Wednesday, July 1, 2009

Richie--UV problem





Hi ,Dan

I got a problem in UV. When I import my model (OBJ file) into Zbrush and check UV . The borders of UV seems a bit expended. I don't know why.

Then I create a new white texture to check it. I found that if I increase the resolution of the texture image, the borders of the UV will have more details.

Is it a display bug or it will influence my work?



the first image is 4096* 4096 ,

the second one is 512 * 512

the last one is in UV layout.



Thank you

Richie

Tuesday, June 30, 2009

Holly - hands and Texturing


Hi Dan, thank you for the feedback on the face - very helpful
Could you please look at the hands and see if the topology is okay - It looks like some areas got messy - is this okay? I am happy with the general way they look.

My next subject is Texturing - am getting a bit confused here.
I'd jumped ahead of you with the sweater and instead of making the stripey part a separate mesh (as you advised) I decided to make the collar as a separate mesh (for some reason I thought this would be a good idea - now when I texture it I can see that your plan would have been better - please have a look at my image and let me know if you think I should do it your way, or whether this way is working? I guess I thought that the ribbed texture of the collar wouldn't show up if it wasn't separate, but the ribbed fabric texture looks good on the hem and the cuff, (sorry the textures are a bit sketchy and stretched)and I feel that making the collar as a separate mesh is not necessary (it would just take a little bit of time to sort it out and do it your way, but will do it, if you think it's best)


Also the general texture (the main part) of the sweater doesn't seem to be showing up much - I don't intend on doing a close-up of the sweater - do you think it's worth me detailing this texture, or shall I just make it flat (I intend on doing a displacement map for the folds in the cloth) I have included my UV stamp, it's a 2048 *2048 - 300dpi (other objects in it are hat and belt)


-getting myself in knots a bit - hope you can help me out

thank you,
Holly

Monday, June 29, 2009

chara

thanks a lot for the feedback :) !!!
chara :)

Sunday, June 28, 2009

DM - All

Hi All,

Just a quick not to apologise for how long it has taken to get back to you all this week. Everything has been a bit mental. No excuses though.........

The work is all coming along well.

Just thought I would say a big thanks to Ric for the forum links and feedback. It is great that he has shared these very useful pieces. I hope everyone is posting their work on the forums as it is a goldmine of resources and should not be ignored.

Anyway, apologies again.

Cheers,

Dan

DM - Lies

Hey Lies,

I agree the pose looks much better now with the extra back arch.

Looks good.

Dan

DM - Jamie

Hey Jamie,

Yeah that image looks much more dynamic!! The painting is great by the way, very nice style. Look forward to seeing the 3D.

Cheers,

Dan

DM - Ric

Hey Ric,

Not a stupid question at all. You have a couple of options really.

First, you can do a displacement map of the top level the two thing are not too dissimilar. You might have to do a little post work on the map but it will work. Also the only difference between the top two levels will the the quality of the high frequency detail.so you might have to go to a level where it can't be seen and make the map from that level

Second option is you can make a cavity map. Again this might need a bit of post work. Cavity maps are made with the Multi-displacement 2 plugin.

Hope this helps.

Creature is looking cool.

Dan

DM - Leah

Hey Leah,

The mesh is looking pretty solid!! The feet look good. My only comment is about the hands. Have drawn over the render again:



It is just a little re-proportioning I would say and maybe adding a little padding to the heel of the hand.

The model is looking good. Keep it going!!

Cheers,

Dan

DM - Holly

Hey Holly................ you have been busy.

Have done some scribbling on the renders again. I would say the brow looks a little heavy. Maybe you could flatten it off up to the brow line or perhaps just lifting the brow might do the trick. Other than that, I would refine slightly the underhang of the chin area making it a little straighter.



The clothes look good. I might be tempted to separate the stripped fabric from the rest of the sweater, if only by detaching the edges, then you will have a definite transition between the two bits of cloth.

Keep going!! :D

Dan

DM - Richie

Hey Richie,

Yeah the shapes are looking good. As for the hair it really depends on how you want the final thing to look. If I were sculpting it I would probably do it as a separate piece of mesh. Although, then you have to sculpt the top of the head a bit to blend the hair mesh into the head mesh.

For extra bits you can do low poly hair cards as an addition to the sculpted mesh. In my latest model I made several bits and sculpted them separately but as to be honest I haven't done a lot of hair myself.

For a good hair example look at the guile on ZBrushCentral. http://www.zbrushcentral.com/zbc/showthread.php?t=67823 it uses both sculpted hair and then a lot of hair cards and looks amazing.

Let me know how you get on.

Cheers,

Dan

DM - Chara

Hey Chara,

Your project looks very interesting!! The mesh as you have it looks good, all I would say is that yes, maybe it would be a good idea to reduce some of the resolution on the upper thigh and buttock area. Although there is nothing wrong with what you have done if you are going into ZBrush then there would be a lot of polys in an area of relatively low detail.

On the head my only comment would be that the ear looks a little low, even compared to you reference image. This might be a design decision so i will leave it up to you.

The lines you drew on your render look pretty good to me for the hips so go with your instinct. Also you might need to add a little geometry to the shoulder area as you have a pretty extreme pose.

The muscles can be sculpted or modelled, it depends what you find easier. I would probably sculpt them and then retopologise over the top. However, on my MA project I modelled the basic shapes in XSI and then added detail in ZBrush.

Good luck. Look forward to seeing how it progresses..

Cheers,

Dan

Friday, June 26, 2009

Lies's project -Pose update

Hi Dan,

Thanks for the advice on the cloth and face. I haven't had the chance to look into it since I was on holiday.

In my last tutorial I got the remark that my model was a little bit too stiff. I had to follow my concept art more where she is leaning more forward. I have changed the pose and I was wondering if I could get some feedback on this. I think it is looking better than the old one, it suggests motion now.



Thanks!
Lies

Thursday, June 25, 2009

Jamie's Project Pose Rethink.

Hi Dan,

Just thought I would post a quick one because it's been over a week.

Thanks for the comments on the pose earlier, it was clear form what a few people were saying that things were not quite working out (and a bit stiff overall) so I went back to the drawing board a bit and I think it has been worth stepping back from things.

Here is my latest 2 sketches of how I'm going to rework the forms. I have focussed on the overall structure a bit more and included a clearer 'line of action' throughout the 2 characters based on the direction of Bruce's axe swing:




I think the increased contrast between the triumphant Bruce and the fallen de Bohun works much better, I'm going to get to work trying to include some of this feeling in my 3d scene now.

I'll post some progress up soon.

Jamie

shriek update2

Hi Dan, here are some pictures of the shriek model im working on. One is of the sculpt and the other is a test of the pose im thinking of. I have another stupid question regarding the detail. If I sculpted the characters pores and wrinkles in a new layer at the highest level, is there a way I can create a bump map from this level. I can only find the option to create a displacement or normal map. Have a good week, Ric.





Wednesday, June 24, 2009

Leah - Update

Dan,

Thanks for the advise in your last post, it was really helpful. I've gone in and made changes to the hand and arm and I think they look better now. Having another pair of eyes is really helpful. Here's the changes I've made.




I have also modelled the feet. Something isn't working here and any input you have would be welcome. Keep in the mind that, again, I will be detailing the feet in Z-Brush and as such I want to have a good solid base much, but not many details at this point.



Overall, this is the statue that I've modelled this far. I've added many little pieces and at the moment I'm working on the cloth of the skirt and there will be a wrap around the torso. This is why there is a cone shape for the skirt at the moment.




Thanks again for mentoring all of us!

-Leah

Tuesday, June 23, 2009

Holly -the smiley face



Hi Dan

Jumped ahead and posed the face into the finished expression. Still happy to change the face that I posted previously if you think it needs it. Just wanted to see if it looked more like my model when I posed her into an expression...

I think the smile looks slightly inane - not sure about the teeth -let me know what you think

Thank you

Holly

chara-update

anatomy questions :)!!!!!!

I was wandering if it's better to spend the time modelling the muscles in xsi or sculpt them in Zbrush. I understand that as soon as I pose the model things will change but I was a bit confused at which stage i should put it in zbrush. in my case the arm and leg muscles are important ..any advise :)??
At the moment I'm defining the belly and rib cage and trying to simplify the topology

here are some of my screen captures:




thanks a lot :)!!
chara

Monday, June 22, 2009

Topolgy and retopology

Hi folks, I just got some great info on topolgy and retopo from a guy called Goldo on a forum site. He called me weoman instead of yeoman, but the links are great so I dont mind. Hope its of use, Ric.

Weoman: Retopology tools by themself are very easy to learn. It's very exciting to retopo most of the time because you don't have to take care of the position of your vertices in space, since they automaticaly stick to your high-res model. The only thing you have to worry about is the mesh flow and how to keep everything in quads. Here are some links that might help you to learn how to do a good retopo:

A very good and big thread about retopology in ZBrush:
www.zbrushcentral.com/zbc/showthread.php?t=44876

Another ZB3 tut, but in video this time:
www.jcappelletti.com/z3tut03/

A very informative thread on Subdivisionmodeling forums, about the basics of mesh flow and topology, very interesting:
www.subdivisionmodeling.com/forums/showthread.php?t=907

This is another app that let you a retopo really quickly:
www.3dcoat.com/tutorials/Retopo/retopology.htm

On this website, you'll see how you should retopo for animation. Their mesh is very dense, so most of the times you don't need that many loops:
www.hippydrome.com/
www.hippydrome.com/ArmsShldrRot.html
www.hippydrome.com/LShldrUDOnOffTargets.html

And this one is just to see how dense the topology of Benjamin button's face is :
artistpub.hu/content/miscimages/31/15231_l.jpg

I hope that can help you. Cheers!
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Holly- Sweater and Belt



Hi Dan

Here's an update on how I'm approaching the sweater and the belt - I have had a go at producing a high res poly-mesh in Zbrush of both items, but feel that the polygon count is way too high. As regards to the collar detail on the sweater and the ripples of the cloth, is it best to do these once the model is posed using a displacement map, or shall I model them into the high-res Zbrush mesh whilst in T-pose? perhaps the catch of the belt could be achieved using a bump map, as it's so small? What do you think is best option for the buckle?

I ended up extracting the belt in XSI from the polygons of the sweater and extruding the edges.

I have altered the topology along the boobs, as I couldn't smooth out the nipple, I think this way works much better - is it okay what I have done by deleting the rest of the original torso (See in pic) or do I still need to keep this to animate with?

Thanks - look forward to your advice

Holly

Holly - face update


Hi Dan,

Here is the update on the face sculpt, I showed it to Saf, and he thinks it looks good, but that it looked 'Vanilla' - have tried to add more features to the sculpt, such as emphasising the bulge above the eye, and defining the creases that the cheeks make when they reach the mouth area. Are there any tips you can offer me to emphasise her features and make it look more like her, or will this will these details be achieved at the texturing stage? (ears,will not be seen)

Thanks Dan, look forward to hearing your thoughts

Holly