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Refining my character production pipeline..
show user profile  ravihara
Hey guys, I'm posting after long time.
I was thinking of solidifying my character creation pipeline and thought of moving my (almost) entire modeling work on to zbrush, and using max just as the hub to put all the assets together and render. So here is the progress sofar.

let me start by some renders on current stage.
these are rendered in mental ray using skin plus shader and p_hairtk for hair and fur. rendered in 720p in 8min per frame~



I started the full body sculpt using zb, using z spheres and then retopologized it in zbrush and extracted the normals, displacement maps.







then I put them altogether inside 3ds max, rigging it using CAT structure.
Hair and fur was done using default hair and fur modifier inside max.
This is how, the total setup/ rig up to now looks inside max.









to do the facial animation, I used bone based facial rig.
and to simplify the animation process with lots of facial bones/points,
i wrote a custom tool called 'moneta' that can store and load position and rotation data of array of standard max objects. thus, this was used to store, reapply facial poses.



this, combined with animation layers in 3dsmax, gave a good amount of control for the animator to play with.


read 937 times
9/22/2014 4:40:05 PM (last edit: 9/22/2014 4:40:05 PM)
show user profile  herfst1
A lot of work... but pretty much every proportion is off. I'm sure you can see his eyes are almost 100% wrong. You should have got that right before doing the rest of your rigging.

[edit] looking again, it's almost as if you've modelled the eyes upside down.
read 926 times
9/22/2014 5:02:30 PM (last edit: 9/22/2014 5:04:01 PM)
show user profile  br0t
besides some awkward proprtions in the model though, the texture, shader and hair fur is really great, nice work!

never get low & slow & out of ideas


read 908 times
9/22/2014 9:18:41 PM (last edit: 9/22/2014 9:18:41 PM)
show user profile  ravihara
thanks a lot br0t! yep. totally agree with awkward anatomy,proportions part.this model is about 1 year old and i only decided to continue till now to refine my workflow. Now i know what difficulties i may face in next project; when it comes to all other aspects.

and br0t, thanks a lot for helping me in refining my max script skills. You and other maxscript gurus here helped me a lot with useful knowledge.

and here are some references i used for doing this..






read 889 times
9/23/2014 7:23:21 AM (last edit: 9/23/2014 7:23:21 AM)
show user profile  3joez
Photobucket

read 884 times
9/23/2014 9:14:54 AM (last edit: 9/23/2014 9:14:54 AM)
show user profile  ravihara
Golden tips Joey! thanks a lot!


read 878 times
9/23/2014 9:46:09 AM (last edit: 9/23/2014 9:46:09 AM)
show user profile  3joez
You're welcome. Impressive work for the rigging. Just work out the anatomy, the proportions and the rythms of the body.
Photobucket

read 875 times
9/23/2014 10:00:49 AM (last edit: 9/23/2014 10:00:49 AM)
show user profile  herfst1
You should also redo the texturing and shading... particularly the shading. It's waxy. Also looks like no sss.
read 871 times
9/23/2014 10:06:23 AM (last edit: 9/23/2014 10:06:23 AM)
show user profile  khamski
Bah, huge work there. Vn!



read 857 times
9/23/2014 4:24:00 PM (last edit: 9/23/2014 4:24:00 PM)
show user profile  mixo
herfst1 is a fucking buzzkill

looks really nice.. great if its going into a rigging demo reel. looks kinda like an alien tho - the eyes need the most work.. especially the inner corners - thy don't come to a point like that

please keep posting your stuff!
read 843 times
9/23/2014 5:53:39 PM (last edit: 9/23/2014 5:53:39 PM)
show user profile  herfst1
Nope, mixo (join date 23/24/14), I'm being honest. i.e. helpful. I know Ravi's work and this model isn't up to standard... hence why I said he should have fixed that before doing the rigging. If you can't see that then you're blind.
read 838 times
9/23/2014 6:28:44 PM (last edit: 9/23/2014 6:28:44 PM)
show user profile  K-tonne
you could more than likely model the figure to the correct proportions then use skinwrap so you don't waste the rigging you've already done
you could probably get away with half that poly density
pretty good hair though

herf is a cock-block too... this one time at band camp...

Website and Portfolio

read 832 times
9/23/2014 7:00:56 PM (last edit: 9/23/2014 7:00:56 PM)
show user profile  LionDebt
I went with Herfst to SeaWorld and it was not a fun experience. 10/10 would not reccomend. Apparently the whales loved it though.

As for this topic:

zBrush, sculpting, and general anatomy needs a hell of a lot of work. You can get good anatomical refs for muscles / faces online quite easily. Learn their names, what they connect to, what they surround; and to a lesser degree: what they do. The face is probably one of the hardest - pursely because it is always heavily critiqued. You have some major flaws with the zygomatic area.



As joez pointed out, with his paintover of your sketch. There is a pretty big issue with the point at which the eyelid is terminating. The shape of the skull is also a bit all over the place.



Typically I find it a lot easier to begin with the skull. Then add skin tissue, musculature and all the rest over the top. One day I hope to have practiced this enough to simply bash out a realistic bust/portrait/head from a dynamesh :)

Your rigging and animation looks superb however.


read 824 times
9/23/2014 7:30:01 PM (last edit: 9/23/2014 7:40:21 PM)
show user profile  ravihara
Thanks a lot guys for each and every comment. Yes, i have to work on my anatomy a lot!
Below is a sample animation that one of my friends did.
He used the tool i wrote,
and its pretty satisfying to see someone do something like this using the tool i wrote.

And, yes i hope to use this to showcase my rigging and scripting side.




read 812 times
9/23/2014 7:58:49 PM (last edit: 9/23/2014 7:58:49 PM)
show user profile  LionDebt
It's good. And would definitely pass. But that's usually not what people strive for here at maxforums :p


read 795 times
9/23/2014 10:22:59 PM (last edit: 9/23/2014 10:22:59 PM)
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