1. #151
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    Sick work! Thanks for the breakdown.

  2. #152
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    Great work! Thank you so much for the breakdown material!
    My updated portfolio
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  3. #153
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    Absolutely stunning work. Great breakdown too! Cheers

  4. #154
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    Brilliant!

  5. #155
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    You guys are awesome! Thanks for taking the time to post - I hope the tutorials are helpful : )

  6. #156
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    She is cool.Thanks for the valuable info on how you did her.

  7. #157
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    Nice work. Congrats!

  8. #158
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    Fantastic work !!!

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    Great info. And yes, Badking is awesome!

  10. #160
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    I always forget the retopo tool for those cool complex pieces.

    Thank you for the break down.
    \

  11. #161
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    Awesome work, and thank you for your time putting together the tutorial!]

  12. #162

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    Awesome process , that would be helpful when taking an concept to Zbrush, specially when it has so many parts.

  13. #163
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    you are not responding at your website so I'll post here
    amazing work and amazing tut, thank you so much I just have 3 questionsat the point when you said “Here are a few shots of the progress through this phase of the modeling”
    you did all those shapes like the one on the forehead by retoping directly on the surface and giving them thickness?
    wouldn’t it be easier using panel loops? or is there any drawback in panel loop method?


    when you said “Here’s another example this process. I used the ………. as the sculpt went on.” could you please elaborate these steps like when you said ‘panel edges’ are you referring to the edges of those separate pieces? or when you said editable poly are you talking about max? my understanding is you retopologize whole organic part of the model and via mask hid the other parts of the original tool or model and then did all the sculpting on the original model and projected that on the low poly version you did earlier am I right?


    and this is just simple newbie question
    say you want some simple flattened tubes like the one above the ear, on the surface of the face is it possible to create such constructs using curve tube snap brush or any other brush ? if yes where do I control it’s rotation,and polygons? for example same above the ear flat tube or cylinder one just have to reduce the the vertical lines to 4 and increase the horizontal line just like editing cylinder in max here


    thank you in advance

  14. #164
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    Hi, sorry for the delay, I just started a new job - still in the drinking from a fire hose phase. I don't know much about panel loops other than what I saw on the zbc tutorial page a while back, so I can't speak to the value of using panel loops over retopology. My understanding is panel loops is based on masking. If this is the case, it would be significantly more difficult to get precise placement of panel edges. Tweaking the verts on a low poly mesh is easy.

    For the face, when I said panel edges I was referring to the low poly retop. By editable poly, my max background was polluting my zbrush tutorial : ) - what I meant was polymesh 3d. Same idea. The editable version of the geo, rather than the procedural preview mesh. I'm not entirely sure what you're asking in the second half of that paragraph. Can you ask it again?

    As for creating simple geometry, I would recommend using zbrush primitives if you don't want to use Max or something else. I wouldn't be surprised at all if there was a brush that would give the result you're looking for, but it might not be a straight forward as building the shape from a primitive.

    With a tool as complex and powerful as zbrush, there are many ways to get the same result. I encourage you to experiment, and be aggressive about learning new techniques - thanks for being tenacious with your question, and please rephrase this question:

    my understanding is you retopologize whole organic part of the model and via mask hid the other parts of the original tool or model and then did all the sculpting on the original model and projected that on the low poly version you did earlier am I right?

    I am happy to answer this and any follow up questions you may have.

    Thanks!

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    Default thank you ! :)

    no problem, I'm also from 3ds max background and I love it practiced maya for an year and half,didn't liked it,it lacked precision, in maya you've to do a lot of eye balling.when they released graphite tool set in max.I completely stopped working in maya may be it's good for animation, I don't know.
    my hearty congratulation to you on your new job most of the times my comments wait for moderation for months on some other sites so I posted it here, sorry for double post.come to think of it I just checked at your website and it still says awaiting for moderation anyway thank you so much for your replay and taking time to explain me

    winter is coming.......oh! I mean a very long post I hope I won't turn in to white walker

    coming to the topic I got a bit confused with terms like 'edges' panel edges' these can be technical terms in the software ( I'm fairly new to zbrush and deeply rooted in max so) or you might be reffreng to the non-organic geometry around her face.so assued your talking about all those non-organic geometry so I thoght,

    1.first you did the base model in zbruzh

    2.
    I used the original face as the scaffolding, paying close attention to where I wanted the panel edges to go
    "my understanding is you retopologize whole organic part of the model"

    using retopology tools you re-did the model with proper geoflow except where you don't want the organic part of the face (or like you said where you wanted panel edges to go)


    3.
    Using as little geo as possible makes it easy to move these points around once you make it into editable polygons
    while retopologizing you used as few polygons as possible after that you said making it into editable polygons which makes it easy to move points' now there could be 2 possibilities
    a.you mean 'polymesh 3d' when you said 'editable polygons'. in that case; as far as know we don't need to do that, once you used retopology tool and click on the original model(or tool in zbrush) it automatically creates a nice mesh on which one can do further editing so why should I click on 'poly mesh 3d'?
    b.you actually mean editable polygons and moving vertices in max in that case you might have said that in reference to the 'posing in max" part later you explained

    4.
    In this case, I needed to mask off the edges and reproject the sculpting from the organic part of the original sculpt. I continued refining it as the sculpt went on.
    "and via mask hid the other parts of the original tool or model and then did all the sculpting on the original model and projected that on to the low poly version you did earlier"

    you masked-off all the non essential part(in your words edges)in your original mesh and did all the sculpting on it then,reprojected those on to to your retoped or final model.

    these were my takeaway from those sentence and I'm just wondering if I'm right? or did I missed something?

    I haven't met a lot of zbrush veterans but mostly when a rookie ask these kind of questions people just put those in 'silly questions' jar and we have figure it out by trial and error method which consumes a lot of time and sometime test our patience. you one the other hand gone through my post and answered I'm so grateful to you thank you

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