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Old Man Character
show user profile  Redturtle
Hey guys, I'm working on a couple characters at the moment. Primarily this old man. I'm getting to the point where I'm going to be unwrapping the UVs and trying to optimize map space with my maps. The plan is to get my model into Max and render with Vray, but I'm trying to really push myself in making a high quality render.

here's the head of my character:


read 3159 times
10/26/2012 7:07:25 PM (last edit: 10/26/2012 7:07:25 PM)
show user profile  mrgrotey
Top image, freakin wicked.

Bottom image ...hmm its just a bit ...bubbly. You can see you have skills mate but the crease to bulge ratio needs adjusting somehow.

Grotey

read 3148 times
10/26/2012 7:18:58 PM (last edit: 10/26/2012 7:18:58 PM)
show user profile  herfst1
100% agree with Grotey, you got skills. If you want the wrinkles to be less puffy try running a very soft pinch brush over them. Else, of course, DamStandard is no brainer (though it looks like you're already using that).
read 3141 times
10/26/2012 7:30:14 PM (last edit: 10/26/2012 7:30:14 PM)
show user profile  Redturtle
I agree. It's very much a wip, and the surface of this model is going to change a bunch yet. I'm currently struggling to figure out a work flow for creating UVs in zbrush (with UVmaster), then cleaning them up and separating them to multiple UVs in 3ds Max, and moving those UVs back into zbrush so that polypaint data & normal maps will save out nicely.

read 3138 times
10/26/2012 7:36:25 PM (last edit: 10/26/2012 7:36:25 PM)
show user profile  herfst1
If it's for a game character I wouldn't use UV master, it doesn't make useable UV's. Just import the low poly version into max using Goz, unwrap it and Goz it back into zbrush. Then you can project the high poly details onto the low poly mesh and go from there.
read 3132 times
10/26/2012 7:39:28 PM (last edit: 10/26/2012 7:39:28 PM)
show user profile  Redturtle
It's not for a game character, more of a portfolio piece where I want to get a few beauty renders out of it. I still have a decent amount of modeling to do, but I want to figure out some unwrapping stuff so I can experiment as I develop this character.

Here is the full figure (I know the body is too ripped for an old man, I plan on kicking it back, flabbing him up)


Heres my low poly for the body (30K):

read 3126 times
10/26/2012 7:52:37 PM (last edit: 10/26/2012 7:52:37 PM)
show user profile  LionDebt
^. Explain more?

I'm still very much a z-brush noob, having only just learnt how to separate my mesh into subtools etc. I've always relied on Max's render to texture tools for baking etc, can I do this within zBrush? Is it better?
read 3123 times
10/26/2012 7:53:43 PM (last edit: 10/26/2012 7:53:43 PM)
show user profile  herfst1
Wow, that's great. You should have posted these pics first. How long did that take? How long have you been zbrushing?
read 3120 times
10/26/2012 7:56:11 PM (last edit: 10/26/2012 7:56:11 PM)
show user profile  herfst1
@ LD, you can bake diffuse, normal and displace maps in zbrush. I prefer painting my model in zbrush so I always bake the diffuse in zbrush. But normal maps always came out funky for me and Max's RTT is the best solution I've found. Oh, and displace maps are heavy on the geometry, so I don't bother with them any more.
read 3118 times
10/26/2012 7:58:36 PM (last edit: 10/26/2012 7:58:36 PM)
show user profile  Redturtle
@LionDebt - "Explain more"

Okay, so basically the work flow I'm experimenting with is I've used qRemesher to make my low poly models, it actually works pretty well for the time it takes. Now what I want to do is unwrap with zbrush's plugin "UV Master".

Once I get my UVs from UV master, I'm opening my model up in 3ds Max and I'm trying to separate the bits into separate maps (so that I can have multiple high res maps for this model). Heres where my confusion starts, I don't fully understand UV maps and how to go about unwrapping / cleaning up existing maps. I know most of the basic principles, but I might be missing some crucial aspects (as far as understanding what I'm doing), or what I should be doing.

Heres my core confusion, how do I make multiple maps in 3ds max from one set of UVs? I googled this and found a few conflicting working flows, so I figured I'd ask you guys. Heres an image below of what I'm trying. Do I want to be using multiple Unwrap UVW modifiers? If this is the way to go, do I then collapse these down or export OBJ with the modifiers uncollapsed? I'm just pretty mixed up about all this, but nows the time for me to learn. Heres what I'm experimenting with in max:

Keep in mind, I'm not done modeling, I'm not happy with the UVs I made in zbrush (these are all just test bits), when I figure ths all out, I'm going to take my time and really have nice seams and all. I just want to figure out to make multiple maps from one object.


read 3112 times
10/26/2012 8:11:08 PM (last edit: 10/26/2012 8:11:08 PM)
show user profile  Redturtle
@herfst1: I've been messing with zbrush for at least a few years, but I didn't really get serious about learning how to use it until about a year ago. I've been taking a couple classes at Visualarium.com with Ryan Kingslien and Kris Costa, and I've learned soo much in the last couple of months from them. As far as sculpting, I studied traditional figurative sculpture at the Pennsylvania Academy of the Fine Arts the last few years, really enhanced my sculpting abilities.

read 3105 times
10/26/2012 8:16:03 PM (last edit: 10/26/2012 8:16:03 PM)
show user profile  herfst1
Thanks for the reply. Yeah, I've seen Ryan Kingslien in action, he's a brilliant teacher. That must have set you back a few quid.

With your UV mapping:
I think you would do better to use the lowest division level in zbrush. Having a mesh that dense is tough for anyone to unwrap. If you don't have a lower sub-division, make a duplicate of your model and use qmesher (set to a low number, 3 or 4) to give you a lower poly version to work with. You probably will have to use the QMeshBrush (whatever it's called, just press b->q and it will pop up) to put more details into the tricky areas like the fingers and toes.

With the uv's you already have I'd just shrink them until they all fit in that square. It won't affect the amount of detail as you can always bake out any resolution map you like.

If you wanted to seperate the uv's like you have you could bake the torso out on UV channel 1, and the rest out on UV channel 2. Recommend you check Grotey's Sea Turtle vid on "Fixing Seams" as this is what he does.
read 3094 times
10/26/2012 8:41:53 PM (last edit: 10/26/2012 8:42:44 PM)
show user profile  Redturtle
Cool. I'm dowloading Grotey tutorial now, I'll check this out.

read 3086 times
10/26/2012 9:00:00 PM (last edit: 10/26/2012 9:00:00 PM)
show user profile  GirishDJoshi
Looks awesome to me. keep posting.



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Girish Joshi Photography


read 3040 times
10/29/2012 6:24:55 PM (last edit: 10/29/2012 6:24:55 PM)
show user profile  LionDebt
@RT - hehe, the '^ explain more' comment was directed at Herfst. But, thanks for going into detail.

I personally use zBrush for concept creation, mainly building out a silhouette or defining shapes and forms - sculpting only large surface details - using DynaMesh quite a lot for updating the topology and adding/removing mass. I then take the first sculpt (conceptual/silhouette/basic) into TopoGun and create a working mesh over the top of it, before importing this working/real-time mesh back into zBrush and sculpting details for Normal Maps etc.

I havn't tried the qRemesher... TopoGun is simply amazing - especially for building characters, gives you total control in vert locations, edge loop flows etc and is super quick too!
read 3031 times
10/29/2012 6:48:35 PM (last edit: 10/29/2012 6:48:35 PM)
 
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