting inside ZBrush using said
    spherical environment texture to get a somewhat predictable
    impression of the look while modeling/texturing further stuff.

    Hope you find the above workflow description useful, I love
    the endless possibilities I get from having ZBrush around.

    Cheers

    tim
    Last edited by Tim Leydecker; 07-22-06 at 04:53 AM.

  11. #41
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    Default

    I really love the cart with the cloth. It reads as very believeable to me, the cloth especially, I particularly find it hard to work on cloth. Great work, keep it up
    When you know what to do, you do what you know

  12. #42
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    Default

    Hi Pavlin,

    yeah. Cloth is really hard to get right. I´m not 100%
    satisfied with the above, the sheet lost some feeling
    of wheight while I optimized it into the lowrez-version.
    I´ll rework it a bit while I finish painting in those folds.

    Below is another image showing my texturingprocess
    in general, neither requires ZBrush nor a Wacom really.
    But Zbrush helps quite a bit in projecting large chunks
    of texturereference onto the mesh, even from weirdest
    angles as the basecolorlayer to fiddle with in Photoshop,
    then go back and forth between apps to finetune things.

    Ley_door.jpg


    Cheers

    tim

  13. #43
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    Default

    nice trick with wires. Didnt think of that yet. great renders too!

  14. #44

    Default

    doood this thread rocks!!!!

  15. #45
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    Default fell over - took a break instead of holidays

    Been offsite working a bit the last month or so
    instead of going for holidays - well, next year...

    Whatever, haven´t had too much time to do
    anything too brave but at least managed to
    get some halfdecent renderings out of mR.

    Am currently working on the props and also
    still redo edgeloops here and there, actually
    would even like to change major parts, too.

    ley_falling.jpg

    ley_falling01.jpg

    ley_falling02.jpg

    Hope you like those images, it´s been quite
    a hassle to get mR to put out these buggers.
    Photoshoped for effect, here, there and there.

    Cheers

    tim


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