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Zed Thread
show user profile  markoid
Heya, I'm gonna put my Zbrush stuff in here when I gets to do some, which I hope, will be more often as I get used to it
Feel free to comment.
The things on his leg are for chains to hold on his ... shoe :)

read 1058 times
8/7/2009 5:41:37 AM (last edit: 8/7/2009 5:41:37 AM)
show user profile  K-tonne
great to see
anyways, looking forward to the hundreds of little things you always put into models
if you don't already know you can change the starting parameters of 'primitives' like tubes in tool> initialise so you could make rings and even chain links by decreasing the length and increasing the inner hole etc
looking cool- has a very creepy element to it for sure
couple of things to watch out for- when masking off areas then painting to the edge of the mask you'll get jagged edges if you don't smooth them out a bit- dont be afraid to make major changes- if you put them in a layer you can go up and down the levels with all changes being entirely in that layer (even if you then use masks or hide areas) and you can turn the layer off if you feel it's not working out or dial it up or down
also i'm sure you mean it but the veins are looking a bit blobby to me- something i don't like on my own sculpts- screams zbrush when it should just scream lol
nice one mate, looking forward to more

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read 1041 times
8/7/2009 6:34:39 AM (last edit: 8/7/2009 6:34:39 AM)
show user profile  markoid
Cheers Ian, thanks for encouragement and info... you know, I haven't even started to play with layers yet.. obviously a powerful part of the app so I'll start checking it out.
The vein things are intentionally noduley..doesn't really read that well though.
If you catch this.. what do you use for retopoing ??.. Z seems quite cumbersome.

read 1033 times
8/7/2009 7:02:14 AM (last edit: 8/7/2009 7:02:14 AM)
show user profile  K-tonne
gargantuan post alert!
i use zbrush for retop- i guess i'm used to it's ways
i'll see if i can remember some loose rules i keep too
umm... first off don't bother just going straight in, paint on the retop lines, that way your job is way easier as you can paint out lines and retry without messing up anything, chose a white material so you can see the retop lines both in paint and er... retop lines
never go into perspective mode with preview on- if you forget to change it back you're screwed
use preview mode to move around the model if you're close in as if you click even off the canvas it usually adds another 'vert'
shift to select a vert to add a line off, also shift in the middle of a line then click on i to add one onto that line- might not have explained that too well but it's easier to try- shouldn't need to if your paint is layed out well though
alt to delete a vert
move to move a vert obviously- always be aware it's just going to move according to the view so do it in profile/ side on if you can- makes for less cleanup in the long run
when you start with the zsphere it'll make one where the zsphere is which might be counted on the finished mesh so try to delete that- doesn't always want to go though so if it's tough to delete leave it and see what happens- just know it might cause errors and can be deleted at any time
if your retop lines dissapear move the view, and if that doesn't bring them baack turn of edit topology then turn it back on again
it's usually best to get the retop done in one sitting as loading a half retopped mesh causes problems line you can't select anything- usually sorted with the edit top on and off trick
it can handle tris
doesn't like ngons too much
you can make holes, even more geometry with retop
if you turn on projection in tool> projection you can capture the detail- but don't do this if you're making more goemetry- classic example would be to retop the back of a character then make more to produce a cape kind of thing
on fingers go for more than 4 round the finger as zbrush will get all confused and throw it's toys out of the pram usually resulting in inverted polys and allot of dribbling

save after the poly paint topology has been put down

you can retop the retop too- just load everything like you would normally then press 'edit topology' select the same mesh again, then shift drag all over to expose topology to zbrush and go in again

there's probably allot more i'm forgetting but i'm sure this'll get you started
good luck with it- it's a pain at first then it's far quicker than taking a med poly into max and going round that i find

Website and Portfolio

read 1019 times
8/7/2009 7:41:43 AM (last edit: 8/7/2009 8:35:21 AM)
show user profile  markoid
Wow :D, ta mate... that's a post full... good stuff.

read 1009 times
8/7/2009 7:56:58 AM (last edit: 8/7/2009 7:56:58 AM)
show user profile  ubik19761
"where's zed?"................."zed's dead."

nice start markoid. i'd like to see where this is at in a couple of weeks. characters like this are hard to pull off because the proportions are so askew. but you could go crazy and have some wonderful flesh texturing going on. keep it up man.
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"Play the hand that's dealt to you."

read 991 times
8/7/2009 9:10:57 AM (last edit: 8/7/2009 9:10:57 AM)
show user profile  Setherial
and now I feel sick, thanks


I can't help but wonder what the first thing was going through its mothers mind when she first saw him :)
read 986 times
8/7/2009 9:20:10 AM (last edit: 8/7/2009 9:22:24 AM)
show user profile  markoid
Trying to give a little more punch to an old model by giving it some additionz
Nearly done but I wanna add some scaliness too.

read 891 times
8/22/2009 7:54:25 AM (last edit: 8/22/2009 7:54:25 AM)
show user profile  K-tonne
the stencil option is good for stuff like scales
you import or select an apropriate alpha then press 'Make ST' near the bottom of the alpha menu then it'll appear on the screen
you'll have some options in the stencil menu itself but if you press space you have the main one- the stencil menu can give you tiling though, and wrap mode is probably what you're after
might take some of the work out of it
there's a tutorial on stencils for this kind of thing on zbc by marcus civis but i couldn't find it
i think your sculpt need more top jaw and less lower jaw- the top jaw looks a bit breakable as it is
cool though mate, i like the shoulders

Website and Portfolio

read 874 times
8/22/2009 8:40:39 AM (last edit: 8/22/2009 8:56:14 AM)
show user profile  markoid
Thanks mate.. that's really helpful info.
Re the model, yeh I modelled it with a snarly face I think the reasoning was to make skinning and morphing easier, so in relaxed pose it should look stronger...and stretch the normals enough to take the snarl ripples off the side of the snout... hehe... in theory... making it look, you know, really awesome ;)

read 862 times
8/22/2009 9:00:40 AM (last edit: 8/22/2009 9:00:40 AM)
show user profile  inxa
The last one looks nice. Keep going. Hard to comment :S.

I want to start learning sculpting. Very soon.

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read 847 times
8/22/2009 11:34:03 AM (last edit: 8/22/2009 11:34:03 AM)
show user profile  markoid
A scrawny critter that hunts rabbits with a lightweight spear, can run and jump like a mofo, folds into a very compact shape and sleeps in a nest thingy in the trees for safety.

read 732 times
9/20/2009 2:55:44 AM (last edit: 9/20/2009 2:55:44 AM)
show user profile  markoid
Character I am pimping out to a local surf company... maddog.
They have a cartoony 1980's character they want to update

Hey K-tonne.. got any good tips or resources for a fur brush alpha. I painted up a few, but none that are effective

read 724 times
9/20/2009 3:08:45 AM (last edit: 9/20/2009 3:08:45 AM)
show user profile  K-tonne
hey mark,
like the characters, good you're pitching them too- always good to get paid for what you love
i do think the bird dude could do with moving the shoulders and arms back a bit- putting eyes in will be a bit of a pain but i'm sure nothing you can't handle
like the second one too- shorts look clean, dunno if i've mentioned the dam_standard brush to you- helps with outlining details as it's a really small point that sucks geometry in a tiny bit too- worth a go, i likes very much
there's a couple of places to get alphas, first is the gnomonalphalibrary that comes with zbrush, programme files>zbrush>gnomon etc that has a couple of great ones in there
then there's zbcentral itself, in the downloads section there's loads pix style and user contributed aswell as searches on the site- some elephant ones are usefull
and i remember wayne robson has some on his site i nabbed
but saying this i don't really use them all that much if at all- can't remember the last time i've needed to use any other than the ones that are in the alpha palette to be honest
my advice would be to do it on a layer- tool> layers not the top menu one which is for 2d nonsense which i've never used
if you do it on a layer you can go way over the top and dial it down- or vice verca
i'd use a clay or inflate with alpha 58 i think it is and go with the muscle topologly till it nearly breaks up then dial it down slightly
if you give him a base tone you can use the brush with alpha and a slightly lighter rgb and maybe save some time texturing accurately- but around 4/5, low anyways
layers don't contain rgb info though just so you know, it'll be on if the layer is or not
if you've not used layers before they're well worth getting used to
the smooth brush brush mod can be adjusted to just affect the tips of bulges or everything or the troughs- i can never remember which way round it is thoguh, higher for tips or troughs, dunno
good luck with the pitch, i'm sure it'll look great

Website and Portfolio

read 694 times
9/20/2009 7:38:54 AM (last edit: 9/20/2009 7:38:54 AM)
show user profile  markoid
Thanks Ian.. well spotted with the shoulders... I knew the pecs inesrtions were too prominent and that is the obvious answer... thanks.
Yeh, after your tip about layers I have some of the detail layers separated on this one and it's still wipage so I'm still playing with the detailing. Thanks for the rgb tip too, that would be really helpful re texturing...cheers mate.

read 690 times
9/20/2009 8:21:40 AM (last edit: 9/20/2009 8:21:40 AM)
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