PDA

View Full Version : Character: Tortosaur arm


nickz
04-26-2004, 11:51 PM
Hello there, just wanted to share this image I made. Base model is built in Maya and detailed in Z brush.

http://www.pinwire.com/nickz/LR_Version_3/html/art_html/art/3d/hi_res/Tortosaur_arm_layout_l_01_hi.jpg

http://www.pinwire.com/nickz/LR_Version_3/html/art_html/art/3d/hi_res/Tortosaur_arm_layout_r_01_hi.jpg

Head on over to pinwire (http://www.pinwire.com/postt57.html#281) to see more.

Hope everyone likes!!

Peace,

NickZ. :)

andreas-V
04-27-2004, 01:34 AM
Looks quite impressive.I'm sure it will be awesome when finished.

Some (minor) critique:
- there is a seamline in the texture, quite obvious in the upper part of the biceps
- on the head i think the lips are a bit too thin and the texture in that area looks a bit too simple, some additional detail would be good.

Please post updates soon!

nickz
04-27-2004, 02:12 AM
andreas_V,

The texture seam is actually on the back of the arm. I think you are referring to the hard line running the length of the bicep on the left side in the first render? That is actually the Triceps below that you are seeing.

About the head... he really doesn’t have lips, but I know what you are talking about. Perhaps it is a bit thin! I'll have to take a look at that! Thanks for the crits!!!

Peace,

NickZ.

DrakeX
04-27-2004, 03:06 AM
man, i always love your work nick! your tortosaur was on the front page when i first came to CGT, and was the first picture i looked at when i came here. i love your site even if it takes 3 minutes to load each page on my modem :)

there are two things missing with this this, i think: first, the tendons between the bicep and lower arm seem to be.. well, they don't seem to be. the bicep just kind of dents in there. the other thing is the scales.. while the displacement map you have on it now is sweet, aren't there scales? or is that just part of the texture?

Hexodam
04-27-2004, 03:57 AM
I dont know if I should hate or love zbrush

it gives such beyond amazing results that makes us normal polygon modelers look bad, thats good and bad :D

and btw, I looove the concept

nickz
04-27-2004, 06:55 AM
Thanks for the props guys!

I wanted the arm to feel kinda meaty, I know the concept looks a certain way but I'm trying to make it look more realistic than the illustration.

I still haven't figured out what I'm going to do with the scales yet, guess I'll just paint them as bump.

I'm starting to think the only time you should use displacement is when you need geometry to change the silhouette and have bump drive all the rest of your details.

Thanks again guys!

NickZ.

R3Koil
04-27-2004, 02:36 PM
This is a great arm, I'm learning Zbrush at the moment too. I think it's an excellent too if you have the patiences to get your head around how it works. The interface will always be a problem though imo.

Svenart
04-27-2004, 03:25 PM
looks really great so far. Can´t wait seeing the rest! Well done!

fluxxx
04-27-2004, 11:34 PM
i'm zbrusher too

your works so great. :buttrock:

i visited your homepage,

your conceptart & scupting is great too

nickz
04-28-2004, 01:57 AM
Fluxxx,

I like your work as well. I was very impressed with your human male mode you made!!! I would love to see some more!!

JFFORTIN
04-28-2004, 03:09 AM
Great modeling nothning to critic is this displacement or just bump l would like to see ur cage
Great work

nickz
04-28-2004, 07:03 AM
Here is the wire you requested!

http://www.pinwire.com/nickz/LR_Version_3/html/art_html/art/3d/hi_res/Tortosaur_arm_wire_layout_01.jpg

These grabs were taken directly out of the Maya viewport.

Peace,

NickZ.

MINT_CC
04-28-2004, 09:03 AM
it's so cool!

Snakeman
04-28-2004, 01:01 PM
nice...mesh is very good...nice anatomy....QUESTION: do you professional type guys like nickz prefer to work straight in poly's or do you guys go from nurbs to polys?....how was this one made?

nickz
04-28-2004, 06:31 PM
Snakeman,

I like straight polys! For characters I don't think there is a real need to do nurbs anymore! For mechanical work it would probably make more since to use nurbs. Whatever you feel will get the job done for you.... you can always convert!


Thanks for the props!

nickz
05-04-2004, 07:28 AM
Here are the latest test that I rendered in Maya using Mental Ray. I closed the mouth up to make sure that was working properly!

http://www.pinwire.com/nickz/LR_Version_3/html/art_html/art/3d/hi_res/tortosaur_maya_mental_render_test_01.jpg

Hope you enjoy!

Peace,

NickZ.

nickz
05-15-2004, 10:51 PM
Here is the latest version of the Tortosaur. This is a Mental Ray render in Maya using displacement and bump maps.

I should have his accessories finished up shortly.

http://www.pinwire.com/nickz/LR_Version_3/html/art_html/art/3d/hi_res/tortosaur_full_render_GI_27.jpg

Hope everyone enjoys!

NickZ!

dur23
05-16-2004, 02:45 AM
Looks fricken ACE!
I really don't have a single thing to crit...well expcept maybe the placement of this thread:) Probably should be in the WIP section;)

nickz
05-18-2004, 05:49 PM
Here is the latest rev. of the Tortosaur. I weighted this guy up and added a few of his accessories.

http://www.pinwire.com/nickz/LR_Version_3/html/art_html/art/3d/hi_res/tortosaur_screensaver_03.jpg

The control cage for the body and the front and back shell weigh in at about 15,000 polys.

Peace,

NickZ. :P

nicolasambrosio
05-18-2004, 05:52 PM
damn.... it's impressive. a master piece you ve done here :applause: i like it a lot

Raul3d
05-19-2004, 02:45 PM
Wow it´s awesome man, how long take to render?.

Regards

Raul

nickz
05-19-2004, 08:33 PM
Raul3d,

It's taking about 9 - 12 hours right now. I only have a P4 1.4 with 512 megs of ram (ouch) It's time to upgrade! :P

DrakeX
05-19-2004, 09:20 PM
sweeeet.

the only crit i have is that the mouth is hard to discern against the rest of the face. though i suppose it'll look a lot better once you get a texture on it.

just one question -- if the arm was nearly a million polys..... do i even want to ask how many polys the whole character is..? :o

dmonk
05-21-2004, 02:52 AM
This is my new desktop image. Great work! DO you have a wire of the whole body? I really love this character.

nickz
05-21-2004, 06:55 PM
Here is the requested wire!

http://www.pinwire.com/nickz/forums/tortosaur_wire_01.gif

Anyone know how to check the poly count in Mental Ray after a render is complete?

Peace!

NickZ.

Shaykai
05-21-2004, 07:31 PM
Awesome character, can we see your displacement/bump map?

You can turn on a polycount on the GUI by going to views, i don't know how you check it after you render though...

Shaykai

ivanisavich
05-21-2004, 07:51 PM
I must concede that your character design is ridiculously awesome.

This is one of the freshest characters I've seen to date.

Amazing work!

Goon
05-21-2004, 09:29 PM
swwweeeeet!

very nicely done.

How difficult was combining the displacement maps, and what was the process? I'm asking because you seem to have sculpted the arm and other body parts seperately. Or is it just that you finished these parts first and hid the other parts?

Gremlin
05-21-2004, 11:52 PM
wow man,
thats pretty awesome... I just got Zbrush myself, I wish I could do stuff like that, but I'm having trouble getting used to it :blush: any tips on how to learn it?

anywho, great render and character... I wish I had your ability to weight characters, I have could. :blush:

lol, wanna teach me!? :rolleyes:

Ash-Man
05-22-2004, 12:04 AM
great stuff m8
I love your work
Im still nubi with ZBrush and Im having issues esporting hte Displacmnet map from it to Maya
1-do u make your UV map in maya first before u export to Zbrush?
2-when u import the files back to maya , do u imort just he diplacmnet and bump map or do u bring the OBJ file that was already divided in Zbrush

thanks

ninox
05-22-2004, 12:07 AM
This is an amazing job, :applause: ...
May be you should add now some colors:rolleyes:

nickz
05-22-2004, 08:43 AM
ninox,

Here is a colored version... just for you! J.K. I did a color comp and wanted to get some feed back before I actually started making a real colored texture.

http://www.pinwire.com/nickz/LR_Version_3/html/art_html/art/3d/hi_res/tortosaur_screensaver_03_color_comp.jpg

Let me know what you guys and gals think!

NickZ. :P

nickz
05-22-2004, 09:19 AM
Shaykai,

Here ya go. Here are the displacement maps.

http://www.pinwire.com/nickz/forums/tortosaur_displacement_maps.jpg

and here are the bump maps.

http://www.pinwire.com/nickz/forums/tortosaur_bump_maps.jpg

I cranked the levels in Photoshop so you could see the lines better.

I need a poly count after the displacement happens... oh well as long as it looks right I really don't care. I just had to keep playing with the numbers until my machine could actually render the image.

Goon,

The process isn't too difficult now that I know it but I pulled my hair out a few time learning it. The Z brush forums helped with EVERYTHING!!!!

I actually threw out all of the work that I previously did on the arms and the face and started all over. This happened because I re worked my UVs on my model, I also altered the geometry as well. This time I only detailed one half of the bady and mirrored it across the X axis and detailed out a new head. You live you learn, now I know a lot of what not to do during the process!!

Gremlin,

Download the PDF how to on Z brushes web site... it rocks!


Ashaiad,

I do all of my UV's in Maya. I'm only importing displacement and bum maps back into Maya. I tried to import a res-ed up head from Z in to Maya and Maya choked on the file, gives a good understanding of how powerful Z brush is. I think it is a great app and it will open up many new possibilities that just were not there before!! If you want to model.... learn this app!!

Thanks for all the kind words!

Peace,

NickZ :P

jonh565
05-23-2004, 05:33 AM
Awsome work man, i love the muscle defenition. Im a newbee to bringing models into zbrush, just wondering if you had any tips or resources for getting past its criptic interface.

CGTalk Moderation
01-18-2006, 04:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.