HMC #19 - Cheetara


#41

You are KIDDING ME! :banghead:

Of course now that you say it, it makes perfect sense and seems so obvious. The problem is most of the documentation I’ve ever read stresses the blasted morph target crap so much I’ve never even thought about it before. DAH! But uh… thanks Rage. :smiley:

Seriously though, I think the clouds just parted. I’m in it now baby!

@Steve - Check out the image. The lines are clean because I modeled the base mesh in LW. I can’t get results like that in just ZBrush alone. (Nor would I want to) Notice the multiple layers of polys in the sole and the heel. This will keep the structure mostly in tact as I raise the sub-d’s. Again I’m not done in Lightwave yet, I just threw the model in ZB to get a quick render.


#42

Rages is right, whoever, storing the morph target keep things more organized I think since it gets rid of having to export a bunch of objs back into modeler. Either way it works :wink:

BTW what I mean about hi and low frequency… basically tiny little details such as skin pores, stitches, pimples etc… they are your high frequency details… the big changes such as a large horn, bulges etc are you low frequency. So if you try to get tiny details such as skin pores in a displacement map you will go crazy, LW will not like it anyway due to the needed resolution. Instead you divide the maps as I described. In my example the leathery skin is my hi frequency map while the bulges around the eyes etc is the low frequency map.


#43

Boots looking really nice sofar. Cant help wanting you to hurry up and get further on this, Im sure everyone does.


#44

I found this out the hard way about 2 years ago. Took nearly 48 hours to render in Mental ray(I was using xsi as my main app at the time) and still didn’t look good. I seperated my maps, then took about 2 hours to render and looked a lot better. Lol I remember when I was rendering the high freq as displacement map, mental ray divided my mesh up into billions of polygons. It was a nightmare :argh:


#45

researching women clothing now Wyatt ?

Heather Thomas, corsets and now kinky boots … what an understanding wife you have … or else you wear body armour …:wink:


#46

wow…thanks for the heads up about the zbrush tutorial…i recently installed it in my computer,gonna learn it after this hcm, ive even bought maya and zbrush integrated tutorial to learn more bout it…


#47

Looking good Wyatt, looks like a little bit of pinching at the back of the boot near the heel but I can’t be sure.

More more! :slight_smile:


#48

Okay I gotcha. I wasn’t sure if it was some new image format I hadn’t heard of yet. :smiley:

@Snows, Rage - Thanks for the info, I’m on it.

@Sim - Lol, I work very late at night and my wife goes to bed very early. Anyway those boots aren’t that Kinky. :smiley:


#49

Looking great on the boot!

Now stop teasing us with accessories and get down to the “meat” of the subject matter! Just pulling your leg. :wink:

Btw, I just took a decent Heather Thomas profile screengrab from “The Fall Guy” DVDs. I found profiles hard to come by on the net, so if you need one let me know.

Cheers!


#50

so much to read and learn , your thread is really interesting wyatt… the model too is coming out nice … all the best …


#51

Sure, any help I can get. Thanks Razor.

Okay I tested for a few hours last night. First I made some screwy edits on the boots in ZBrush. This is around 70k.

And after many settings changes and map exports this is the result. Base mesh is 4k using a displacement and normal map. That is pretty close to the mark. After I got the whole exporting thing right (thanks rage, snows :D), it was mostly a whole bunch of procedure mistakes. Obviously the LW render could be closer, if there is something you recognize that I’m doing wrong please let me know.

So, no more stalling I’m ready to get busy.


#52

awesome Wyatt, this will definitely look awesome when finished…keep posting!! :slight_smile:


#53

Okay, now that all of the planning and testing is over I’ve gotten some work done. I need one more detail level for the boots but I’ll come back to that. I’ll start on the face on body tomorrow, promise. :smiley:


#54

that looks cool…i was so worried when i saw those test pics up above…cos i was looking on my ipod and couldn’t read the writing so i thought that was the actual model i was like “wtf is that?” lol…but now i see the proper stuff i’m much relieved and impressed…lol


#55

The ZB render looks good Wyatt, but your disp seems to be pixelated, almost. Try subdividing once more before exporting your disp map. This should help smooth out and accentuate creases.

-Rage


#56

Howdy!

So the boot looks great, but I am curious as to why you bothered with ZB for it, when you could have easily obtained the same level of detail with simple poly modeling? Looks as if it would have been a bit more accurate too (just looking at the indentations going up the side of the boot).

:thumbsup:


#57

Those boots are coming out really well. Also that pose is way too awesome!.. that would really capture the essence of cheetara.


#58

Check your mailbox. :slight_smile:

Cheers!


#59

:wip:

Lets see some updates! :scream:


#60

I’m wondering the same thing, although I’m definitely guilty of it myself. They do look great, though! :smiley:

I was also wishing that I’d read about your troubles earlier, too. I don’t know squat about LW, but one thing I’ve learned working with zb sculpts… I never bother with UVs until the very, very end. I don’t bother with morph targets, and I make a point to regularly save OBJs, for a variety of reasons. It’s a little more tedium, but it doesn’t take much to empty out a folder once you’re done. Anyway, unless somebody has a contrary tip that I don’t know about… there’s no real reason to bother with UVs until you’re ready to put them to use, and when you know for a fact that you’re not going to be doing any more vertex re-ordering.