i'm finally making myself learn this 3d stuff, and its mostly a pain in the ass. But im in love with this program called ZBrush, a digital sculpture software. Feels much more natural and artist friendly than most other stuff i've tried.
first full model ive done. will pose him today and color him later. I just have a boring T-pose right now.
any Gwar fans out there? I love their costume designs.
Joined: Sun Oct 17, 2004 4:56 pm Posts: 19957 Location: Jenny Lewis' funbags
wow man, that's impressive. . the facial detail and the skull armour is fantastic.
i've never heard of ZBrush. i was only ever really familiar with Maya and 3D Studio Max.
i took 3D design in college but i haven't really dabbled in it years since i didn't end up in that field. i loved it though. modelling and lighting were always my favorite part. i never cared much for the animation aspect. i'll try to dig up some of my work from years ago and post it. maybe even my demo reel
wow man, that's impressive. . the facial detail and the skull armour is fantastic.
i've never heard of ZBrush. i was only ever really familiar with Maya and 3D Studio Max.
i took 3D design in college but i haven't really dabbled in it years since i didn't end up in that field. i loved it though. modelling and lighting were always my favorite part. i never cared much for the animation aspect. i'll try to dig up some of my work from years ago and post it. maybe even my demo reel
Zbrush is pretty cool to play around with. its insanely fast and you can work with several million polys with no problem. to animate or use it in a game you have to bring it into Maya or whatever and fix it, but ZBrush is still great for the detail maps. the only thing that sucks is the User Interface, which seems like it was made by aliens.
Joined: Wed Oct 27, 2004 12:03 am Posts: 18376 Location: outta space Gender: Male
I got Zbrush today, I'm going to look into this. It seems like a good modeling solution. Is it reasonable to animate characters made in Zbrush in maya?
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thodoks wrote:
Man, they really will give anyone an internet connection these days.
I got Zbrush today, I'm going to look into this. It seems like a good modeling solution. Is it reasonable to animate characters made in Zbrush in maya?
well you have to bring the subdivision levels back down so its usable in Maya (which is easy since you can work back and forth in a few levels in Zbrush) and use the sculpted details as a normal map.
a lot of people now are sculpting the entire thing in Zbrush starting from a simple block model, then retopologizing it (where you just redraw the mesh over the zbrush sculpt) when they are done for use in games or animating. You can do this in Maya or Zbrush but i found them both to be a huge pain in the ass. I found this program called Topogun that is much easier. I'm not much of a modeler so it seems easier to do it this way for me.
if that makes any sense. plenty of youtube vids that can explain it.
I went ahead and made a possible game mesh (much lower polygon count) out of him and painted him. i think i'm getting a little sloppy in parts because it has taken me so long, but its pretty fun figuring this stuff out. just gotta add a bass guitar and figure out how to pose him.
its amazing how much detail you can keep with normal bump maps these days.
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