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3 Dimensional Chat / Mike's Max Models 2010!

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Quik
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Posted: 27th Apr 2010 23:51
redo the mouth, looks like he is kissing someone=)

but, can i eat him? looks like marshmellows =D


[Q]uik, Quiker than most
thenerd
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Posted: 28th Apr 2010 00:43
looks like white chocolate. You should make a bunny.

Mazz426
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Posted: 28th Apr 2010 09:58
mike, i took a look at your head last night and then went to bed, thats why i didn't post, anyway its a good start for your first zbrush head but a few tips that people on the pixologic forums realy helped and these are the main ones, do a lot of blocking out and basic sculpting in your lower subdivs, use the move tool to position vertices rather thank just trying to immediatly sculpt and don't click the subdiv button 5 time and just start sculpting. hope these helped and heres a guide for your head



Asteric
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Posted: 28th Apr 2010 19:26
The problem is, you are trying to define the basic forms with a high sub-d level, go down to the first or second and deform the most prominent features, eyes, nose, mouth, chin. You can then go in and refine them on a higher sub-d.

General Jackson
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Posted: 29th Apr 2010 00:52 Edited at: 29th Apr 2010 20:49
Quote: "mike, i took a look at your head last night and then went to bed,"

That made me LOL.

darimc
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Posted: 29th Apr 2010 01:53
Quote: "That made me LOL (Laugh out Loud)
"
That made me LOL that you had to point out what "LOL" meant . I doubt there are many people on this forum, or in the world that don't know what that means.

BTW, the model looks like a nice start.

mike5424
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Posted: 29th Apr 2010 22:31 Edited at: 29th Apr 2010 22:31
Quote: "do a lot of blocking out and basic sculpting in your lower subdivs, use the move tool to position vertices rather thank just trying to immediatly sculpt and don't click the subdiv button 5 time and just start sculpting"
Quote: "The problem is, you are trying to define the basic forms with a high sub-d level, go down to the first or second and deform the most prominent features, eyes, nose, mouth, chin. You can then go in and refine them on a higher sub-d."

I did, It just failed anyway

Thanks for the pic mazz! Unfortunatly i forgot to save him and lost both his hair and ear so i have to do them again.

Quote: "
BTW, the model looks like a nice start."

Thanks mate!

Well, Decided to hold back on the head for a little bit and started on a space style door


Some work on the character i started (The legs)


I used to think i was just un-popular but i guess people are watching.

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General Jackson
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Posted: 29th Apr 2010 22:33
Those are nice keep it up

Camouflage Studios
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Posted: 29th Apr 2010 22:54
pretty decent charcter I'm liking the armor

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mike5424
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Posted: 29th Apr 2010 23:01
Quote: "pretty decent charcter I'm liking the armor "

Armor? What armor? xD It's suppost to be a vest. I forgot while modeling and scaled down the lower part of the arm only. I might make it as armor... Don't know And thanks!

Quote: "Those are nice keep it up "

Thanks mate!

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zeroSlave
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Posted: 29th Apr 2010 23:06
You should give him an afro with those bell bottoms! Just teasing. The model looks nice and clean. The door is pretty neat too. Is it animated?

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
Camouflage Studios
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Posted: 29th Apr 2010 23:08
haha wow it just looked like some kindof armor lol

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mike5424
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Posted: 29th Apr 2010 23:17
Quote: "You should give him an afro with those bell bottoms! Just teasing."



Quote: "The model looks nice and clean. The door is pretty neat too. Is it animated? "

Thanks! Not as of yet, I'm going to do a bake first

Quote: "haha wow it just looked like some kindof armor lol"

Yea, Now i look at it i really see how you thought that

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henry ham
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Posted: 29th Apr 2010 23:49
Quote: "I used to think i was just un-popular but i guess people are watching."


i love you mike lol

cheers henry

mike5424
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Posted: 30th Apr 2010 00:03
Quote: "
i love you mike lol"

We all love you henry xD

Anyway, Made a quick pillar in z-brush.

The normal map turned out fairly well! (Or so i think )

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Asteric
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Posted: 30th Apr 2010 18:20
The normal map is rather weak actually. Did you bake it in max?

mike5424
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Posted: 30th Apr 2010 20:17
Quote: "The normal map is rather weak actually. Did you bake it in max?"

I made the normal map in z-brush. I thought it came out fairly well, But then again, What do i know about normal maps?

Well, Got around to making the skull!

The lower part of the jaw needs some work and around the nose too!

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Master Man Of Justice
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Posted: 1st May 2010 03:16
looking good

mike5424
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Posted: 1st May 2010 15:54
Quote: "looking good"

Thanks mate!

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General Jackson
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Posted: 1st May 2010 17:32
Looks cool.

I want to see the Jaw open with teeth in it.
But only a few teeth

mike5424
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Posted: 1st May 2010 22:11
Quote: "Looks cool.

I want to see the Jaw open with teeth in it.
But only a few teeth"

Thanks! Yea, Still need to do the teeth

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mike5424
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Posted: 2nd May 2010 13:48 Edited at: 2nd May 2010 13:48
Me and a friend are going to try and create are favorite anime character. I'm making light yagami from death note!

Here's the plan for the topology:

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Camouflage Studios
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Posted: 2nd May 2010 20:51
hm i see some tris and some five sided gons. I would re-think that topology

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Quik
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Posted: 2nd May 2010 21:04
tris is okay for sure camoflage, tris arent necessarily a bad thing.

BUT five sided polygons isnt good at all.


[Q]uik, Quiker than most
mike5424
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Posted: 2nd May 2010 21:12
Quote: "hm i see some tris and some five sided gons. I would re-think that topology"

I'll go around it in MAX and fix them.

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Camouflage Studios
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Posted: 2nd May 2010 23:31
i beg to differ quik, triangles are bad for topology (ruin the paths of edgeloops) and do not smooth well. Same goes for 5 sided gons except they smooth well.

Not flaming or anything just saying what I know

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lazerus
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Posted: 2nd May 2010 23:45 Edited at: 2nd May 2010 23:46
But if you know what your doing, tri's are your best friend and can be used to finish edge loops or combine two or more deformation areas.

Id explain more, but my head is killin me from work =/

Just know and plan what you want to happen and where.

An i grabbed the render of the legs for later ref'

I like the styling of them =D ;d

Quik
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Posted: 2nd May 2010 23:59
KIRA!!!!!

i love Death Note


[Q]uik, Quiker than most
mike5424
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Posted: 3rd May 2010 00:01 Edited at: 3rd May 2010 00:03
Quote: "An i grabbed the render of the legs for later ref'

I like the styling of them =D ;d"

Seriousely? My dreams are comming true! (Really, I once had a dream that you used a model of mine for reference )

Well, I really don't mind tri's in my models. Infact, Up to 6 sides on one polygon is okay for me. I get more problems with thing's like normal polygons.

I smoothed out takeo (And it's perfect to show in this situation)


There are lot's of tri's and n-gons but it smoothed out just fine.

EDIT: and, if any of you notice the errors on his cheak, That's what i mean about normal polygons.

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lazerus
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Posted: 3rd May 2010 00:53
Thanks




yeah though really dont use anything over four sides. it goes screwy in animation and prooduces no regonisable flow. Im eating noaw so someone else can give a more detailed description of why, eating an i need tea maybe sleep if thiers time.

Asteric
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Posted: 3rd May 2010 00:56
Tris can be bad if you either plan to sub-d, or rig it, but this is a head, so there shouldnt be too much trouble.

Azunaki
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Posted: 3rd May 2010 06:40 Edited at: 3rd May 2010 06:41
mike i guarantee that 3-4 sided poly's is the best way to go. at the same time it depends what it is and what its used for. the bottom of a lamp could be left as one big n-gon if you really wanted to and would have no problems. but anything organic it is always best to keep solid edge flow and 4-sided pol's as much as you can(muscle definition can use triangles to keep the overall poly count down though(mazz's free human base is a good example of that)

and mike to be honest that face did not smooth fine... there are so many messed up groups there...

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visit my site.(still in progress)
mike5424
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Posted: 3rd May 2010 16:07 Edited at: 3rd May 2010 16:07
Quote: "
yeah though really dont use anything over four sides. it goes screwy in animation and prooduces no regonisable flow."

Okay

Quote: "Tris can be bad if you either plan to sub-d, or rig it, but this is a head, so there shouldnt be too much trouble."

Thanks!

Quote: "mike i guarantee that 3-4 sided poly's is the best way to go"

Okay.

Quote: "
and mike to be honest that face did not smooth fine... there are so many messed up groups there..."

Yea but it's where quads are. The tri's and n-gon's smoothed fine

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Asteric
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Posted: 3rd May 2010 17:18
Some poly flow improvements. Image Attached.

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mike5424
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Posted: 3rd May 2010 19:49
Quote: "Some poly flow improvements. Image Attached."

Thanks mate!

Okay, I have a question, What would be the best way to learn z-brush? Trial and error or tutorials? And can anyone link me to some good tutorials?

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zeroSlave
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Posted: 3rd May 2010 20:04
http://cg.tutsplus.com/

Azunaki posted this in the great graphic resource. I guess it had already been posted, but since he put it up there, I checked it out and it's got some great tutorials on it.

Quote: "they also have a remarkable Zbrush tutorial 3 part that covers the modeling of a Demon-like ‘Lok Warrior’ that i intend to follow as soon as possible. -Azunaki"


I looked at this tut, and also plan to follow it as soon as possible. It's kind of set up like a 3 day course and from a quick look through the days, they look pretty thorough. It starts with modeling a base in max, then getting it ready and importing it into zbrush!

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
mike5424
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Posted: 3rd May 2010 20:14
Thanks coughMist! I'll be checking it out soon too! I'm probably going to be distracted for a while, Just found out anime freak has full metal alchemist brother hood with english voice overs!

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mike5424
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Posted: 3rd May 2010 23:11
Okay, Started on a new character, A female-Ninja type character



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Camouflage Studios
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Posted: 4th May 2010 04:05
All of your characters are extremely low poly. I would suggest you start off with a base mesh, sculpt it in zbrush, retopologize in zbrush and bake normals. but other than the low poly-ness looks nice

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mike5424
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Posted: 6th May 2010 20:24
Quote: "All of your characters are extremely low poly. I would suggest you start off with a base mesh, sculpt it in zbrush, retopologize in zbrush and bake normals"

That's the plan

Quote: "but other than the low poly-ness looks nice "

Thanks mate!


Following John Fletchers tutorial.

And made a sword for takeo

Still a WIP

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Hassan
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Posted: 6th May 2010 22:43
the sword looks like a toy; sharpen it from the front

Camouflage Studios
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Posted: 6th May 2010 23:01
Wow! That sword looks way more high quality than Takeo. (even though it is high poly) I would sculpt Takeo as well to make him stand up to that sword. And I do agree with Hassan

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mike5424
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Posted: 9th May 2010 10:12
Quote: "the sword looks like a toy; sharpen it from the front"

Okay, I'll do that soon.

Quote: "Wow! That sword looks way more high quality than Takeo. (even though it is high poly) I would sculpt Takeo as well to make him stand up to that sword"

Thanks! Yea, I'm thinking of going back to the sculpting stage (Well, I skipped it before)

I have a question, My laptop has Windows7 32Bit, 3GB ram And an Intel graphics card (Don't know wich one ) But, Approximatly, How many polys will it take until it starts to lag or crash?

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Isocadia
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Posted: 9th May 2010 10:35
well, I got 1 gb of RAM and an 2 gh athlon 64 and ZBrush supports 1.5 million poly's. I think you can go higher than that. So I think you should be able to go to 2.5/3 million poly's ( in ZBrush, if you use blender or something it might be less )

Isocadia

mike5424
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Posted: 9th May 2010 11:00
Quote: "well, I got 1 gb of RAM and an 2 gh athlon 64 and ZBrush supports 1.5 million poly's. I think you can go higher than that. So I think you should be able to go to 2.5/3 million poly's ( in ZBrush, if you use blender or something it might be less )"

Thanks but my question is about max. And, In z-brush, My limit is 8 mil (Default setings)

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Isocadia
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Posted: 9th May 2010 11:32
Oh, well, I guess you can go high in max, High enough to make a good sculpt for takeo.

Isocadia

mike5424
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Posted: 9th May 2010 12:00
Quote: "High enough to make a good sculpt for takeo."

Max is a modeling program xD Now i'm just being an ass. I'm concerned about the poly count because i'm moving onto hard surfase stuff, I'm not even half way through the base of a model and it's at about 82,000 polys.

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Camouflage Studios
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Posted: 9th May 2010 17:02
wow thats really high for a base model. A based model shouldn't have too many details.

Here's an example of a good 'making of' tutorial that explains this. Its a making of a dominance war character

http://www.3dtotal.com/tutorials/bishop/

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mike5424
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Posted: 9th May 2010 17:12
Quote: "wow thats really high for a base model. A based model shouldn't have too many details.

Here's an example of a good 'making of' tutorial that explains this. Its a making of a dominance war character

http://www.3dtotal.com/tutorials/bishop/"

I'm going way out there mate. I'm not worried about the polycount at all. It's not going to be used for games or anything, Just a practise. Besides, If i was going to use it for games or something i would bake it down.

Hard surface stuff is normally super high poly, Look at asteric's sci-fi gun, The high poly was about a million.

And, Thanks for the tutorial!

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Camouflage Studios
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Posted: 9th May 2010 17:31
Well alright as long as you're not going for a game mesh here lol

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