View Full Version : GoZ_avt
AVTPro 07-01-2009, 06:55 PM It's seems Pixologic has finally seen the light. OSX didn't get shunned on it's last ZB3 update.
:buttrock:
Normal Maps
Disp Maps
Texture map
GoZ for Mac (http://www.pixologic.com/zbrush/features/GoZBrush/?utm_source=CGTalk&utm_medium=banner&utm_campaign=CGTalk%3A%2BGoZBrush)
click of a button into Maya, then export Obj to O2F into EI. (NM, DM, TM and UV)
It's also good that there's no hoop jumping in EI. Just use UVs, Normals, Disp map
with the new Sealevel and Encage with EIAS v.8
with GoZ to Maya it's only take a second. (2 way) to and fro
With GoZ to EIAS it's about 2-3 set up (from Maya) (one way) from Maya.
I hear this a C4D GoZ script, and Modo on the way. It would be nice If EI Development can talk to Pixologic since they are showing a definite interest in Mac development.
With an support script the model and maps can go back and for, but with this manual method that I am demonstration here with this EI render, I can go from ZB>Maya>EI, not back and forth from ZB>EI>ZB. Still it's a vast improvement with ZB, EI and Sea Level.
http://i47.photobucket.com/albums/f190/AVTPro/GoZ_avt.jpg
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AVTPro
07-01-2009, 07:13 PM
Displacement map (sea level)
http://i47.photobucket.com/albums/f190/AVTPro/EIAS_goZ.jpg
AVTPro
07-01-2009, 07:20 PM
Normal map
http://i47.photobucket.com/albums/f190/AVTPro/GozNM.jpg
AVTPro
07-01-2009, 07:30 PM
Mental Ray
http://i47.photobucket.com/albums/f190/AVTPro/MentalRay.jpg
AVTPro
07-01-2009, 07:35 PM
RenderMan
http://i47.photobucket.com/albums/f190/AVTPro/RenderMan.jpg
AVTPro
07-01-2009, 07:41 PM
EIAS
http://i47.photobucket.com/albums/f190/AVTPro/EIASGoZ.jpg
ediris
07-02-2009, 06:42 AM
Impressive, thanks to the developers for that awesome Sea Level feature in V8, one more reason to upgrade, but than again you need to buy OBJ2FACT and Encage.
Upgrade to EIAS,OBJ2FACT,Encage= Zbrush Displacements and texturing. Good solution but it means you need to spend almost the same amount of money to get another application like Modo.So why not include Encage and OBJ2FACT into EIAS core?
I see that Mental ray and Renderman has a better definition over all but not bad for a first test and a helpful one Alonzo, thanks.
Edgard
futagoza
07-02-2009, 07:09 AM
Nice comparison Alonzo.
Is the EIAS render done with Global Illumination enabled? If not can you please post a pic with GI enabled.
Thanks!
AVTPro
07-02-2009, 03:46 PM
What are you saying Edgard? You don't have O2F and Encage ALREADY? What kind of EI user are you anyhow? :) (just joshing)
Encage or LodeStone has several production uses that makes it worth the purchase beyond the Zbrush. I will sound like a broken record if I say "Encage is a feature that EI should have integrated into the host app". Being able to lower and raise the resolution of geometry is a very production savvy function.
Concerning the definition comparisons, I lowered the displacement definition for EIAS. I don't know if I have the normal maps or Dmaps setting correct. EI can make the maps very displaced by upping the resolution.
And yes, I have very happy about the SeaLevel option. Even though there is no Go Z script for EIAS, to automatically import and set texture values, SeaLevel in EIAS makes the whole process that much easier.
AVTPro
07-02-2009, 03:59 PM
Hey futagoza
GI? What's that? Is that some kind of render effect? :) (just joking)
I may have used it once. I usually don't render. I will start soon though.
I have seen EI renders (HDRI) and it's shockingly good.
However, a point to be made is EI was one of the only film renderer that stood against renderman. Even 15 years ago, a phong shaded sphere in Rman looked like there were extra render setting in the specular and material. It never seemed like just a phong render to me.
ediris
07-02-2009, 05:21 PM
I will sound like a broken record if I say "Encage is a feature that EI should have integrated into the host app". Being able to lower and raise the resolution of geometry is a very production savvy function.
.
Amen to that Alonzo. I use EIAS less because of many things, but on hard surfacing and simple animation there is nothing like it for the price.
Edgard.
AVTPro
07-03-2009, 05:47 AM
I haven't worked with the retopology tools in ZB3 in a long time but I decided to give this old model a go. Just a quick remesh of an old sculpt and then I go Z. I didnt have UVs so I use Zb auto UV functions.
I out put a Normal map and Displacement map To Maya and export to EI.
http://i370.photobucket.com/albums/oo147/Jabez_03/RetopEI.jpg
Sea Level, GUV and Retop was very fast. And with the ultra low polycount this is acceptable for animation.
AVTPro
07-03-2009, 05:55 AM
I never counted faces but this is less than 300. I will remodel this character tomorrow and do a better render.
Renderman.
http://i370.photobucket.com/albums/oo147/Jabez_03/MoonGoZ.jpg
AVTPro
07-03-2009, 05:58 AM
BTW, Reverse foot section is done on my new DVD.
AVTPro
07-04-2009, 10:15 AM
I will be doing a Free tutorial on ZB to EI soon.
Here's a primer with my current GO Z workflow with Maya. There's a few EIAS tips.
This is a character I started in EIM.
http://www.youtube.com/watch?v=16tc2k0r5mU
UV seam mending
http://www.youtube.com/watch?v=74huzKtmGSk
I recommend unwrap UV. I don't see anyone using any other kind for games or films.
Reuben5150
07-04-2009, 03:53 PM
Nice comparison Alonzo.
Is the EIAS render done with Global Illumination enabled? If not can you please post a pic with GI enabled.
Thanks!
EI can do GI with displacement no problem, but be aware there is a large hit to render speed, there might be some ways to speed it up i don't know, lowering the GI quality/rays etc but it really does bog down the renderer.
Reuben
ediris
07-04-2009, 03:57 PM
Correct me if i am wrong but will Normal Maps be enough to get decent results in EIAS? The thing is to get those normal maps into EIAS.
Edgard
Reuben5150
07-04-2009, 04:06 PM
The problem with normal maps is they are a camera trick, you only see detail which is perpendicular to the camera, look any any organic model using a normal map, there is no bump or detail on the edges or silhouette of the model, the best use for normal map is in games app's, they do work in EI last time i checked.....
AVTPro
07-04-2009, 05:46 PM
Rueben do you have any ZB samples you can post here?
I am only beginning to use Normal Maps. I am very impressed with NMaps.
Is there a normal map generator for the Mac that does ZB like files?
AVTPro
07-04-2009, 05:57 PM
Also, Normal Map don't display in the EI interface. That sort of defeats the purpose of what makes them so useful.
AVTPro
07-04-2009, 09:34 PM
I have a couple of questions.
1. What version of Zbrush would you like to see an EI2ZB tutorial? (ZB3 or ZB3)
2. What other app are people using for UV layout? is there a simple one on the Mac?
3. Does anyone know a good Normal map maker? (e.i xNormal)
Reuben5150
07-05-2009, 01:19 PM
Most of the stuff i have is old test projects, i did a little bit with the v8 beta, nothing really substantial, you've probabably seen it all before... i'll see what i can find.
Reuben5150
07-05-2009, 01:31 PM
This was done with the v8 beta to test more extreme displacement, it was a simple piece of geometry though, almost a 2d flat plane if i recall-
EDIT my server is down
http://www.affinity3d.com/tempimages/Zeye_1.jpg
http://www.affinity3d.com/tempimages/Zeye_4.jpg
AVTPro
07-05-2009, 03:56 PM
thanks for trying. Let me know if want to use my Photobucket. I will be happy to post them for you.
Reuben5150
07-05-2009, 08:40 PM
Its probably nothin you havent seen before anyway.
BTW I don't mean to always sound negative about EI and zbrush, i've spent a lot of hours on this in the past and i'm rather burned out on it.
My interest in zbrush was really just a pass-time, i don't need this in the work i do.
The sea-level feature is really good improvement, it solved a few problems i was having and i'm glad to see it finally.
Ultimately EI is going to need sub-pixel displacement, uv mapping and be able to import and export the wavefront .obj's properly for best results and maximum compatibility with zbrush.
AVTPro
07-06-2009, 07:20 AM
delete please
AVTPro
07-06-2009, 07:23 AM
No Sweat Reuben. Those old obstacles are water under the bridge. GoZ is the last update which makes the process very smooth. it works fine now. Besides, I have always found Zbrush very useful if not only as a 3D texture paint tool.
Remember MeshPaint from Polytrans which also I/O fact files? All I ever expected from ZBrush was as an interactive 3D paint tool for textures like MeshPaint 3D. The rest of everything else it can do was just icing on the cake. Since then I have used it in several capacities to many productions. I would like to center Zbrush as the main focus of my work, while I continue to advance in rigging.
BTW, I remember the DE codes you shared.
I will be doing a free EI/Sea Level tute soon.
Lastly, EI just doesn't have UV editing tools, it does have UV mapping. Also Camera has 32 bit support (as I understand).
AVTPro
07-06-2009, 10:41 PM
BTW Rueben, looks like your server is up :)
Interesting renders. Eventhough I can't see the overall shape of the displacement because it's a close up, I can definitely seen your interest in micropolys. Great imagery. :arteest:
FelixCat
07-07-2009, 01:04 AM
Hi, Reuben, Alonzo.
This renders look pretty nice (with or without micropoly displacement). The original Fact was too much heavy polycount? Render times?
What do you used as displacement map?... seems like lava crust.
Very nice.
FelixCat
Reuben5150
07-07-2009, 07:52 PM
it helps to pay your domain fee ;) i do not see the images tho, strange....
ok, as i remember the base mesh was really low poly, less than 100 probably and it was almost a simple plane apart from the eye socket, render times wer pretty quick, don't think i used RT shadow or GI, the single displacement map was done in zbrush and i used the sea-level feature in EI.
I cant check or show any more of this as it was done on the v8 beta which has now expired, i've still not upgraded to v8 yet.
I think problems can happen with more complex models, trouble is one does not always know whether the problem is EI or zbrush or both, and when extra steps are needed to convert the files every time you export it can become tiresome.
but at least the displacement maps can be loaded directly into EI now without any messing around.
Reuben5150
07-07-2009, 07:56 PM
BTW, the reason i mentioned uv mapping is that a lot of people seem to prefer to uv map in their "host" 3d app then send it to zbrush for sculpting and detailing, then back to the host app.
AVTPro
07-07-2009, 10:29 PM
You are right about that. Sometimes it's difficult to pin point the problem. I started a tutorial but I was using ZB2. There's so many variables that it's easy to get lost. In ZB3 with GoZ into Maya, it's easy but still I have gotten occasional errors even with Maya not linking the GoZ file correctly.
It's never a fool proof with 3D, and with Zbrush, you just have to be familiar with it to know how to fix problems that arise.
AVTPro
07-08-2009, 06:47 PM
Hey All.
SeaLevel tests. I used GUVs but forgot to fix seams. However, I don't recommend ZB UVs for EI. Make your own UVs so you can see your map in photoshop. GUV and AUV are visually unreadable.
http://i370.photobucket.com/albums/oo147/Jabez_03/Sphere.jpg
AVTPro
07-08-2009, 07:06 PM
SeaLevel test.
This is not my model but It was my UV layout on a quadraped.
The way I laid layout the UVs were wrong but it still gives me control of where i put the seams. Unwrap UVs is a best practice standard and production savvy. UV seams are like Triangles in modeling. Put them were they don't matter.
http://i370.photobucket.com/albums/oo147/Jabez_03/DinoUV.jpg
AVTPro
07-08-2009, 09:25 PM
http://i370.photobucket.com/albums/oo147/Jabez_03/DinoTest3.jpg
http://i370.photobucket.com/albums/oo147/Jabez_03/dini.jpg
Ok this is all the render test I am going to do this afternoon. It's important to note they are only quick renders, fast sculpts and raw textures. Of course anyone rendering would spend much more time perfecting it and making art.
Also, these are only in some cases displacement maps, and a fast normal map. I believe there would be more map types like Cavity maps to make it like the ZB render. I don't know if EIAS supports those map types. There's no real bump map in these either, just displace and normal at the most. No texture paint either.
Oh I lied :(
Rman but the normals were too deep so I took it off. In general I believe good to have a control paint texture.
http://i370.photobucket.com/albums/oo147/Jabez_03/Rmandeep.jpg
AVTPro
07-09-2009, 12:04 AM
I did a couple of renders in Maya. I like the EI renders better for this one. I made the textures to deep ZB.
I will be posting a video tutorial soon. I will record it tonite.
Here is the object list assigned to me by Tomas.
use Zbrush 3.2
1) make a simple model
2) create a auto UV inside Zbrush 3.2
3) Export low rez .OBJ
4) Export a displacement map and a normal map
5) Render in EIAS
Again I would discourage anyone from using GUV or AUV in a production enviro but I will do them in the tutorial.
AVTPro
07-09-2009, 12:42 AM
The main jest of it all is that low poly objects can produce very high resolutions imagery upon rendertime.
Terrain for a landscape, bricks for a building or dragon scales.
http://i370.photobucket.com/albums/oo147/Jabez_03/HIORLOWGOOD.jpg
futagoza
07-09-2009, 08:16 PM
2. What other app are people using for UV layout? is there a simple one on the Mac?
3. Does anyone know a good Normal map maker? (e.i xNormal)
2. Silo, or the free UVMapper (http://www.uvmapper.com/downloads.html)?
3. well, at least itīs free NMG (http://homepage.mac.com/nilomarabese/Menu13.html).
BTW. Reuben did years ago a tutorial on how to generate Normal Maps with EIAS!
(You need Image2Mesh for this and have to use the Normals Shader.)
Regards
Stefan
AVTPro
07-09-2009, 08:30 PM
Thanks Stepan,
I really didn't understand what a normal map was until last week. Now I know. :buttrock:
I'm looking for a stand alone, poly modeler, Normal mapper, and UV editor that can handle large zb files.
Maybe Wings 3D?
AVTPro
07-11-2009, 03:02 AM
Hey Guys,
I did the first part of the EIAS to ZB tutorial but got a little distracted doodle with ZB.
I could use the practice but I am happy to finally start digging in ZB3 instead of ZB2.
I started the tutorial in ZB2 but Tomas suggested I do ZB3. Good thinking :)
http://www.youtube.com/watch?v=PFo4xoujqFY
http://i370.photobucket.com/albums/oo147/Jabez_03/Head.jpg
AVTPro
07-11-2009, 03:46 AM
I should start posting it tomorrow. At least part one.
AVTPro
07-14-2009, 02:46 AM
http://i370.photobucket.com/albums/oo147/Jabez_03/EI_head1.jpg
EIAS
GUV
Encage
AVTPro
07-14-2009, 08:53 AM
Hey Folx.
Here's the file project files generated from the tutorial which is still compressing right now.
I don't know if this will be much of a help without the video. Also, I just found out my Dot.Mac fileshare switched over to MobleMe. Let me know if it works or not. The password is: avtpro. (this one is lower case.)
http://files.me.com/avtpro5/129i7j
Let's see how the video came out.
One thing, with organic I delete the lower subdivision but with a sphere it would have been more dynamic if I left the them. It's was a Zshere which is different than my sculpts.
ediris
07-14-2009, 09:44 AM
Hi ALonzo the password is incorrect, at least for me i am in Firefox.
Edgard
AVTPro
07-14-2009, 10:23 AM
avtpro
Might be caps sensitive.
Works fine in Safari.
AVTPro
07-14-2009, 10:25 AM
Youre right.
GoZ_AVT.zip is not. I will re-up.
AVTPro
07-14-2009, 10:28 AM
My Bad.
That one is lower case.
avtpro
ediris
07-14-2009, 10:30 AM
:) no worries
Have a good morning.
Edgard
AVTPro
08-08-2009, 10:51 PM
Hey,
As mentioned before, I'm still learning about normal maps. I believe Felix asked a question. Here's a sample of a normal generated from ZB (not my modeling).
There's no Encage. The polys are very low. Normals are a great solution for games and geometry that won't be viewed up close. Sorry for the double post but I thought it would be valuable info here as well.
http://i370.photobucket.com/albums/oo147/Jabez_03/NormalCA.jpg
futagoza
08-09-2009, 10:03 AM
Amazing how much detail normal maps bring out. Thanks for showing us.
Regards
Stefan
AVTPro
08-10-2009, 02:32 PM
yeah it's amazing how the lights react to the detail. The lights react as if that surface geometry is really there. Also, there's an some type of grayscale occlusion shading pass which brings out the detail but only as a diffuse texture map in EIAS.
AVTPro
08-13-2009, 09:12 AM
Huge sigh of relief.
UV mapping (unwrap) workflow is a snap with GoZ.
http://i370.photobucket.com/albums/oo147/Jabez_03/UVzbWrkflow.jpg
http://i370.photobucket.com/albums/oo147/Jabez_03/last.jpg
AVTPro
08-15-2009, 01:56 AM
The end product will be in EIAS, but first I must UV map the High Rez ZB geometry.
Next import into EI.
HiRez Workflow Overview (http://www.youtube.com/watch?v=dZETmkLqBaM)
GoZ (http://www.youtube.com/watch?v=NtHDsscyrtY)
It would be great if development can send fact file specs to ZBrush for a GoZ script...just in case.
AVTPro
08-19-2009, 11:28 PM
The rig isn't bones but it is a deformation armature to pose the sculpted character. I like it a little better than Transpose because it maintain volume better.
http://i370.photobucket.com/albums/oo147/Jabez_03/PoseRig.jpg
AVTPro
08-28-2009, 05:05 PM
After using the rigging functions in ZBrush I am glad to see that they are alway expound into new frontiers.
I have never seen anything quite like this.
http://www.zbrushcentral.com/zbc/showthread.php?t=073956
richardjoly
08-28-2009, 05:52 PM
Took me awhile to reply, I had trouble reconnecting my jaw...
We live in an interesting time don't we?
AVTPro
08-29-2009, 05:09 PM
Thanks Rich. We most certainly do. :)
I will post some EI renders for the website when they become available. All I have are import shots.
You know me. "Mr. Rarely Render"
AVTPro
09-14-2009, 01:08 AM
Hey folx.
I started a new character WIP thread on ZBC.
It's only in the modeling stages so I decided not to bring it here until it's rigging or animation. then I will jump forums.
I'm modeling my first likeness tho. Just eyeballing it from a Zball.
More to come soon: Asa ZB WIP (http://www.zbrushcentral.com/zbc/showthread.php?p=608331#post608331)
http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=157945
AVTPro
09-23-2009, 02:15 AM
New Character slated to be rigged in EIAS. Going for the LOW LOW RES :)
but I still have to retopolize. Hoping to focus on texture painting.
Anybody using Mudbox? I heard it's a good texture painter.
http://i47.photobucket.com/albums/f190/AVTPro/Asa1.jpg
http://i47.photobucket.com/albums/f190/AVTPro/Asa2.jpg
ediris
09-23-2009, 03:28 AM
New Character slated to be rigged in EIAS. Going for the LOW LOW RES :)
but I still have to retopolize. Hoping to focus on texture painting.
Anybody using Mudbox? I heard it's a good texture painter.
http://i47.photobucket.com/albums/f190/AVTPro/Asa1.jpg
http://i47.photobucket.com/albums/f190/AVTPro/Asa2.jpg
I wonder how are you gonna do with the cloth to make it look close to realistic(dynamics on the cloth) or anything close to it.
Will be very interesting for sure.
Edgard
AVTPro
09-23-2009, 04:40 AM
Hey Edgard,
No it should be very simple like a game character, low poly geometry and maps. I would like to use Ramjac's for the hair because he is going to have dreadlocks but I don't know what's happening with EITG/Ramjac. XP is no longer in EIAS? What about Dynamics? Is it extra?
Anyway I want to do character in the same way as that fully geared up man I post who had a normal and AO map. One or two low poly mesh with UVs.
AVTPro
09-23-2009, 04:44 AM
Hey,
As mentioned before, I'm still learning about normal maps. I believe Felix asked a question. Here's a sample of a normal generated from ZB (not my modeling).
There's no Encage. The polys are very low. Normals are a great solution for games and geometry that won't be viewed up close. Sorry for the double post but I thought it would be valuable info here as well.
http://i370.photobucket.com/albums/oo147/Jabez_03/NormalCA.jpg
Like this one, I want to also skip using Encage or displacement maps. There is no Encage one this one. Not that I won't use Encage or SeaLevel, it's just that as you can see, in gaming they don't res'up models or use subdivs in that way.
ediris
09-23-2009, 05:57 AM
Ok , i thought you will use some type of jiggle for the cloth to make it bouncy or add a bit of gravity to the cloth, i think in EIAS is very difficult to animate cloth like in every single application :)
One idea could be with the Paralumino plug ins but you will have to create your geometry again and it can affect one of the points of your loft curve but that will not look ok for these character, Brian did something with a cape but that is always more simple to do :)
Edgard
AVTPro
09-23-2009, 07:21 AM
This particular project is called "Asa Bee Cee". I haven't posted the details of it here but you can check on my youtube site. It will be clearer to the goal and capacity of the project. More over, there's no budget for this and I am donating the character and work to the Langston Hughes Center when I'm done. My mocap system is there as well.
I don't want to spend a lot of time on features that I would rather do in Maya...like cloth.
So this should be a very basic game type geometry realtime animation. It should be more efficient than any of my previous EI rigs because of the low res geo.
However, Not as low as I have seen on the ZBrush page. Some are only 700 tris and 256k maps. Like this but somewhat.
http://www.zbrushcentral.com/zbc/showthread.php?p=612316#post612316
The focus of this project is about maps, and techniques. As you may know from my recent post I am still learning character techniques like normal and ambient occlusion mapping. That's the goal.
I would also like to give EI weight more airtime. Remember the Mr.Willis rig? I think that level of density would be nice. When i think back, I think of how on a G4 my characters were so slow. A very efficient model with an articulate map would have done wonders. It's all seem anti-Climatic now. Learning to go higher and higher res just to learn how to dumb it all done to low rez models with normal maps.
AVTPro
09-30-2009, 05:34 PM
Update: So this is my first full Zbrush Character.
http://i370.photobucket.com/albums/oo147/Jabez_03/moment.jpg
richardjoly
10-01-2009, 01:05 AM
I think this model would be a nice candidate for mesh reduction using Northern Lights LODe Stone. If you don't own it and seeing this is a pro Bono job, maybe someone with the plugin could do it for you...
Http://www.northernlights3d.com/Products/products.html
AVTPro
10-01-2009, 01:44 AM
oh Rich!! what a shameless plug :)
but good idea. That's what EI forum are for. ;) It's good to know all your options.
When I bring it in EI, I plan for it to to be as low as the other EI render of the geared up soldier (post #62 gnomonology not my model).
No, subdivisions, no Encage. just EI renders with a Normal map. However, does Loadstone work with SeaLevel? it would be nice to see someone do test render with that. Similiar to the ones I did with Encage.
One thing, Zbrush has a free plug called Decimator. It bring the polycount way down to triangle, but I don't know how well it works if UV are already on the model. :cool:
AVTPro
10-01-2009, 09:24 AM
Speaking of shameless plugs,
I know CGTALk is discourages software comparison, so this is not what not a comparison but merely a fact.
This character is a result of the modeling I have been doing for the digital dollhouse Victorian clothing. There were a few circumstance in the modeling process that resulted in losing the (edit) "Lo-res" geometry. I didn't have time to retopolize so we just rendered the hi-res models.
I have to give EIAS major kudos in the way it handled the geometry. The difference in the way it easily rendered Hi res polys as oppose to other apps that I work with was night and day. It didn't even feel like hi-res geo. :buttrock: :arteest: :bounce: :applause:
AVTPro
10-03-2009, 02:37 PM
Here's the current model cage/subdiv.
There's two are the same model, just duplication. this should be about the resolution it should be went I get it in EIAS. The detail should be maps.
http://i47.photobucket.com/albums/f190/AVTPro/SubDivs.jpg
Mauritius
10-04-2009, 11:15 AM
However, a point to be made is EI was one of the only film renderer that stood against renderman. Even 15 years ago, a phong shaded sphere in Rman looked like there were extra render setting in the specular and material. It never seemed like just a phong render to me.
Indeed, the specular() function in PRMan (which you probably erratically call 'RenderMan'), is not a Phong.
The RenderMan standard states that specular() is supposed to implement a Blinn specular model. However, PRMan uses a customized Cook-Torrance BRDF.
As such, PRMan is, strictly spoken, not RenderMan-compliant. ;)
On that note, most other RenderMan-compliant renderers have followed suit and implemented their own specular() functions. A user who wanted consistent results across such renderers was best use their own specular BRDF.
Regarding this: in a RenderMan-compliant renderer, users have total control over what comes out. As such, there is no 'RenderMan look' since everything can be customized.
.mm
AVTPro
10-05-2009, 10:09 PM
Heavy Duty Mauritius.
So EI is probably more RM complaint than RM :)
I'll be honest, Renderman was my first love, before EI. I was just reminesing old RM software with a fellow EIAS on facebook. He sent me this link.
https://renderman.pixar.com/products/tools/rfm.html
AVTPro
10-12-2009, 05:36 AM
http://i47.photobucket.com/albums/f190/AVTPro/Pants_Paintest.jpg
http://i47.photobucket.com/albums/f190/AVTPro/UVT.jpg
http://i47.photobucket.com/albums/f190/AVTPro/AsaHairtest2.jpg
http://i47.photobucket.com/albums/f190/AVTPro/LilRasta1.jpg
http://i47.photobucket.com/albums/f190/AVTPro/hairLookAsa.jpg
AVTPro
10-13-2009, 09:37 AM
Asa Bee Cee Đ2009
by AVT
WIP
http://i47.photobucket.com/albums/f190/AVTPro/ABC_hat.jpg
ediris
10-13-2009, 03:02 PM
Asa Bee Cee Đ2009
by AVT
WIP
http://i47.photobucket.com/albums/f190/AVTPro/ABC_hat.jpg
Looking pretty good AVT, i would have left him without the hat, he aint need one ..let him show his dreads. ;)
Edgard
AVTPro
10-13-2009, 05:47 PM
Thanks Ediris. I like the dreads, maybe another character. This character is a design by an artistic master who trained me how to be a self-supporting artist when I was 16. William Yancy Cooper.
http://i47.photobucket.com/albums/f190/AVTPro/HATSWEATERcopy.jpg
AVTPro
10-18-2009, 02:35 AM
I am offically a digital Scultor :) The sculpt is done. I need to remesh, UV and texture, then rig.
http://i47.photobucket.com/albums/f190/AVTPro/AVT_ABC_BFLO.jpg
futagoza
10-18-2009, 07:26 AM
Quite superb, Alonzo. I like it very much!
Regards
Stefan
AVTPro
10-18-2009, 02:01 PM
Thanks Stefan,
I made a couple of tweaks to the eyes. I lost symetry because I only had a 3/4 photo when I started, and not front side scans. I didn't use any photo as a backdrop just reference. So I eyeballed the face. I'm still relatively new at ZBrush compare to other programs. I would like to focus on sculpting, texturing and workflow. I'm also interest in mech modeling.
http://i47.photobucket.com/albums/f190/AVTPro/Smile12.jpg
AVTPro
10-21-2009, 06:33 AM
I'm going to work on the likeness a bit.. I have a better photo. Then I will use UVs. I was just talking to Recode about using a faster UV editor. Looking into it. Enjoy.
http://i47.photobucket.com/albums/f190/AVTPro/happy_Asa.jpg
AVTPro
10-23-2009, 07:29 PM
Just dump the model in EIAS as a solid for a test render. I'm a little too burn out to retopolize it right now. However, this was all that was needed to sell the dresses I did not long ago. Renders were only a couple of seconds. Good for a still.
http://i47.photobucket.com/albums/f190/AVTPro/EIHiRez.jpg
http://i47.photobucket.com/albums/f190/AVTPro/wire-1.jpg
AVTPro
10-25-2009, 06:54 AM
Quite superb, Alonzo. I like it very much!
Regards
Stefan
Thanks Stefan,
So the stage I am at the stage of converting the sculpt into a mesh for animation. I'm just a bit burnt on the character right now. It was quite a stretch getting to this point but it is definitely the culmination of a study period for me. It's done. :arteest: :buttrock: :bounce: :deal: :beer: :cool:
futagoza
10-25-2009, 08:24 AM
Hi Alonzo,
i have a question for you. I assume you will retopo this little guy and then UV map him. How do you make it happen that the UV Maps will fit perfectly in EIAS? When i tried it last time (with the little Ivor in my Portfolio) i had big gaps in the maps, even after applying it with the Igorīs formular. Or is it fixed in V8, so that maps are fitting now perfecty?
Regards
Stefan
AVTPro
10-25-2009, 08:52 AM
I never "ever" had a Uv placement problem...ever. All I do 0.5 for the X and Y and it always fit. I do use maya but which thinks the center is zero. EI uses the Top Right quadrant. As long as you use the one quadrant which has a bounding box, you should never have problems with UV placement.
I did at least 2 YouTube videos on the subject and one should be in my signature.
AVTPro
10-25-2009, 10:01 AM
delete plz
futagoza
10-25-2009, 11:46 AM
Thanks Alonzo,
i will check out your YouTube videos than for that.
I hope you donīt mind showing you my problem, and if you have 1 or 2 minutes time i would appreciate if you can look at tha .fac file and the map. The original .obj is also included. I believe you have no problems because of O2F, right? Problem for me is also that i have never seen a post explaing Silo/EIAS UV workflow, despite that many EI users have Silo... :hmm:
http://i216.photobucket.com/albums/cc193/Stefan002/ivor.jpg
Hereīs Glen Southernīs original .obj Mesh and his UV Map, including a .fac file from me.
Download Link (http://rapidshare.com/files/297654755/Ivor.zip.html)
Regards
Stefan
AVTPro
10-25-2009, 01:09 PM
No such problem. Load it up. x .5 y .5 Perfect.
3 seconds.
I did absolutely nothing to the file. Are you on PC. Maybe it's a PC problem? I think Reuben or somebody had a problem once.
http://i47.photobucket.com/albums/f190/AVTPro/UVGood.jpg
LookMom (http://files.me.com/avtpro5/x6q3p4)
futagoza
10-25-2009, 01:31 PM
Thanks a lot Alonzo!
Iīm on 6.5 Mac and overlooked the 0.5 x,y in the Alignement tab. I thought i had to do it in the projection tab...
Works great now!
Thanks again,
Stefan
AVTPro
10-25-2009, 02:27 PM
Post Deleted.
futagoza
10-25-2009, 06:50 PM
Post deleted.
AVTPro
10-26-2009, 03:34 AM
post deleted.
ediris
10-26-2009, 04:05 AM
Hi Stefan how did you do to bring in the OBJ file. I tried several ways but no go.
With Transporter,importing directly and no way i could fit any textures.However when i did try the fact file included in the ZIP file it fits perfect so i guess you imported correctly into Animator. If you have time i will like to know how you achieve these, i did import before a 3ds with no problem in texturing the only problem was the shading.
I dont have OBJ2FACT and i am on a mac so i think they should include these big gift into Animator, i agree with all that you have said regarding why havent you upgraded. I did upgrade to support the company nothing else. I do use it here and there deformers are a joy , my job requires changes every day and a modeler is a requirement for any serious 3d package.
Their Caustics still better than Modo or C4D(Advanced Render), when the 64 bit version of Camera comes out i will upgrade for sure once again,less headaches when dealing with plug ins. Have a good day Stefan.
Edgard
richardjoly
10-26-2009, 03:50 PM
...I will no longer reply to posts made here in the EIAS forum!
Stefan, I really find it sad that Alonzo's comment did not reach you as the joke it obviously was. You are a good contributor in both EI Forums and it would be a great loss to see you go over this. You know Alonzo is a great chap and probably already contacted you to clear things up. Please let this go and don't stop your much needed participation.
AVTPro
10-26-2009, 04:50 PM
post deleted.
futagoza
10-26-2009, 07:32 PM
Hi Alonzo and all,
i apologize for my previous post, which i have deleted now.
Alonzo you are a good guy as we all know and i definetely have overlooked the smiley. Thanks also to everbody for your valuable input!
Happy Rendering
Stefan
AVTPro
10-26-2009, 07:46 PM
No biggie deal. Nothing to see here.
It just difficult to see smiley faces after many long hours working in 3D :)
AVTPro
11-02-2009, 09:50 AM
I am offering an offering an hour+ of Rig Tech support (phone, email, ichat) on any Project with the purchase of the ReadyRig Deformer DVD. $85.
So instead of using the hour to help with your learning the DVD, I can help with your project. Doesn't mean that I will work on your project, just help with any trouble areas so you can get your job done. However ever I do look at files and will tweak if necessary.
After an hour or so, it's another $85. However, most problems I can fix in less than an hour.
Free Tutorial: Interface as a tool: Hiding Objects in the project window.
http://www.youtube.com/watch?v=OSDMvwWGxZQ
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