Ok! That’s it. I’m convinced. I’m getting z-brush…
morphing displacement "Neckling_Changing"
WOW the Zbrush masta
new testure but the anim is… i cant comment 
Something is wrong with the color shades
hello. Forgive me for being naive and stuff but I’m not exactly sure how you are creating these incredible images. What I understand is that you are using displacement maps to make details on a low poly mesh. But what are you animating? The mesh or the map? How do you get these excellent animations with only a minimal amount poly’s?
great stuff!
Wonderfull technique.I love this animation.
:applause:
Would you like to see my 2D Challenge Concepts and City
I have been thinking of upgrading my pmG messiah to studio, it has sat unused for some time ( only really comming into play for animation)…You have shown me this now, and the possibilities are breathtaking like you say…I wasn’t following the :Studio release, I didn’t know it was capable of this…WOW…
A. Yes…I am cursed, banned to the night…I can’t switch back! AAHHH…ah…yeah…it’s true!
B. …because I made this little weightshade clip and thought of rendering a textured version, too, so I deactivated the color inputs and had a value going from the WeightSpot shader directly into color. But then I ditched it, got rid of that connection and just forgot to switch on the colormap nodes again. Sorry…check the image now! 
C. Hmmm, it’s hardly worth it in this case, because there ain’t much to see on the textureDeform nodes and the texturemaps just get the weightSpot value into their opacity! If there was anything more fancy, I would have made the snapshot show it. It’s amazing how little confusing that shader-flow actually is, but it’s even more amazing how much it could turn confusing to show open nodes that only have one output used…hehe.
If You’re interested in one specific expanded node, I can post it here, no problem!
Hell Yeah!!! Love that shake during the transformation! Man, I always try to find something that be improved when I post stuff, but this has me stuck. (What am I going to do, criticize the background? Who’s looking at the background!) Amazing - can’t wait to see what you’ll come up with next.
Love it, more more ! ![]()
I do think this will change the way things are done. Just think of ONE base mesh, fully rigged, say what, 2-5k polies max ? For different figures, just add displacement and some water, and your done 
Maybe great for crowd sims too where a camera zooms in on individual warriors, and while the base mesh is lo-poly, the faces will look photo real and different from person to person…
Wow…
(correct me if I am wrong with some of my assumptions here)
That’s insane! I saw the earlier version you had and was floored by it. Really remarkable work, congrats!
Just curious…would this be possible with a different toolset? Great work taron…keep it up man:)
Yes, sir, thank you, sir, but I work not for the developers of Messiah, I’m working WITH the developers of Messiah, because it makes me truely freaking happy. I believe in this tool, because it allows me to express myself artistically and technically in the most direct and fastest way without any silly obstacles, like it is found in pretty much all other packages. It enables me to expand it and share this expansion with everyone besides programming with some of the most talented programmers in the industry. We are a group so silly small and yet everything we do makes me have to reach for superlatives to describe the process and results.
This software is entirely about what you CAN do with it and about what you can’t. And what you can do with it is the bestest best that is in you and if you can’t…well…call and we work it out! 
This is the kind of thread that makes me look at the $6k price tag we spent on XSI, and although we’re very happy with what it can do, the process and output here may cause another spring for lightwave & messiah: studio. sighs
If only I were MADE of money. 
EDIT ADDITION: I guess that goes to the point of some of the other questions, can this be done in other software, ala XSI? I admit to being very new, but we have Zbrush and softimage advanced seats, is this out of the technical feasability of XSI?
Taron,
You push the bondary of modeling and rendering to it’s limit and it’s really great…I admire your work for that truely.
I myself am a Zbrush user…but truely not a poweruser.;anyway, I’m very interested in the process of the transfert between z brush and messiah (sorry I’m maya user but still).
i looked at your animation and saw that while the charaters was opening the mouth at the end of the clip you had a the lips stretch inside and then back to normal…have you model those target in z brush or is this all done in the animation…I’m wondering since in the preview mode of the charater on top of the video it seems that the lips are not stretching…
I was wondering how many map do you need to create an animation like that?
And do you model the muscle deformation inside zbrush for each shape?.or do you use special deformer inside messiah which I know is very powerfull for that…lucky you…
Finally do you use the Uv inside Zbrush? I never do because it’s then impssible for other people who do not know the apps to go back on the texture…but I know everybody should learn Zbrush right.
Anyway you’re work is stunning. I will keep my eyes on your post for a long time to come I’m sure.
Keep the great work
cheers
erm,its really really revolutionary … CG gonna be different,it will!
any tips/basic tutorial on this?
AMAZING:eek: