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Robotic Arm Wip
show user profile  3Ddeath
Hi guys!

Got another personal project going :)

Really trying this Maya - Zbrush - Retopo workflow and I like it a lot, lots of benefits along the way and lots of control at each stage of the workflow.

In Maya stage, made rather quickly using bad geo, overlapping elements, ect

Zbrush after dynomesh with some smoothing and further detail painting, still messing with it



Portfolio Site
read 578 times
8/30/2016 8:48:24 PM (last edit: 8/30/2016 8:49:46 PM)
show user profile  del3d
Nice to see a WIP post. Looks cool.
read 569 times
8/30/2016 9:01:41 PM (last edit: 8/30/2016 9:01:41 PM)
show user profile  nemac
Looks tight. Will have to look into zbrush hard surface modelling at some stage.
read 534 times
8/31/2016 10:06:24 AM (last edit: 8/31/2016 10:06:24 AM)
show user profile  ScotlandDave
The idea of using ZBrush for hard surface stuff makes my head hurt :/ It does look decent though, i'm guessing the workflow has it's advantages.. Question - is this workflow specifically suited to game-engine stuff where the end result would be a retopo'd version with baked normals etc? I take it it's not really suited to for example normal rigging/anim/rendering due to hugely dense meshes etc?



Website | Blog | Contact | Vimeo

read 520 times
8/31/2016 10:40:46 AM (last edit: 8/31/2016 10:40:46 AM)
show user profile  FX
Looks good, meshfusion gives you that slightly unsymmetrical result, improves the realism imo.

I have no intention of hard surface modelling in zBrush, the workflow is ridiculously over complex if your used to Max or similar, but the results do look good.

I've been using GoZ to switch from Max to zBrush to use Meshfusion, but it's buggy as hell, constantly fails and is unsupported above 2015.

Would love a simple script like this for zBrush:

http://www.scriptspot.com/3ds-max/scripts/instant-meshes-bridge


@Dave, the workflow is perfectly suited, once you have your mesh done you run it through zRemesher for low poly topo.



read 515 times
8/31/2016 11:39:42 AM (last edit: 8/31/2016 12:07:13 PM)
show user profile  3Ddeath
Thanks guys!

This workflow has been popularized by the game industry for sure, since they always need to recreate lower resolution topology for all the different game systems, ect.

I'm not using it for that purpose though, for me its just a regular model for render.

The main reason I'm pushing myself to use this workflow is because lately I don't feel like an artist when I spend 90% of my time welding vertexs and fixing topology issues as I model, I find myself creating details in a model because its convenient to extrude polygons that are already there instead of doing it because I find that detail necessary or nice there.

So using this method i'm more free to concept and model at will, it feels really good, its like taking most of the technical part of modeling out and adding it to the end of your production separated from the art part of it.

The re-topo part will be a pain in the butt for sure, I'm expecting to have to do it manually later and will be this tediouspart (not sure how max does retopo but it has come a long way in Maya, Topogun or 3d coat)



Portfolio Site
read 489 times
8/31/2016 7:12:40 PM (last edit: 8/31/2016 7:12:40 PM)
show user profile  digs

read 457 times
9/1/2016 1:38:48 AM (last edit: 9/1/2016 1:39:07 AM)
show user profile  ScotlandDave
I completely know what you mean regards spending more time fixing verts and polies and less time arting. I've said for a while if poly modelling adopted more of the adaptive meshing techniques used in nurbs and cad modelling apps we'd save so much time and the whole process would be soooo much easier and faster.. I think the future has to be modelling where we don't worry about topology, modelling without the overhead..

I guess in some ways you're deferring the 'extra work' till 'after' the thing is created, rather than before/during. Possibly swings and roundabouts.. Be interesting to see how it pans out for you, although i understand that this approach is pretty well documented elsewhere.


Website | Blog | Contact | Vimeo

read 445 times
9/1/2016 10:53:22 AM (last edit: 9/1/2016 10:53:22 AM)
show user profile  3Ddeath
Here's an update, about 12 hours of manual retopo work, not even sure where all the time went! why is 3d so slow? I may need to explore automated re-topos to see how far it can get me.

I still really like this method of modelling, Maya's quad draw feature is amazing, wondering if Max has something like that yet?

1 down, 6 more parts to go :O... and than like 100 small parts to finish the assembly


Portfolio Site
read 368 times
9/5/2016 11:58:59 PM (last edit: 9/6/2016 12:00:58 AM)
show user profile  Octopuzzy
Why bother with retopo? These aren't gonna deform.
Can't you get a good decimation result?

Have you checked out these types of techniques? http://polycount.com/discussion/164254/maya-surface-based-asset-generation/p1
http://polycount.com/discussion/173981/maya-crease-tool-for-hard-surface/p1

Or nurbs based modelers like moi3d which handles booleans nicely. Although the topology likely won't be that much better on the resulting mesh..




read 328 times
9/6/2016 11:07:15 AM (last edit: 9/6/2016 11:07:15 AM)
show user profile  3Ddeath
Thanks for the links!

My reasons for retopo are so I can unwrap and texture the sucker and rig / animate it with a decent render time plus I guess it gives me further control as I still suck at zbrush.

But ya, does suck knowing ill be doing retopo all month with how much free time I have to put on this just to get what I already had.

edit: Oh ya, decimation hasn't worked that well for me, didn't look good, however I'm terrible at it, no experience in using it correctly, I'll for sure explore it more now that I know how long retopo can take


Portfolio Site
read 310 times
9/6/2016 7:31:44 PM (last edit: 9/6/2016 7:38:05 PM)
show user profile  3Ddeath
I guess I'm due for an update! hoping to speed up progress soon now that most of the retopo work is done.



Portfolio Site
read 232 times
9/27/2016 3:44:14 AM (last edit: 9/27/2016 3:44:14 AM)
show user profile  digs
Lookin good!
read 211 times
9/28/2016 2:15:54 AM (last edit: 9/28/2016 2:15:54 AM)
show user profile  nemac
Solid!! Are you using a reference?
read 206 times
9/28/2016 3:32:41 AM (last edit: 9/28/2016 3:32:41 AM)
show user profile  3Ddeath
Thanks!

For sure using ref, but there are soo many versions of this thing I'm mostly taking what I like best from each one and making up some small details, so far I feel I understand how the thing works so I can speed things up by not being too anal on accuracy and just have fun with it.

Here's the ref I'm matching it the clostest too.
https://s-media-cache-ak0.pinimg.com/originals/6d/7d/6f/6d7d6f0a71d0f87ff4f7736467a9de28.jpg

As for heads, anyone have ideas on what I can put there? was thinking of doing a few attachments that are less boring than a welder.
One idea I might go with is a medical version of this thing, just cause they haven't been used that way before and I think its cool.


Portfolio Site
read 192 times
9/28/2016 8:03:04 PM (last edit: 9/28/2016 8:03:04 PM)
 
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