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S-S
02-03-2005, 04:56 PM
- Last friday I wanted to test displacement maps for characters, then animate the character to see how well i can make it deform and how it will look - never quite had time to test this properly, i had created a scene earlier and did similar test, but the deformation wasn't that good - I created new medium resolution cage mesh in 3dsmax then brought the mesh into zbrush for sculpting... - Here you can see meshes in zbrush, sculpted highdetail mesh on left and control cage on rightside:

http://www.cgmill.com/ss/wip/th_20050201_man_wire.jpg (http://www.cgmill.com/ss/wip/20050201_man_wire.jpg)

click the image to see the animation (quicktime, 1.3MB):
http://www.cgmill.com/ss/wip/th_20050201_man_walk_comp.jpg (http://www.cgmill.com/ss/animations/20050201_man_walk_comp.mov)

Here are some frames from the animation:
http://www.cgmill.com/ss/wip/20050201_man_walk.jpg

CnC welcome!

P.S.
I'm currently looking for modeling/3d freelance jobs, lowpoly/hipoly or anything inbetween!

pnoland
02-03-2005, 05:05 PM
That's too cool! I don't have any crits to offer, everything looks great to me. But then again, what do I know. ;) Keep it up!

Cometsoft
02-03-2005, 05:25 PM
Very cool. Looks great.

How may subdivsions levels did you go above the base mesh in ZBrush?

S-S
02-03-2005, 05:36 PM
pnoland:
- Thanks! Nice to see Silo users here :)

Cometsoft:
- Thanks! - Hmm. 4-5 levels - don't remember actually!
- But the mesh is actually quite low res - final mesh is under 200k polys in Zbrush if i remember correctly and as you can see, cage mesh resolution is very low especially on joint areas and legs (to take advantage on displacements)

pharmtoxzy
02-05-2005, 06:33 PM
Hello my name is Christopher, I hope this isn’t too much to ask but could you post in words, your process of setting up the displacement map in Zbrush and then your method of combining the two in 3dsmax?

P.S
I work for a film company. I think we might have some freelance work for you. I'll e-mail you privately within the next few days. I need to show some people your portfolio first.

S-S
02-05-2005, 10:25 PM
pharmtoxzy:

- well, there are many good threads in zbrush central, about how to create and then use displacement maps in other 3d programs - just do a search .I also posted one head object for displacment map testing, you can find it there too.
- In another Zbrush Central thread i also show how i did similar setup in 3dsmax, this test is actually just new and updated model with different skeleton, but the procedure is the same!
- And if you want to contact me, please do so - just send me e-mail or private message! :)

easy
02-09-2005, 05:35 PM
Hi S-S, Just wondering. How is your newer lowpoly base model different to your previous attempts at animated displacement mapped deformations?

S-S
02-09-2005, 11:57 PM
easy:

- Well, how is it different ? :) - i think you mean what kind of changes i made to topology of mesh?
- I changes some edge loops in shoulder area / torso, actually my older mesh didn't have anykind of "edgeloops" - neither does this one in other areas of mesh except face and upper torso...

crashd
02-11-2005, 12:46 PM
Hey, that's looking really good, there doesn't seem to be many inconsistences whilst animating using the zbrush outputted disp. map.

The only thing i'd like to see is an underlying muscle system to that character, or maybe just a bit more complex rigging; his muscles seem really static at the moment, and that's the only thing that takes away from the animation :]

S-S
02-11-2005, 05:32 PM
crashd:

Thanks!

"...underlying muscle system"

- I have been exploring this stuff for some time now... I hope i will have soon time to test muscle deformations on full character and i will probably add secondary animation for fat and other soft parts... don't know when i have time for it :)

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