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robo3687
08-01-2012, 03:42 AM
HMC #35: SPORTS IN MOTION!: A Moment of Victory

Chosen Sport: American Football/Gridiron (I'll probably just refer to it as football form hereon in)

Idea: The plan is not to recreate a specific player but rather create my own. For the challenge I'll be creating one image, a 'moment of victory' as the player is running down the field to score a game winning touchdown.

I'm hoping that I'll be able to produce a model that I'll be able to rig and pose several different ways (and I guess animate as well) as I'd like to make several images (not until after the challenge though, unless I have time) covering my created guys entire 'career' from college to the Hall of Fame.

Reference 'mood board'
http://img440.imageshack.us/img440/1215/collagetm.jpg

Scote
08-01-2012, 01:26 PM
nice gathering.

I'm pretty sure you will do just fine

robo3687
08-02-2012, 03:05 AM
I've had this concept of doing a series of images covering a 'career' for a little while now, and I needed to try and find my guy. I didn't want to recreate an existing player so I fired up NCAA Football 13 on my PS3 and created my guy that I would base this challenge on.

So without further ado

http://img513.imageshack.us/img513/5001/meett2.jpg

Tyvonn Tanner (aka T2, or 'The Judge') is a running back, playing for the Oregon Ducks.

http://img210.imageshack.us/img210/9817/421a00010jpegscreenshot.jpghttp://img191.imageshack.us/img191/9522/421a00011jpegscreenshot.jpg

I've been playing through NCAA 13's Road to Glory mode with him for a week or two and will eventually recreate him in Madden 13 to play out his professional career. The real kicker is that this year in Madden they've got EA's Gameface tech implemented so I'll actually be able to import the face I've created for Tyvonn into the game...which is kinda mind bending....lol...

But first I have to create his face, which is what I tackled yesterday afternoon/night soon after the challenge went up.

Here's where it's at currently:

http://img593.imageshack.us/img593/4089/002qsk.jpg
http://img690.imageshack.us/img690/5746/001xal.jpg

For about 4-5 hours work I'm pretty pleased with it, I can certainly see improvements over my last few attempts at heads, especially in the speed department. I reckon I had the main bulk of the head sorted within an hour, and just spent the rest of the time fiddling...lol...

----------------

I think today I'll try and start on some of the hard surface stuff with the helmet. I have a technique I've been dying to try out. Should have an update later on today.

WyattHarris
08-02-2012, 04:09 AM
Oh wow, you really went all in this time. So you can import a face you've made into a PS3 game? How does that work?

And the head looks fantastic Paul. That is super fast.

robo3687
08-02-2012, 04:33 AM
Oh wow, you really went all in this time. So you can import a face you've made into a PS3 game? How does that work?

And the head looks fantastic Paul. That is super fast.

thanks wyatt, yeah i'm going all out on this one, I'm looking at finally making a run at a CG Award or a spot in one of the Expose books...

The gameface thing works by getting a front and side photo and marking the features and it generates the face for your player. It's usually done with photo's but I should be able to just do a front and side render and use those...

robo3687
08-02-2012, 11:10 AM
Spent some time on the helmet this afternoon, trying out something new.

You may have heard of Autodesk's 123d Catch (http://www.123dapp.com/catch ), it used to be called Photofly. Basically you take a bunch of pictures of an object and it takes them, stitches them together and creates a reasonably accurate 3d model.

Now I actually own a Riddel Revolution Speed helmet, so I thought I'd give it a try. Basically it didn't work so well, the program seems to have issues with shiny surfaces. The model came out like a bullet ridden piece of cheese.

But it did actually line all the photos up correctly. So I was able to export a scene with about 50 camera's all with a reference image (almost) perfectly lined up. It was like the ultimate set of blueprints, even if every picture didn't match up just right, it seems I'll have enough to model the whole helmet out.

this is the setup in max

http://img13.imageshack.us/img13/7380/001jit.jpg
http://img21.imageshack.us/img21/4607/002wdy.jpg

should be interesting to see how it comes out...

robo3687
08-03-2012, 04:22 AM
well the 123d catch reference method would appear to have worked rather nicely, i finished up the base helmet this morning.

http://img109.imageshack.us/img109/2688/005kxv.jpg

and i also brought the head into max for a quick render

http://img69.imageshack.us/img69/2429/009fg.jpg

depa96
08-04-2012, 10:45 PM
Wooow, it's excellent, I really like this :D.
Good Luck

MGC
08-05-2012, 06:11 PM
Excellent start

Splinter
08-05-2012, 08:23 PM
Really great start! Looks like your already setting the bar for this challenge :)

robo3687
08-06-2012, 06:44 AM
thanks guys

i've been a busy little bee this weekend and have made a bunch of progress...should have a post or 2 later on today

robo3687
08-06-2012, 10:27 AM
Head Progress

Tweaked the shape of the head a bit, he was kind of leaning a little towards a Chad Johnson (nee Ochocinco nee Johnson) kind of look, so I wanted to change it a bit, make him a bit younger looking. I made the lips bigger, pulled them out a little, changed the nose slightly, straightened the brow, softened some of the wrinkles and adjusted the shape of the jaw a bit.

I also did a rough texture and did some quick hair/eyebrows/beard...just trying different looks

http://img692.imageshack.us/img692/7039/021jx.jpg
http://img36.imageshack.us/img36/1447/019jsq.jpg http://img254.imageshack.us/img254/825/020qr.jpg

EDIT: i am aware how noisy the renders are...a combo of low settings and brightening up a render that was too dark...and being too lazy to re-render...lol
---------
Helmet Progress

Did some work on a few little greebly bits for the helmet.

http://img269.imageshack.us/img269/7193/clipup.jpg
This facemask clip was a little bugger to work out, after false starting a few times trying to eyeball it I ended up getting out the ruler and measuring every possible angle of it. As I measured I built spline guides and I ended up with this nifty little framework.

http://img594.imageshack.us/img594/6408/003eho.jpg

from there the modelling was fairly straightforward, just a case of building within the framework while keeping nice clean topology.

http://img715.imageshack.us/img715/3479/004nlgv.jpg

and a few more little accessories, including the Riddell forehead nameplate, chinstrap clip and padding inflation valve.

http://img824.imageshack.us/img824/4720/006anc.jpg

-----

might make a start on a body tomorrow...

robo3687
08-08-2012, 04:31 AM
Helmet Progress

Made the chincup and chinstrap for the helmet.

http://img12.imageshack.us/img12/5389/007jle.jpg
http://img84.imageshack.us/img84/8382/008nud.jpg

and here's the helmet with all the little nick-knacks i've done so far on it.

http://img13.imageshack.us/img13/6628/009loa.jpg

Shoes

The shoes I'll be making are the new Nike Vapor Talon Elite's
http://img713.imageshack.us/img713/7285/nfl2012packersvaportalo.jpg

Since I own a pair of these and they're a very complex and involved shape I figured I'd try a combo of the methods from modeling the helmet and helmet clip.

The model that 123d catch generated was again a globby bullet ridden mess, but again the photos were lined up great. So i set about placing a metric crap ton of splines....and after about 3 hours I had this

http://img441.imageshack.us/img441/4307/001tea.jpg

I haven't gone near the sole yet...i'm going to have to eyeball/measure it or something...

robo3687
08-09-2012, 09:40 AM
Shoe Progress
started fleshing out the shoe upper

http://img221.imageshack.us/img221/5145/002mxj.jpg

I'm not entirely sure if this approach will work for the shoe as far as producing a finished product...might just end up being an intermediate step...i guess that's what i get for making it up as i go along...lol


Body Progress
I made that start on the body, doing it in a separate subtool for now and i'll join it up later on when I retopo...

http://img846.imageshack.us/img846/9601/001uhp.jpg

i'm feeling like its a little wide and blocky/flat at the moment but I'll fix that up tomorrow....

Head Progress

Not much in the way of sculpting changes, main thing is a new texture and playing with the render.... I got a bunch of reference from 3d.sk and did a test of a head texture. Pretty happy with it so far, even if I will eventually have to redo it once the body is attached...

http://img33.imageshack.us/img33/3529/027ait.jpg

CrustedInk
08-09-2012, 03:41 PM
like the model. curious how this method of shoe modelling will turn out.
the topo on the helm is nice, only the part between the clip and the hole looks a little bit "not right"...

robo3687
08-14-2012, 09:41 AM
the topo on the helm is nice, only the part between the clip and the hole looks a little bit "not right"...

thats actually another little hole in the side of the helmet that the inner padding clips into

----------------------------

It's been a little while since I posted an update but I've been working on it the whole time...and as such...this might be a lengthy post...


Shoe Progress

Finished out the base mesh of the shoe. Completed the upper by continuing to follow the spline guides, and the sole was started by a combo of measuring and placing spline guides as well as a healthy dose of eyeballing

http://img838.imageshack.us/img838/8052/003flg.jpg
http://img560.imageshack.us/img560/4079/005vuj.jpg

I then started modelling and laying out the details on the bottom of the sole.

http://img215.imageshack.us/img215/4127/006bck.jpg

reall happy with how it's coming along...

Body Progress

Spent some time fixing up the body while continuing to sculpt it out. Much happier with the overall shape now.

http://img594.imageshack.us/img594/1441/003hqp.jpg

Roughing in the back
http://img593.imageshack.us/img593/1247/004dvj.jpg

Started blocking in the leg muscles
http://img442.imageshack.us/img442/5907/006exp.jpg

robo3687
08-14-2012, 09:50 AM
Helmet Progress

Added a rough facemask to the helmet...it's just splines at the moment...trying to think of a way to model it to be like a proper facemask in regards to how the bars intersect, might even use Zbrush...

http://img41.imageshack.us/img41/9577/010xip.jpg

Using my actual helmet for reference/measuring I set about modeling the cheek pads
http://img690.imageshack.us/img690/3245/011yvg.jpg

and a little render of the whole helmet so far
http://img526.imageshack.us/img526/3245/012wvp.jpg

I'm thinking of adding a visor (I've given him one in the game) but not sure if I want to cover his face up more than I already will be...

Scote
08-14-2012, 09:27 PM
Agreed. a visor will hide your modeling. We have to see his eyes.

PKT
08-20-2012, 10:00 AM
You got a nice project going on here. Solid start with great models.
Keep it up!

robo3687
08-21-2012, 05:52 AM
@scote: yeah that's what i was thinking...i'll continue to look into it

@PKT: thanks

i should have some time to post a proper update later today, been far too busy working on this to even post about it...lol...

Scote
08-22-2012, 06:42 PM
The Eye make the model come alive. but you know that

robo3687
08-24-2012, 09:46 AM
Body Progress

Finished the rough pass of the body and checked the proportions.

http://img651.imageshack.us/img651/5915/007mna.jpg
http://img822.imageshack.us/img822/9467/008igg.jpg

From there I went into a bit of uncharted territory. I don't do a lot of retopologising generally, I think it's been about 3 years since i did any...lol..

I started by planning out the retopo with polypaint.

http://img703.imageshack.us/img703/8890/009anm.jpg

Since Zbrush 4r4 came out with its topology brush I figured I'd give it a go. The first tries with the topology brush were a bit finicky and I wasn't getting it to work as smoothly as I'd liked. I think it's more my fault than the program though as I've looked at a few videos since and I was doing it wrong...lol

Not to worry though, I pushed on with the traditional retopo workflow in Zbrush (with a zsphere) and and built out one side of the body...

http://img703.imageshack.us/img703/335/010pz.jpg

I then brought it into max, mirrored it and welded it onto the head mesh.

http://img228.imageshack.us/img228/2103/011pso.jpg

then it was just a case of reprojecting the subdivs

http://img571.imageshack.us/img571/7173/012ind.jpg http://img694.imageshack.us/img694/8015/013xlu.jpg

setting the poly groups and unwrapping it using UV master

http://img855.imageshack.us/img855/2014/014ufj.jpg

and a quick render of the body in max

http://img641.imageshack.us/img641/4941/016fz.jpg

robo3687
08-24-2012, 10:02 AM
Shoe Progress

I finished up the details on the sole of the shoe

http://img441.imageshack.us/img441/5248/010ncz.jpg

And roughed in some laces and the tongue of the shoe

http://img543.imageshack.us/img543/3362/011wgk.jpg
http://img831.imageshack.us/img831/8559/013spr.jpg
http://img441.imageshack.us/img441/3157/014ekc.jpg
http://img831.imageshack.us/img831/94/015zfh.jpg

Ball Progress
Started working on the ball, I set about measuring the crap

out of a football I have and setting up my splines.

http://img442.imageshack.us/img442/8388/001aad.jpg

Then modified a cylinder to fit.

http://img545.imageshack.us/img545/7567/002zbb.jpg

A bit of extra modeling and adding of some laces and we have

the base model for the ball.

http://img228.imageshack.us/img228/3430/003hph.jpg

Extra Body Progress

I also did a quick detail/cleanup pass on the upper body.

http://img3.imageshack.us/img3/5133/018fyt.jpg
http://img525.imageshack.us/img525/2347/019jbo.jpg

DuttyFoot
08-24-2012, 03:46 PM
i like what you got so far

Splinter
08-24-2012, 05:28 PM
Whoa! This thread alone is awesome to look at. Great progress and updates. Keep it up!:buttrock:

robo3687
08-26-2012, 01:20 PM
Several images in these next few posts are quite large so, as always, right click to get the full size pic.

the posts cover from friday to tonight (sunday)

Clothes

I wanted to be super thorough and detailed with the clothes, and as such I wanted to model the Nike base layer compression gear.

http://img651.imageshack.us/img651/7365/000hbi.jpg

So I extracted the appropriate parts from the body mesh and brought those into max.

http://img442.imageshack.us/img442/5355/001zqj.jpg

Using several different ref photos I planned out all the padding separately, laid out flat.

http://img607.imageshack.us/img607/4605/002aps.jpghttp://img534.imageshack.us/img534/8934/003xac.jpg

I then rendered those out and then (back in Zbrush) using spotlight transferred them to the mesh to get a placement texture.

http://img580.imageshack.us/img580/2688/004gku.jpg

Back in max i then placed all the little bits of padding individually...that was fun...there were a few hundered of the little buggers...lol...

http://img694.imageshack.us/img694/3056/008svj.jpg

By the time I'd placed the ones on the pants I realised that I was creating much more work than was needed. It would be easier to just sculpt the pants, as the compression stuff would likely never be seen.

so...

robo3687
08-26-2012, 01:21 PM
Pants Progress

These are the pants I'll be creating

http://img854.imageshack.us/img854/9185/pantsbj.jpg

as you can see the under padding is quite visible and as such I was still able to make use of my individually placed padding nightmare.

I did a fresh extraction, which I then sculpted outwards to look a bit more pant-ish and then brought my IPP (individually placed padding) in to Zbrush.

http://img442.imageshack.us/img442/3571/001fah.jpg

Then using masks I isolated the padded areas and did a quick inflate to bring them out to where they should be. I then started detailling the tailbone piece.

http://img19.imageshack.us/img19/2233/002icta.jpg

Moving around to the hip pieces I filled in the edges around the padding using Trim Dynamic and sculpted in the dimples.

http://img404.imageshack.us/img404/5184/003sny.jpg

which i then made a bit more subtle, like they were under the fabric.

http://img839.imageshack.us/img839/7586/004vc.jpg

I then filled in the edges around the thigh pieces and placed the first layer of dimples.

http://img824.imageshack.us/img824/1324/006kqv.jpg

I added the second layer of padding on the thigh (by eye using the reference I had) and sculpted out the knee section in the same way as the previous parts.

http://img194.imageshack.us/img194/7818/007xi.jpg

and to finish off one very productive Friday I did a quick render of everything. Helmet, body, pants, and stand-in top.

http://img840.imageshack.us/img840/3760/008epu.jpg

robo3687
08-26-2012, 01:22 PM
It's now saturday and back to work on the pants.

I started by plotting out the seams on the pants.

http://img411.imageshack.us/img411/827/009si.jpg

and then planned out the topology for the retopo. I wanted to do it so I could have a separate polygroup/UV island for each individual panel, while still having something that had a decent flow to it. I used black for defining the UV borders, red for the topo lines and green for any areas I had to clean up. Pretty sure it's 98% quads.

http://img836.imageshack.us/img836/6070/010cp.jpg

I then went about retopologising it. I'm actually quite liking the traditional method of doing it in Z. I don't know why I'd always avoided it, its quite therapeutic and so much easier than any other method I'd tried.

http://img29.imageshack.us/img29/1333/011rsp.jpg

then i took the new topology and using some of the new remeshing tools in Zbrush 4r4 I closed the open holes. I also split it into it's separate poly groups.

http://img577.imageshack.us/img577/9836/012rlz.jpg
http://img6.imageshack.us/img6/4732/013cq.jpg

next I reprojected the old sculpt onto its new topology

http://img7.imageshack.us/img7/1395/014vfy.jpg
http://img23.imageshack.us/img23/3152/015ebe.jpg

the next thing I wanted to do was establish some seams in the pants. this was done by:
- isolating the polygroup
- masking the polygroup
- unhiding the rest of the sculpt
- shrinking the mask twice
- sharpening the mask three times
- inverting the mask
- inflating by about 2 or 3

I then ran a very light pinch brush over all the seams and a very very light inflate. This was the result

http://img404.imageshack.us/img404/9058/016qy.jpg

and another render of everything, sans stand-in top.

http://img24.imageshack.us/img24/7457/017ypq.jpg

now theres a bit of a gap here as I spent the next 1.5 hours making a start on the padded belt. I was just that into it that i forgot to take screenshots or write it up as I went...lol..

http://img52.imageshack.us/img52/600/018bus.jpg

but the whole thing was created without leaving Zbrush. Using a combo of the retopology tools, the new transpose modeling stuff in 4r4 and just normal sculpting.

robo3687
08-26-2012, 01:24 PM
sunday now, and after quite a sleep in I'm back at the pants, determined to finsih them up today.

Started with a bit of detailling, laying in some stitches (with a combo of the DamStandard, Standard and inflate brushes), or the impression of stitches. The model is at abou 9 million points at this stage (sub div 7 i think) I'd have to go to sub div 8 to get full detail stitching...but I'm thinking about some alternatives...

http://img515.imageshack.us/img515/9100/019so.jpg
http://img528.imageshack.us/img528/9107/020hu.jpg

I finished off creating the belt, still entirely in zbrush. The base meshes for the straps were made using the insert multi mesh strap brush in 4r4 and the D-rings were just toruses that I modified.

http://img444.imageshack.us/img444/4497/021mf.jpg

and a render of the pants

http://img256.imageshack.us/img256/7045/022yli.jpg

----------

I knew I wouldn't be able to sculpt in a lot of the fine detail so instead I opted to texture them in. Texturing (as in actually creating textures) is something that I don't do, and have rarely ever tried to do. So it was all a bit of a steep learning curve.

I created the basic pattern of the pant material using gradients layered on each other.

http://img41.imageshack.us/img41/5994/pantpattern.jpg

and was able to use one of my hi-res shots of the uniform (thank you nike press website) to put together a pattern for the pant stripe mesh.

http://img827.imageshack.us/img827/5739/pantstripe.jpg

I then created a new texture in photoshop using the pattern function in PS which I then used as a bump map in addition to the normal and displacement maps already in place.

http://img7.imageshack.us/img7/2537/026sqx.jpg

I also added a few little wrinkly details on the backs of the legs and around the top of the waistband.

I still need to fix the stitching on the front of the legs, but I'll get to that eventually...

-------

I feel like I've broken through some sort of barrier in my use of Zbrush. Like I've activated another 10% of my Zbrush brain. The last 3 days I've spent working on these pants has been non-stop, 6-8 hour days. My ass is sore and my wrists are aching...but I feel great and I can't wait to tackle the rest of this project. That pun was entirely unintentional....

WyattHarris
08-27-2012, 03:07 PM
Wow man, I mean WOW. The final render of the pants looks really really good.
Masterful job on the texturing. That last bit of detail with the jersey and cloth material absolutely sells it.

PKT
08-27-2012, 07:57 PM
This is some really great stuff going on here man! Lovely last update.

CKPinson
08-28-2012, 02:14 AM
You sir are a robot

robo3687
08-28-2012, 04:46 AM
@Wyatt: thanks dude

@PKT: thanks

@CKPinson: I sure felt like one when I got going on the pants...I got into this wierd creative groove like I've never been in before...

I should have another update ready to go later today

gazulet
08-29-2012, 08:08 AM
i watch your impresing effort with great interest, how hardworking you are!

robo3687
08-29-2012, 11:30 AM
Compression Top

While I'm not going to do the very under layer of padding I still have to do a compression

top that goes over it and has sleeves down to the elbow.

This is what I'll be basing it on.

http://img145.imageshack.us/img145/3057/comptop.jpg


I started with a fresh extraction of the body which I roughly capped and then I had to

reproject the polypainting onto it. I then inflated it slightly to give me my starting

point for the top.

http://img854.imageshack.us/img854/182/010bd.jpg

Then I sculpted it a bit to remove alot of the body detail and for it to look a bit more

'shirty'. Next, I masked out the areas for the padding using the polypaint as a guide.

Unfortunately I then got so caught up I again forgot to take in between screencaps...lol

I basically followed the same process as I used on the pants.

http://img854.imageshack.us/img854/7845/011nvg.jpg

I then traced in the seams with Dam_Standard.

http://img15.imageshack.us/img15/2679/012cw.jpg

Drawing out the topology was a bit easier this time, I decided not to worry about being

able to split each panel into a polygroup and instead followed the body topology with a few

alterations on the sleeves.

http://img138.imageshack.us/img138/4452/013zv.jpg

The new topology split into rought front, back and sleeves polygroups.

http://img594.imageshack.us/img594/930/014no.jpg

The finished sculpt, in Zbrush and rendered in max.(you can see the little nike badge and nfl shield I did for the pants in the Zbrush screen)

http://img140.imageshack.us/img140/122/015cu.jpg
http://img690.imageshack.us/img690/176/016cr.jpg

-------

Even though I simplifed the workflow a little bit I was still able to reduced the time it took from the 3 days for the pants to about 6 hours.

Head Progress

I did another render of the head and I think I'm going to have to redo the detailling (and texture for that matter) on the head, once I added it to the body it's UV space shrunk quite a bit. I may even up the res of the maps for the body.

http://img254.imageshack.us/img254/1341/039rq.jpg

hleandre
08-30-2012, 01:09 PM
Marvelous! :thumbsup:

Mr Whippy
08-30-2012, 01:56 PM
Wow this is inspirational work!



I generally get the workflow but in this case you mention a few things I just need to clarify.

You sculpt ignoring topology to get the look right.

You then retopo so the model can be rigged/moved elegantly later.

You then project the high polygon detail into the newly made movable mesh?


How does that work?
Do you sub-divide the low-polygon mesh to give it ample mesh density, and then displace the surface according to the high detail model?

In final use is that done using displacement or normal maps or something similar, or some kind of lookup mesh?

Basically, your retopo mesh with lots of sub-d's would just look super-smooth and low detailed, so how is the detail projected onto that smooth mesh to give it the detailed form?
Is it render-time displacement from textures, or actual displacement of the sub-divided mesh pre-render time via texture, or via some other look up system?

Seen loads of zbursh > realtime game stuff and it's just normal maps, but in this case I'm at a loss to what the method is :D


I can't wait to see this finished... I'm absolutely loving the details and explanations so far.

Thanks!

Dave

Scote
08-30-2012, 05:10 PM
Man congratz. I just receive my newletter from CGsociety and your threat are in it with the ref board has picture lol

WavesOfLight
08-30-2012, 06:21 PM
I too just saw this on the newsletter. Excellent insight into workflow.

silas007
08-30-2012, 10:28 PM
This is seriously impressive work. You should update your portfolio and do you have a website?
I would love to see more of your work.

robo3687
08-31-2012, 03:00 AM
@hleandre: thanks

@Mr Whippy: When I do the reprojection in Zbrush I do it in stages, going up in sub-d's matching the original model. so basically

Original subtool SD1 [projected onto] Retopo'd subtool SD1
Original subtool SD2 [projected onto] Retopo'd subtool SD2
.....and so on until.....
Original subtool SD7 [projected onto] Retopo'd subtool SD7

I find its easiest to do it this way as you're less likely to get any major projection artifacts (if any at all...I don't think I had any on the pants).

The reprojected pants had a point count of around 7.5 million in Zbrush and the mesh I use to bring into max is at around 22,000 points (I think it's SD 2 or 3).

From there I generate normal maps and displacement maps, for the pants these were generated at 4k.

Once in max I set the model up with a Turbosmooth (1 or 2 iterations) and a VrayDisplacementMod modifier. The displacement map is then plugged into that.

I also have a material, which at this stage is just a standard max material, which I attach the normal map to using a "Normal Bump". I also added the fabric pattern into the "additional bump" slot within the Normal Bump map.

Hope that helps a bit.

@Scote & WavesOfLight: Well that was really unexpected. I had no idea they even put WIP type stuff in the newsletters. Awfully humbled to be put in there and to whoever put it in there, thanks.

@silas007: I really should update my portfolio...I haven't touched it for years. I had intended to do it after this challenge but perhaps I'll have to move it forward after this little bit of exposure. I also don't have a website at this stage (only several failed blogs...lol) but it is something I'm looking at getting up and running...

---------------

Update wise, I should have some more tonight, I've been working some shoulder pads today.

Mr Whippy
08-31-2012, 10:37 AM
@Mr Whippy: When I do the reprojection in Zbrush I do it in stages, going up in sub-d's matching the original model. so basically

Original subtool SD1 [projected onto] Retopo'd subtool SD1
Original subtool SD2 [projected onto] Retopo'd subtool SD2
.....and so on until.....
Original subtool SD7 [projected onto] Retopo'd subtool SD7

I find its easiest to do it this way as you're less likely to get any major projection artifacts (if any at all...I don't think I had any on the pants).

The reprojected pants had a point count of around 7.5 million in Zbrush and the mesh I use to bring into max is at around 22,000 points (I think it's SD 2 or 3).

From there I generate normal maps and displacement maps, for the pants these were generated at 4k.

Once in max I set the model up with a Turbosmooth (1 or 2 iterations) and a VrayDisplacementMod modifier. The displacement map is then plugged into that.

I also have a material, which at this stage is just a standard max material, which I attach the normal map to using a "Normal Bump". I also added the fabric pattern into the "additional bump" slot within the Normal Bump map.

Hope that helps a bit.

OK, so you stage the zbrush copy of topology data to the new mesh. That makes sense to make sure each step goes ok before layering finer details to the new mesh topology.

But once in 3DS Max, do you use the new mesh you drew above (ie, the base retopology mesh) and then apply displacement/normal maps directly to that (after sub-dividing)...

Or do you bake in a bit more detail and use a slightly denser mesh as a base for the Max part of the work?



I take it you will be rigging/posing the character so I guess to do that you will do it in Max on the low poly retopo model, and then re-build up the details using texture maps only?
Or will you be doing all that work in Zbrush, and literally exporting appropriate meshes/textures per pose simply for final rendering in Max?


Just new to this side of the workflow so don't really get what is possible or not.

Thanks for explaining things so far!

Cheers

Dave

WyattHarris
08-31-2012, 03:36 PM
Hmm, that's a good idea. I never thought about doing the reproject in stages like that but it sounds like it would eliminate the typical funky polys you get.

You really should try the new retopo brush again. I don't know what issue you were getting but its leaps and bounds better than the old one.

TiMrozek
09-04-2012, 08:05 PM
Damn Paul. Really coming along nicely. I love how much of the process you are showing too. Really great work so far. I'm at work so didn't have a chance to read through everything so pardon if it's already been said. Head looks fantastic, but only thing sticking out to me through all of it is his ear. It's really close but something about it feels off. The lobe in particular feels really weirdly flat. I think that's what is bothering me most about it. It's a minor thing, but with the rest of the head looking so good, it makes the weirdness in the ear stick out a bit more. Looking forward to seeing more of this one. Way to represent our football to the world.

robo3687
09-05-2012, 04:32 AM
@MrWhippy: The mesh I bring into max is the retopologised mesh but up one or 2 subdivisions. The average size of the ones I'm bringing in is around 20k points.

And I was going to do a rig and stuff in Max but realised I have absolutely no idea how to...lol...so at this stage the plan is to pose it in Zbrush using Transpose Master and then maybe sculpt it a bit more from there and then bring it back into max as I have been.

@Wyatt: I think I wasn't being careful enough when I tried the topology brush and then I just got frustrated with it. I'll push on with the traditional method for now on this project (I strangely find it relaxing) but I'll definitely give it another go soon.

@TiMrozek: thanks dude, I haven't looked at the ear for a while but you're right it is a bit flat. I'll fix it eventually but for now with it hidden inside the helmet it'll have to be something further down my to-do list (I did a to-do list yesterday....it was really...really...long...lol)

I'll have a decent sized update tonight sometime hopefully...

Mr Whippy
09-05-2012, 10:45 AM
@MrWhippy: The mesh I bring into max is the retopologised mesh but up one or 2 subdivisions. The average size of the ones I'm bringing in is around 20k points.

And I was going to do a rig and stuff in Max but realised I have absolutely no idea how to...lol...so at this stage the plan is to pose it in Zbrush using Transpose Master and then maybe sculpt it a bit more from there and then bring it back into max as I have been.

Thanks for taking the time to reply.

It seems there are still lots of options in this workflow depending on how you want to work.

I was guessing maybe you would just do the posing in Zbrush, then export + sub-d for a bit more res in Max purely for the final touches/rendering environment/passes etc.


Can't wait to see more. Once again an inspirational piece of work. Thank you for sharing :D

Dave

robo3687
09-05-2012, 10:48 AM
Shoulder Pads

I didn't use any one set of pads as reference and sort of pulled bits and pieces from various sets. There's only a really small bit of them that will end up being seen so I just wanted to get the basic shape down.

I started modeling out one half in max and then brought it into Zbrush.

http://img819.imageshack.us/img819/2838/001vev.jpg

I did some sculpting, and added a few pieces via extractions.

http://img7.imageshack.us/img7/6585/002lgi.jpg
http://img526.imageshack.us/img526/1498/004rvz.jpg

Then I mirrored the half over to get the full set of pads.

http://img201.imageshack.us/img201/1934/003wny.jpg

I'm unsure about how big I've made them, and I think once I've got the jersey all done and can look at the whole thing I'll be able to adjust them better.


Jersey

I will be making the Nike Elite 51 Speed jersey.

http://img225.imageshack.us/img225/9276/000tk.jpg

I again followed my same workflow I've used for the other clothing items so explanations won't be as detailed this time around.


Started by extracting a chunk of the body and pushed it around to fit roughly over the shoulder pads and be in the basic shape of the jersey.

http://img687.imageshack.us/img687/7976/001ljr.jpg

Then sculpted it out (after capping the holes) to fit closer to the shape of all the underlying stuff.

http://img801.imageshack.us/img801/720/002kqw.jpg

Smoothing it out and marking out the panels

http://img138.imageshack.us/img138/4569/003ljt.jpg

robo3687
09-05-2012, 10:49 AM
Drawing out the panels, and then the topology.

http://img268.imageshack.us/img268/5710/004ovbv.jpg
http://img140.imageshack.us/img140/140/005bbb.jpg

Retopologised mesh, split into polygroups for the panels.

http://img802.imageshack.us/img802/355/006ytn.jpg

Reprojected sculpt

http://img803.imageshack.us/img803/9310/007ldc.jpg

First pass at detail sculpting...many wrinkles I'm not overly pleased with but it'll do for now.

http://img94.imageshack.us/img94/9994/008wss.jpg

and using photoshop I added the patterns to the mesh, only this time I did them as part of the displacement (as opposed to an additional bump in the Normal Bump)

http://img820.imageshack.us/img820/1323/009fbf.jpg

and here's a look at the clothing so far

http://img222.imageshack.us/img222/5582/017cr.jpg

robo3687
09-05-2012, 10:49 AM
Gloves

I'll be making the Nike Vapor Jet 2.0 gloves, I've also got a pair of these so that should be a big help.

http://img51.imageshack.us/img51/1531/000dcq.jpg

I took the hands and did a fairly high res extraction, which I actually dynameshed and then sclupted out to be a little more 'glove like'. I then roughly set out the colouring and panels, and then cleaned it all up a bit.

http://img228.imageshack.us/img228/5627/001pvc.jpg

Then I set about retopoligising it. I first did a "sculpting" retopo so that I could get the most detail, as well as get some extractions out for various pieces (like the palm, and wrist strap).

http://img26.imageshack.us/img26/5610/002szv.jpg

Next I sculpted it out to a pretty much finished level and redid the colour.

http://img839.imageshack.us/img839/3373/003oag.jpg

Then through a bit of retopologising on top of an extraction, followed by a bit of experimenting with the new transpose modeling in ZB 4r4 I made the wrist strap.

http://img716.imageshack.us/img716/9651/004qcn.jpg

and everything together.

http://img96.imageshack.us/img96/4628/005wzf.jpg

I then realised for simplicities sake (an ironic statement by any definition) I had to retopo the glove again, this time incorporating everything.

Even with reprojecting it in stages there was still a fair amount of cleanup required due to the wrist strap. But it got there in the end.

http://img163.imageshack.us/img163/8864/006xtg.jpg

KaDDD
09-05-2012, 11:14 AM
oh year , nice job , clear work flow , congrats , and good luck :buttrock: for the challenge !

WyattHarris
09-05-2012, 06:17 PM
Brilliant work Paul, absolutely brilliant.

gazulet
09-05-2012, 09:06 PM
Paul, your discipline in the challenge is very very impressing!

CKPinson
09-05-2012, 11:35 PM
so how many polys are you looking at so far for the total model you are bringing into Max? 100k or more?


Rigging in Max with those layers (that is granted you are keeping all the pads and under geometry actually under and not removing) would take some time (at least for us normal folk LOL)

I commend your efforts- regardless of final pose this is stellar.

Scote
09-17-2012, 09:00 PM
(No relate) Robo I just go to the replica costume forum and saw you threat. lol We have commun interest ;) Great work by the way on that files

JacobsenAugenstein
09-19-2012, 05:54 PM
Looking at the progression of this model is truly amazing. I love how you are putting the same amount of amazing detail in every single object. I cannot wait to see the final product!

I don't know if I might have missed where you talked about this, but have you chosen a final pose for the finished image?

robo3687
09-20-2012, 01:49 AM
long time no post, I've still be working on it though, just have to organise some pics to post up...


-------------------

@KaDDD,WyattHarris,gazulet: thanks

@CKPinson: well the Zbrush model all up is around 45-50 million points and what I'm bringing into max is all up around maybe 150-200k.

I've actually abandoned all ideas of rigging it in max for the reasons you said (time, layers...etc) not to mention I don't know the first thing about rigging in max...lol

I've since posed the model in Zbrush (and should have some pics of that in the coming days) and then resculpted a bit and brought that mesh back into max.

@Scote: the Iron Man stuff? it's been ages since I did that...lol...I'm amazed there's still people using them.

@Dudebot13: i have indeed chosen a pose and all will be revealed soon...

MGC
09-24-2012, 02:38 PM
keep it going because you have worked hard on this character and it's looking great :beer:

RobertoOrtiz
09-24-2012, 04:41 PM
Heads up!
HMC #35: SPORTS IN MOTION!: One week to go! (http://forums.cgsociety.org/showthread.php?f=208&t=1072014)
-R

robo3687
09-25-2012, 10:09 AM
well i should definitely be able to get the modelling 100% done on the player...at this stage I'm not going to bother with much of a scene....

the last couple of weeks have been a bit hectic with a death in the family and then my back went completely and i couldn't sit at a computer...but i think its at a stage now where i can sit long enough to get it done

WyattHarris
09-25-2012, 03:22 PM
Sorry to hear about all of that. I hope your doing better.
Take it slow and don't wear yourself out on our account.

RobertoOrtiz
09-26-2012, 01:49 PM
well i should definitely be able to get the modelling 100% done on the player...at this stage I'm not going to bother with much of a scene....

the last couple of weeks have been a bit hectic with a death in the family and then my back went completely and i couldn't sit at a computer...but i think its at a stage now where i can sit long enough to get it done

Post what you got...

It is good work and it should be shown.
Make it into a simple bust.

-R

gazulet
09-26-2012, 06:38 PM
i am sorry for bad news, too. get well as soon as possible ;)

Splinter
09-28-2012, 02:30 AM
I too, am sorry to hear about the bad news. I hope all is well.

robo3687
09-28-2012, 08:58 AM
just realised its been like 23 days or so since I last posted anything...

this is just a little preview of where the model currently is, and I should definitely have it done by the deadline

it's quite a ways away from the last time you all saw it...(and a bit blurry... ;) )

http://imageshack.us/a/img195/3594/001bxj.jpg

MGC
09-28-2012, 09:31 AM
nice blurry image :p

WyattHarris
09-28-2012, 05:11 PM
(and a bit blurry... ;) )
Pffft, what a tease. :D

robo3687
09-30-2012, 07:50 AM
doing final renders now...should be ready to go once the final entry post goes up

PKT
09-30-2012, 09:10 AM
I am looking forward to the end result on this one. I am sure it's going to look great!

robo3687
10-01-2012, 01:24 AM
FINAL ENTRY

I'll update this over the next few hours as I get stuff organised, but for now here is the final beauty render. I ended up going for a black and white look, which I did through texturing and not from just switching it to greyscale...which kind of added a nice look to it.


HMC #35: SPORTS IN MOTION!: A Moment of Victory

Chosen Sport: American Football/Gridiron

As always, most pics can be made bigger by right clicking them and viewing the image.

Beauty Render
I ended up going for a black and white look, which I did through texturing and not from just switching it to greyscale...which kind of added a nice look to it. It obviously isn't what I originally set out to do in terms of final composition (I wanted much more of a scene) but the fates conspired to put a stop to that. However I am still very happy with and proud of the result.

I also didn't get time to texture up a proper Ducks or Packers uniform for him, so Tyvonn's been left wearing a generic uniform.
http://imageshack.us/a/img69/1116/mainsmall.jpg

i will be putting a high res copy up, but it won't be the full res....the original render was 8000px tall and took about 3 hours...and it's like 17MB...lol...i'll put up like a 3000px one.

Turnaround
Here's a few angles around the model.
http://imageshack.us/a/img141/2959/turnaroundsmall.jpg

Splinter
10-01-2012, 03:30 AM
Congrats on such a well done model! :buttrock:

DuttyFoot
10-01-2012, 04:20 AM
i love the final render, it would make a nice model to put on a bookshelf :)

gazulet
10-01-2012, 09:03 AM
beautiful job! congratss!! :)

MGC
10-01-2012, 09:32 AM
Lot of work and the result is awesome. Congrats

WyattHarris
10-01-2012, 04:55 PM
Nice finish mate.
Eh, don't sweat it. We always plan this much |______________| and then end up finishing this |________|.

Make sure you post lots of detail shots. Looks like each component could be it's own entry.

JacobsenAugenstein
10-01-2012, 05:12 PM
Looks amazing! The amount of detail you put into this piece is stunning. Good luck with the judging!

APD-Jack
10-03-2012, 09:45 AM
Excellent modeling and details. Congrats for your vision and discipline man.
Pose, texturing, lighting and all that stuff are flawless.. Fake PS cover idea is also hilarious :beer:
The only thing that bothers me is his forearms' muscle deformation. They seems not right to me.

Other than that #number 1 job.

Keep it up :cool:

RobertoOrtiz
10-26-2012, 03:09 PM
CONGRATZ!
http://i20.photobucket.com/albums/b216/robertoortiz1/cgtalk/17.gif

WavesOfLight
10-28-2012, 08:02 AM
Well done and well deserved. Really enjoyed watching this one.

MatteoM
10-31-2012, 11:45 AM
Amagazine!!!...and great wip...

Matteo

Mstandar
12-25-2012, 11:13 AM
Congrats and a well done model. Love the amount of detail that you put into this :)

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