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My First TS 7.5 Model
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
My First TS 7.5 Model // Work in Progress
Post by skipper // Jun 18, 2007, 7:52pm
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skipper
Total Posts: 113
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Great job indeed. I particularly like the materials used, and the fact that it's mostly black, which is a challenge onto itself. I'm a bit puzzled at the wavy pants, I'm not sure I understand what is causing the areas around the legs to look like that. |
Post by GrimMoroe // Jun 24, 2007, 1:34am
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GrimMoroe
Total Posts: 50
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I'm a bit puzzled at the wavy pants, I'm not sure I understand what is causing the areas around the legs to look like that.
This is a little hard to explain but the sections that look like that are made of small pieces of armor that are shaped like bent diamonds and woven into the padding. They allow complete freedom of movement while giving great protection. |
Post by nowherebrain // Jun 24, 2007, 5:27am
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nowherebrain
Total Posts: 1062
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I'm definately with you on the "widgets being in the way", it's a real slow down. Great model, not to point a finger, but it looks familiar somehow...could be just me though..you see so many models, ya' know. |
Post by GrimMoroe // Jun 30, 2007, 1:45pm
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GrimMoroe
Total Posts: 50
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Great model, not to point a finger, but it looks familiar somehow...could be just me though..you see so many models, ya' know.
If it does it wasn't intentional.
Here is the highres mesh after exporting to zbrush 3 and sculpting.
Then I generated the normal maps and here is the TS low poly mesh with normal maps applied.
There is no textures yet but I think you get the idea. |
Post by GrimMoroe // Jul 1, 2007, 2:33am
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GrimMoroe
Total Posts: 50
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I started working on some cloth tests, all modeling was done in TS and the cloth sim was done in an external app. |
Post by GrimMoroe // Jul 2, 2007, 6:43pm
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GrimMoroe
Total Posts: 50
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Update
http://i69.photobucket.com/albums/i60/GrimMoroe/Ninja_Final1.jpg |
Post by kena // Jul 2, 2007, 7:04pm
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kena
Total Posts: 2321
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nice, but the lack of eyes draws me away from the rest of the figure... makes it look like a skull. ;) |
Post by GrimMoroe // Jul 3, 2007, 1:20am
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GrimMoroe
Total Posts: 50
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I'm glad you said that because it is a skull. :D |
Post by kena // Jul 3, 2007, 4:51am
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kena
Total Posts: 2321
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Then you have definatly achieved what you were aiming for! :D |
Post by GrimMoroe // Jul 3, 2007, 7:04am
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GrimMoroe
Total Posts: 50
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The back story for his clan is that they bury their clan members for 40+ years of meditation when they dig them up and basically resurrect them they are neither dead nor alive making them the ultimate assassins. Because of this process the tissue will be mostly decayed. |
Post by jayr // Jul 3, 2007, 7:37am
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jayr
Total Posts: 1074
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The back story for his clan is that they bury their clan members for 40+ years of meditation when they dig them up and basically resurrect them they are neither dead nor alive making them the ultimate assassins. Because of this process the tissue will be mostly decayed.
Should make for some intresting texturing! |
Post by GrimMoroe // Sep 3, 2007, 1:27pm
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GrimMoroe
Total Posts: 50
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I finally am starting to feel comfortable in Zbrush 3.1 and I must say it plays very nice with Truespace. I exported my skull mesh and did some sculpting on it in Zbrush. This is what I have so far:
http://i69.photobucket.com/albums/i60/GrimMoroe/Skull_Eye4.jpg
I hope to generate the normal maps soon and get it all back into truespace. |
Post by Jack Edwards // Sep 3, 2007, 8:11pm
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Jack Edwards
Total Posts: 4062
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Wow Grim! Very impressive work! I see a free copy of TS in your future. :D
-Jack. |
Post by MadMouse // Sep 4, 2007, 8:32am
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MadMouse
Total Posts: 1069
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Very VERY VERY nice work! |
Post by Vizu // Sep 4, 2007, 9:54am
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Vizu
Total Posts: 628
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OUTSTANDING ! WoW |
Post by btspro // Sep 4, 2007, 10:15am
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btspro
Total Posts: 45
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OUT OF THIS *&$%@##$% WORLD.:banana:
nice job.
Question for you can Z brush help if you are trying to make something look like it has weight? |
Post by GrimMoroe // Sep 4, 2007, 11:04pm
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GrimMoroe
Total Posts: 50
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Thanks guys,
btspro: It has many tool that can help you do this yes.
I baked out the normal maps and started painting the textures on the low polygon mesh. I had to load this up in a model viewer since I have not figured out how to setup a material with normal maps and real time shaders. I hope to get this figured out soon,
http://i69.photobucket.com/albums/i60/GrimMoroe/Skull_Diffuse.jpg |
Post by Jack Edwards // Sep 5, 2007, 1:34am
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Jack Edwards
Total Posts: 4062
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1.) Just drop the TextureBump material from the DX9 Material library on your mesh.
2.) Open the link editor use the orange triangle on your mesh object to drill down into the object until you get to TextureBump object you just added earlier.
3.) Click on "Bump" Tab and CTRL double click on the "NormalTexture" control.
4.) Use the file browser that opens to select your file.
Edit: you'll probably also want to click on the "Default" tab and change the diffuse texture also. ;)
Hope that helps :) |
Post by Shike // Sep 5, 2007, 3:42am
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Shike
Total Posts: 511
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Nice to see some other ZBrush+trueSpace work here! Looks great! :D |
Post by prodigy // Sep 5, 2007, 3:56am
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prodigy
Total Posts: 3029
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I see few tutorials and videos about zbrush and it look great to modeling with a simple mouse pen...
The best models aviable on the market about cg persons comming from zbrush...
ILM (industrial Light and Magic) create the characters for his film with a 600$ software..
Incredible.. |
Post by Jack Edwards // Sep 5, 2007, 4:03am
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Jack Edwards
Total Posts: 4062
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I think it's just bumped up to be the next software on my list to purchase..... ;) |
Post by jayr // Sep 5, 2007, 5:22am
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jayr
Total Posts: 1074
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i'd go for it like a rabid dog but can't afford it just now!
GrimMoroe, how did you get the low poly model? Did you do it first in truespace, import it to zbrush then work it up or did you do it all in zbrush then simplfy it?
Amazing work, can't wait to see it all put together. |
Post by Steinie // Sep 5, 2007, 5:26am
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Steinie
Total Posts: 3667
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I see few tutorials and videos about zbrush and it look great to modeling with a simple mouse pen...
The best models aviable on the market about cg persons comming from zbrush...
ILM (industrial Light and Magic) create the characters for his film with a 600$ software..
Incredible..
Prodigy, are you talking about Pirates series? They used a special version of the software for their movie and I bet it cost more then $600. I'm pretty sure it was a custom version made for ILM.
Ok now animate it....:rolleyes:
I like zbrush models but not for everything. |
Post by prodigy // Sep 5, 2007, 6:15am
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prodigy
Total Posts: 3029
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Don't realy know Bob, They use Zbrush to model not to animate or rendering that is a fact..
Zbrush is good for sculpt faces.. If you go to the Zbrush Gallery you can see about the 90% are faces..
This read about Zbrush 3 work up to 1 billion polygon.. that is enough for me ;)
i see Zbrush like addon for texturing and modeling but you still needing a 3d soft to rendering and/or animate ...
I never saw a house created with Zbrush :D |
Post by jayr // Sep 5, 2007, 8:59am
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jayr
Total Posts: 1074
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Don't realy know Bob, They use Zbrush to model not to animate or rendering that is a fact..
Zbrush is good for sculpt faces.. If you go to the Zbrush Gallery you can see about the 90% are faces..
This read about Zbrush 3 work up to 1 billion polygon.. that is enough for me ;)
i see Zbrush like addon for texturing and modeling but you still needing a 3d soft to rendering and/or animate ...
I never saw a house created with Zbrush :D
yeah, thats the thing, big sfx studios use lots of programs for different stuff, don't think any of them stick to just one for everything.
Zbrush seems to specially made for organic modeling though, thats why it's so good for the price, it's very specialised! |
Post by GrimMoroe // Sep 5, 2007, 10:07am
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GrimMoroe
Total Posts: 50
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Thanks everyone for taking the time to look.
Thanks for the info Jack.
Jayr: I built the low polygon model in truespace and exported it as an .obj file then subdivided in zbrush and did the sculpting. After that I exported the normal maps. Pretty simple process actually.
Steinie: I actually talked to a couple of the modelers for that movie they used the same version of zbrush everyone else uses, only at the time it was the beta for zbrush 3 and a couple of zscripts for pipeline intigration. (nothing special)
Although zbrush is really meant to compliment a good 3d application it can build things like houses, cars and so on.
Jayr said:"yeah, thats the thing, big sfx studios use lots of programs for different stuff, don't think any of them stick to just one for everything."
This is something that I never understood about caligari customers....the die hards (which at one time I was too...) but for anyone to limit themselves to just one app is foolish to me. I use multiple apps to get the "look" I want. There is no one great solution, and people should embrace whatever software allows them to express their art. I love Truespace and its tools, always have, but if Maya has a tool that will save me a day or so work then I will load up what I need to for the sake of saving time, just like the sculpting in zbrush...for me to model these details would take months if it could even be done at all, so I use what I need to. Thats just like animation, I do 90% of it in Motion Builder, why, because the tools and features set saves me months if not years worth of work and time. I think the most important feature of any 3d app is how well does it work with all the others, if I want to stick it in my pipeline I need to know I will not have a lot of issues.
Anyway, thanks again guys for taking the time to look at my work, its one of the things that keeps me going. :D |
Post by jayr // Sep 5, 2007, 11:07am
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jayr
Total Posts: 1074
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This is something that I never understood about caligari customers....the die hards (which at one time I was too...) but for anyone to limit themselves to just one app is foolish to me. I use multiple apps to get the "look" I want. There is no one great solution, and people should embrace whatever software allows them to express their art. I love Truespace and its tools, always have, but if Maya has a tool that will save me a day or so work then I will load up what I need to for the sake of saving time, just like the sculpting in zbrush...for me to model these details would take months if it could even be done at all, so I use what I need to. Thats just like animation, I do 90% of it in Motion Builder, why, because the tools and features set saves me months if not years worth of work and time. I think the most important feature of any 3d app is how well does it work with all the others, if I want to stick it in my pipeline I need to know I will not have a lot of issues.
That was the point i was trying to make. When people say 'this film/ animation was made with xxxxxx program' (or something similar) it's not completly true. It's been said here before but mosts studios have programers who alter programs. make new tools and such so it isn't really the same program anymore. use what works, dump what doesn't. |
Post by frootee // Sep 5, 2007, 11:18am
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frootee
Total Posts: 2667
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That is a very cool model you have there GrimMoroe. It looks like I could pick it up off a store shelf and wear it like a mask.
Froo |
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