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#91 |
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Cool. I'll take a look when I get home.
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__________________
Welcome to the Treybortorium. A home for the polygonally insane. Rooms are $100 per night, but padded cells are free, ![]() That Serenity Tutorial Guy..... http://www.foundation3d.com/forums/s...ead.php?t=1281 SubPatch Modeling Tutorial (Nudity Warning) http://www.foundation3d.com/forums/s...ead.php?t=3445 |
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#92 |
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Alternately.... Once the UV's are done. Expand Texture Map. Click "New from UV Map" You'll get this rainbow texture on your model and a thumbnail of it. Click on the thumbnail and select the checkerboard (texture03) or import one of your choosing. As long as the "texture on" button is clicked it will show in the model display. Click it off to get rid of it.
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__________________
Bill. aka LemmingDude. aka Ethangar, Ethanger, Ethengar, Ethenger, Ethan, Eth, ehenger, etharger, Ethel, Ehtangar, Ethanfar, hanger, Eclangers, Ethand, ethang, hangar, Ethanol, Ethangix, Ethangod, Eggnog, Ethanprop........ Lemming World |
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#93 |
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cool. Thanks Bill
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__________________
Welcome to the Treybortorium. A home for the polygonally insane. Rooms are $100 per night, but padded cells are free, ![]() That Serenity Tutorial Guy..... http://www.foundation3d.com/forums/s...ead.php?t=1281 SubPatch Modeling Tutorial (Nudity Warning) http://www.foundation3d.com/forums/s...ead.php?t=3445 |
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#94 |
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More texturing tests
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__________________
Welcome to the Treybortorium. A home for the polygonally insane. Rooms are $100 per night, but padded cells are free, ![]() That Serenity Tutorial Guy..... http://www.foundation3d.com/forums/s...ead.php?t=1281 SubPatch Modeling Tutorial (Nudity Warning) http://www.foundation3d.com/forums/s...ead.php?t=3445 |
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#95 |
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I like the first one best.
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__________________
Those who say it can't be done, should stop interrupting those of us who are busy doing it! ------------------------------------------------------------ Other Projects The Universal Joint Beechcraft 2000 airplane LadyBug (Firefly class freighter) |
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#96 |
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yeah the first one is best
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__________________
Colbs ex uno disce omnes - from one, all will learn |
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#97 |
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First one for me also. Are you planning to render this only in Zbrush, or will you be looking to taker our out and plonk her into a scene in LW?
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#98 |
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Have to add my voice to the chorus on this one, the 1st one definitely is my favorite between the two but a blend between the two but still favoring the look of #1 would probably be ideal IMHO.
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#99 |
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definitely the first one. Looks great!
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#100 |
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Don't forget the pigeons!
"No statue is safe tonight!" said in a Danny DeVito voice. |
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__________________
PM'S not the smartest place to make veiled threats or derogatory remarks....Just my opinion. I'm a meatitarian. Ya I know...It's a personal choice. A way of life for me. |
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#101 | |||
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Quote:
Quote:
Gordon, yes I intend to export to LW. But I may need to do some refining. The mesh is about 4.1 million polygons, and I still have never decimated a mesh in ZB, so that wil be my next step. Do you know, will I also need to export normal maps along with the UV maps? Quote:
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__________________
Welcome to the Treybortorium. A home for the polygonally insane. Rooms are $100 per night, but padded cells are free, ![]() That Serenity Tutorial Guy..... http://www.foundation3d.com/forums/s...ead.php?t=1281 SubPatch Modeling Tutorial (Nudity Warning) http://www.foundation3d.com/forums/s...ead.php?t=3445 |
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#102 |
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AFAIK you do NOT need to bother with normal maps if you're exporting to a renderer that can do true displacement. If this is not the case, or you chose not to use full displacements to save on memory, then yes, you will need normal maps. I think stuff for games almost always uses normal maps, whereas film quality stuff tends to use displacements.
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#103 |
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Nice marble texture, discoloration of the first one is the best, you may also want to give it a very faint Roughness / due to natural wear and tear as marble is very porous
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__________________
The 3D learning curve cannot break a person whose spirit is warmed by the fire of enthusiasm |
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#104 |
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T: you have a lot of choices. Decimation master will do a great job of reducing your 4.1 million. I wouldn't be surprised if you got it down to less than 200K with no discernible loss of detail. Otherwise, your talking about re-topologising it (unless you still have a good base mesh in there somewhere). If you have a good base mesh, the normal approach (for speed of render, and overall look) would be to export the low poly, displacement maps to mid level, and normal maps for finer detail.
I would try decimation master first (save your hi poly copy though ) |
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#105 | |
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Quote:
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__________________
Welcome to the Treybortorium. A home for the polygonally insane. Rooms are $100 per night, but padded cells are free, ![]() That Serenity Tutorial Guy..... http://www.foundation3d.com/forums/s...ead.php?t=1281 SubPatch Modeling Tutorial (Nudity Warning) http://www.foundation3d.com/forums/s...ead.php?t=3445 |
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#106 |
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__________________
Personal site - http://starships.host.sk/index.htm Blog - http://brstarship.wordpress.com/ Deviant - http://brstarship.deviantart.com Facebook - http://www.facebook.com/jcassiow |
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#107 |
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__________________
Welcome to the Treybortorium. A home for the polygonally insane. Rooms are $100 per night, but padded cells are free, ![]() That Serenity Tutorial Guy..... http://www.foundation3d.com/forums/s...ead.php?t=1281 SubPatch Modeling Tutorial (Nudity Warning) http://www.foundation3d.com/forums/s...ead.php?t=3445 |
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#108 |
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Been so busy with commission work that I've let personal projects slide... including learning z-brush, so I took a few hours tonight to just play... This is what I came up with.
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__________________
Welcome to the Treybortorium. A home for the polygonally insane. Rooms are $100 per night, but padded cells are free, ![]() That Serenity Tutorial Guy..... http://www.foundation3d.com/forums/s...ead.php?t=1281 SubPatch Modeling Tutorial (Nudity Warning) http://www.foundation3d.com/forums/s...ead.php?t=3445 |
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#109 |
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Skulltastic!
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#110 |
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If that's just playing, I look forward with great anticiation to seeing you get serious!
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__________________
"I'm completely operational and all my circuits are functioning perfectly." - - - - - - My page on the International Space Art Network: http://spaceart1.ning.com/profile/NickStevens. |
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#111 |
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__________________
Administrator -- Foundation3D It's an inescapable truth in this world that you have to grow old, it's inevitable... ...but that does not mean with any certainty that you have to grow up |
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#112 |
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Cool! Since you're an Alien fan, here's a thought - take the skull and forward(reverse?) engineer something like the Xeno or the Deacon, or better yet, something newer and even more fantastic! Just imagine it's been dipped like a nacho in magic black goo!
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#113 | |
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Quote:
Oooo. Must try something tonight. |
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__________________
Welcome to the Treybortorium. A home for the polygonally insane. Rooms are $100 per night, but padded cells are free, ![]() That Serenity Tutorial Guy..... http://www.foundation3d.com/forums/s...ead.php?t=1281 SubPatch Modeling Tutorial (Nudity Warning) http://www.foundation3d.com/forums/s...ead.php?t=3445 |
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#114 |
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Another morning spent playing around. About 2 1/2 hours. The only thing not hand sculpted was the ears... used the ear brush.
Going for the nubian look. The back of the head has some clay build-up I was going to use for an afro or dreads but not sure which. |
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__________________
Welcome to the Treybortorium. A home for the polygonally insane. Rooms are $100 per night, but padded cells are free, ![]() That Serenity Tutorial Guy..... http://www.foundation3d.com/forums/s...ead.php?t=1281 SubPatch Modeling Tutorial (Nudity Warning) http://www.foundation3d.com/forums/s...ead.php?t=3445 |
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#115 |
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Looks great love around the eyes. Not convinced by the join between the obicularis oris and the cheek area, but aside from that, looks great to me.
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#116 |
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Cool, like Gordon, I like the eyes, from the nose up looks good to me. The chin area seems a little weak(?), unfortunately I don't quite know how to explain it, maybe Gordon or Woody would know more?
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#117 |
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Beautiful work on this thread, you really have a talent for sculpture. Modelling a head is no easy task especially one with personality.
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__________________
"The question is: Is anything out there? And if so, do they have ray guns?" Lightwave character models: Johnny Rem 3D |
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#118 |
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Fun stuff Sean! Looks like everything is in the right spot. I agree that the maxilla portion of the face looks too concave. Also, work on the ears some if the mood strikes you. They actually make a good study and will improve your skills if you can sculpt a good set of ears.
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#119 |
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Thanks for the votes of confidence... ZBrush is definitely a powerful tool... I just need more experience with it. Oh where does the time go....
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__________________
Welcome to the Treybortorium. A home for the polygonally insane. Rooms are $100 per night, but padded cells are free, ![]() That Serenity Tutorial Guy..... http://www.foundation3d.com/forums/s...ead.php?t=1281 SubPatch Modeling Tutorial (Nudity Warning) http://www.foundation3d.com/forums/s...ead.php?t=3445 |
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#120 |
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Down the ZBrush rabbit hole...
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