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3 Dimensional Chat / Character Creation Class Progress

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The crazy
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Posted: 3rd Jun 2009 03:54 Edited at: 3rd Jun 2009 03:55
I feel bad for creating too many threads in such a small amount of time, but I started my character creation and zbrush sculpting classes today and figured I'd make a thread to show my progress in the classes. This is what we worked on today. What we will be doing is creating the head in maya, bring it into zbrush and sculpt details, then bring that object back into maya and bake the geometry as a normal map for use in games. This is a med poly head, probably won't be good for darkbasic but is aimed for next gen games. Specifically during our rigging class we will bring these characters into unreal. We make four models this month and the final one we get to print! By July I will have my own 3d print of my character. (Note: Not printing this current head that I'm making, its for a different model)

Azunaki
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Posted: 3rd Jun 2009 04:00
that would probably be just fine for DBP.
The crazy
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Posted: 3rd Jun 2009 04:03
Quote: "that would probably be just fine for DBP. "


If you say so, I'm certainly not complaining if it is okay for db! The front of this head is 820 polies meaning about 1.5k for the entire head. Then the body will at minimum be 2k. I'm always poly crazy about darkbasic though so I don't know :p
Sid Sinister
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Posted: 3rd Jun 2009 06:43
It's the zbrush model you'll have to worry about. It will be very tessellated. Depending on what you do, it could come back into max in the millions. Of course you'll be baking that detail in, but their might be some areas that still need that extra detail.

You'll have to keep my updated with that zbrush stuff, I really want to learn it. Share your tips!

PS: Look into a free program called Jing. You can capture a screenshot and upload it to a server seamlessly within seconds. It's really nifty linking people to your work. In order to get images to show up in forums, you'll need to visit your own link and copy the location of the image itself. Not hard.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 05/06/09)
Azunaki
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Posted: 3rd Jun 2009 08:40
so that's what baking is for....
Sid Sinister
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Posted: 3rd Jun 2009 08:58
Yup, that's how he made Jaba

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 05/06/09)
The crazy
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Posted: 3rd Jun 2009 12:41 Edited at: 3rd Jun 2009 12:43
Quote: "It's the zbrush model you'll have to worry about. It will be very tessellated. Depending on what you do, it could come back into max in the millions."


I'm not totally sure what you mean will be the problem about it. If you mean the sheer amount of polies than yeah, I'm with ya. And it's funny you mention it, but just the other week pixologic gave us this new decimator for zbrush that gets rid of polies while keeping as much detail as possible. (pixologic, the creators of zbrush are literally one major street down from my school) Unfortunately we can't use it yet, we have to give the file to our program director who'll decimate it because they made him sign an nda and whatnot.

As for baking, we have a really interesting tool in maya (I believe it comes standard) that takes high poly geometry and places it on a low poly mesh as a normal map. I'll put together a lil' vid on it to give you an idea it's pretty funny to see.

Here's tonight's progress: HW due for tomorrow is finish off the head minus the ears.

(red marks show where I want to bring in the nose)

P.S. I'll definitely check that program out Sid
Clbembry
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Posted: 4th Jun 2009 03:05
Really nice, but the lips are a little odd.
heyufool1
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Posted: 4th Jun 2009 03:38
I think you have to make the nose a bit smaller (shouldn't stick out as much as it does), and the bottom lip is too close to the neck. I think changing those 2 things will make it look better.

The crazy
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Posted: 4th Jun 2009 03:58 Edited at: 4th Jun 2009 03:58
Ah, didn't read those comments until just now. Thanks for the tips. I've changed a lot of it since, I'm not sure if I've fixed what you were talking about but I'd appreciate some crit on this:


I've got 3 more variations to sculpt for homework tonight so hopefully I can get some more crit before I finish all of them.
The crazy
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Posted: 4th Jun 2009 04:58 Edited at: 4th Jun 2009 05:01
Homework #2 Off the same base mesh



It started looking a little Vulcan to me so I experimented with some crazy eyebrows like he has. I'm not totally convinced that I'm diggin' them...
Azunaki
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Posted: 4th Jun 2009 07:24
....the way the eye brows go out and how the top part of the eye socket are rather odd. they eyebrows themselves are pretty cool though.
Clbembry
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Posted: 4th Jun 2009 07:46
I like the first sculpture a lot! Looks very nice.
Alucard94
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Posted: 4th Jun 2009 08:39
I'd say you need to define the lips more. They look non-existent at this point. Looks good though.


Alucard94, the member of the future of the past.
Sid Sinister
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Posted: 4th Jun 2009 12:30
Holy crap! Looking great! See, I really want to get into this zbrush thing. I'll have to work off the trail until August. Zbrush 4 will be released then and I'll buy it off JourneyEd for cheap!

That decimator sounds awesome! And yeah, that's what I was talking about.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 05/06/09)
The crazy
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Posted: 5th Jun 2009 03:48 Edited at: 5th Jun 2009 03:49
Here's a wip of what we did today. Had to use this dude as reference and then try and convert our base mesh into him.

Sid Sinister
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Posted: 5th Jun 2009 08:03
Nicely done! I am jealous

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 05/06/09)
The crazy
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Posted: 5th Jun 2009 08:11 Edited at: 5th Jun 2009 09:16
Sid, do you know what ZApplink is?

[EDIT] Uploaded a small update. Large image so if you want to see you just have to click view.
Sid Sinister
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Posted: 5th Jun 2009 10:06
No, I'm not familiar with it. Also, talk to me about this texture you have applied to him. Was that off of that image? Pre-made given to you? You made it?

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 05/06/09)
The crazy
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Posted: 5th Jun 2009 18:49
Well, we built the model by looking at pictures of the guy from different angles. We then used small parts of each angle to make the texture. ZApplink allows us to rotate the model to our liking in the viewport, then export that angle directly to photoshop where we can composite the images we need and then planar project back onto the model. The texture for this current version consists of about 14 different pictures of this guy.
Quik
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Posted: 5th Jun 2009 20:13
would be a lot more impressive if u made texture from scratch=P Although, its a great model!


[Q]uik, Quiker than most
Clbembry
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Posted: 5th Jun 2009 21:08
It's still lacking lips however, but looks very nice other than that. Good work!
Azunaki
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Posted: 6th Jun 2009 00:59
no there's lips there(at least a top one...) its completely black from the shadows. then there's almost a bottom lip.
The crazy
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Posted: 6th Jun 2009 03:49 Edited at: 6th Jun 2009 03:51
Lips are definitely seeming to be an issue for me XD

Anyway, today we brought the low poly version into maya and generated normal maps from it. The model in the screenshot here is 1.6k polies.

Azunaki
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Posted: 6th Jun 2009 04:38
i would deffinatly liked to have seen thoughs rendered.

(and crazy what about those models you were trying to upload)
The crazy
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Posted: 6th Jun 2009 07:25
Well, the whole thing about the class is to make game ready models but I suppose I can render them I will tonight.

And as for the models, ha I totally forgot. I'll also do that tonight. Keep an eye on that other thread that's where I'll post the link.
Azunaki
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Posted: 6th Jun 2009 07:58
ok.
The crazy
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Posted: 7th Jun 2009 09:21 Edited at: 7th Jun 2009 09:22
Started work on a charmeleon. Didn't want to make a whole new thread on it so I figured I'd post it here. 1080 Polygons

The crazy
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Posted: 7th Jun 2009 12:12 Edited at: 7th Jun 2009 12:12
Just another update with my charmeleon before I go to bed. Sculpted out the high poly and transferred the normals. Still some texture work to do, especially that weird spot on the mouth but I'm callin' it for the night.

Azunaki
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Posted: 7th Jun 2009 20:09
that's pretty cool.
Sid Sinister
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Posted: 7th Jun 2009 23:56
Holy crap, was not expecting that texture. I was picturing something more anime lol. I think the whole head, neck up, needs to be redone. It looks too pre-historic, dinosaurish and wrinkly. The noes and eyes specifically. Maybe try an eye texture without an iris and just a large pupil like the show.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 05/06/09)
The crazy
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Posted: 8th Jun 2009 00:01
Actually, I was trying to go for a more realistic spin on it... but just for you, I'll make a cartoon version haha
Sid Sinister
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Posted: 8th Jun 2009 02:17
Ah, not bad then

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 05/06/09)
The crazy
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Posted: 8th Jun 2009 05:39 Edited at: 8th Jun 2009 05:40
I'm in a real pokemon mood recently. Here's my current base mesh of a bulbasaur before I start sculpting...

Azunaki
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Posted: 8th Jun 2009 05:48
yea. i was thinking that as well. (that's pretty good)

im sad now.... zbrush is crashing when ever i try to start it...
The crazy
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Posted: 8th Jun 2009 06:02 Edited at: 8th Jun 2009 06:09
Beginnings of the sculpt, just bringing in basic details.



Ah that's too bad Azunaki, what kind of error are you getting if any?

[EDIT] This sculpt has become worthless. Realized I forgot to uv map the low polygon first. Now I have to start the sculpt over after uv mapping
Azunaki
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Posted: 8th Jun 2009 07:02
ZBrush Executable has encountered a problem and needs to close. We are sorry for the inconvenience.

....that's all it says the basic somethings wrong your screwed message(every time i open it)
The crazy
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Posted: 9th Jun 2009 01:46 Edited at: 9th Jun 2009 01:47
Thats too bad. I hate when that kind of stuff happens.

Anyway here's my progress from class today. Learned about fabric. And my teachers got mad at me for wasting my time on those pokemon haha.

2100 something polies

Quik
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Posted: 9th Jun 2009 07:53
looking great dude


[Q]uik, Quiker than most
The crazy
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Posted: 12th Jun 2009 00:21 Edited at: 12th Jun 2009 00:50
Just another update, new shirt, and made some pants for him. I haven't made the textures for shirt and pants, just normal map. Current polycount is 2722.

[edit] new image, this one with pants texture

Sid Sinister
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Posted: 12th Jun 2009 06:28 Edited at: 12th Jun 2009 06:28
Looking good! I forget if we've talked about this yet, but have you seen the new Zbrush4 stuff Crazy? Holy crap, that texturing stuff looks amazing!

http://www.youtube.com/watch?v=7pmwDizsHqU

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 06/11/09)
The crazy
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Posted: 13th Jun 2009 05:22 Edited at: 13th Jun 2009 05:24
That is some amazing stuff sid

New update. Did arms today.

Just under 4k polies right now

Azunaki
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Posted: 13th Jun 2009 06:02
something id like to mention... it looks like the crotch is a little tight...
Alucard94
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Posted: 13th Jun 2009 10:32
And the biceps seem sort of misplaced, could just be the angle of the shot but...


Alucard94, the member of the future of the past.
Azunaki
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Posted: 13th Jun 2009 20:33
its the way he has the hand facing... that's why it looks weird(not sure if its wrong though)

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