Psyk0Sith Posted January 14, 2017 Share Posted January 14, 2017 AKA the 3 feet tall terror... Jolly, Tempust85, minilogoguy18 and 7 others like this Link to comment
minilogoguy18 Posted January 15, 2017 Share Posted January 15, 2017 Ermergerd Could you possibly point me to any Zbrush training material you may have found useful? I always found hard surface modeling challenging in it but 4R7 seems to have much more tools for that. Like something maybe centered around character creation. I wanna change my workflow to Zbrush->Topogun->SI Haven't used topogun yet but saw some videos on it and the price seems reasonable. As we both know viewport performance can sometimes be an issue when trying to retopo in something like SI/Max/Maya. Link to comment
Psyk0Sith Posted January 15, 2017 Author Share Posted January 15, 2017 I don't use Zbrush for hard surface modeling but i might have older zbrush tutorials introducing some of the tools, i'll have to take a look. For character modeling in zbrush i suggest you take a look at "Introduction to Character Creation for Games by Raphael Boyon" i think he covers pretty much the whole process in zbrush, some stuff in Maya but whatever, still applicable to other apps. For better retopo performance i decimate or use a lower level division, once the topo is completed and setup for bakes i simply swap the decimated mesh with the higher res version, at that point the high poly can be displayed as a simple box so no viewport lag obviously. Max has wrapit or graphite tools to take care of retopo and that's what i use. I've used topogun in the past, it was good but it created some odd glitches sometimes, i'm pretty sure they sorted those issues by now. The Zbrush retopo tools aren't that bad and it does feature zremesher so worth a look. Link to comment
Psyk0Sith Posted June 8, 2020 Author Share Posted June 8, 2020 Updated this while in lock down. Only thing left to add is a simple buckle / saber clip. Spoiler OCD2, minilogoguy18, DarthValeria and 4 others like this Link to comment
minilogoguy18 Posted June 8, 2020 Share Posted June 8, 2020 Looks amazing. How many points is it? How many sub tools is it built of? I've pretty much been doing nothing but focusing on ZBrush lately trying to catch up and have a more modern 3D workflow. Also curious about system performance with something of that detail, mainly RAM usage. Link to comment
Psyk0Sith Posted June 8, 2020 Author Share Posted June 8, 2020 Thanks guys. 2 hours ago, minilogoguy18 said: How many points is it? How many sub tools is it built of? I've pretty much been doing nothing but focusing on ZBrush lately trying to catch up and have a more modern 3D workflow. Also curious about system performance with something of that detail, mainly RAM usage. 12.249 Million points and 39 subtools. RAM "active mem" ~1600. My computer is a piece of garbage but i've thrown worse at it. If i need to go deep into surface detailing i could work on separate ztools and reduce document size + using dynamic solo mode. minilogoguy18 likes this Link to comment
minilogoguy18 Posted June 8, 2020 Share Posted June 8, 2020 Just hear zbrush users saying that theres no such thing as too much ram lol. I'm at 32gb total atm and was considering going higher. Link to comment
Psyk0Sith Posted June 9, 2020 Author Share Posted June 9, 2020 How heavy are your models? Are you adding tons of surface details? Are you working with dynamesh at all? It's pretty useful to remesh stuff without bloating the density. Still behaves naturally when sculpting instead of fighting against edge looped base geometry. Link to comment
minilogoguy18 Posted June 9, 2020 Share Posted June 9, 2020 Well don't have an answer for that just yet, keep redoing Kyles outfit in Marvelous Designer but I would like to get as much geo detail as possible, even down to the skin pores/wrinkles just so the baked maps can be as detailed as possible. Link to comment
Psyk0Sith Posted February 2, 2021 Author Share Posted February 2, 2021 Spoiler Testing the model in the engine in different light to see how the specularity behaves. Can't quite get constant spec/reflection on the eyes. minilogoguy18 and SomaZ like this Link to comment
SomaZ Posted February 2, 2021 Share Posted February 2, 2021 1 hour ago, Psyk0Sith said: Hide contents Testing the model in the engine in different light to see how the specularity behaves. Can't quite get constant spec/reflection on the eyes. Hm, do you have cubemapping enabled? Cant tell from the images you posted. r_cubemapping 1;vid_restart Link to comment
Psyk0Sith Posted February 3, 2021 Author Share Posted February 3, 2021 Hmmm would be something i need to check, i remember enabling something on initial run (ages ago) but not sure if that was it. Link to comment
Psyk0Sith Posted April 1, 2021 Author Share Posted April 1, 2021 Dev team should check the drive for DF2_pic.pk3 and change the bosses.npc to "Pic" instead of Reborn. Spoiler NumberWan, SomaZ and minilogoguy18 like this Link to comment
minilogoguy18 Posted April 1, 2021 Share Posted April 1, 2021 Just played the level, we should all run through it multiple times to see how we feel about their difficulty, atm they'll probably put up a good fight against casual players. Had fun dueling them. Once Gorc has a full suite of blocking animations it should make him even tougher. I don't want them to be too easy. Psyk0Sith likes this Link to comment
Psyk0Sith Posted April 6, 2021 Author Share Posted April 6, 2021 @minilogoguy18@SomaZ and other staff... Pic model updated - now includes caps and 3 LODs. SomaZ, minilogoguy18 and Teancum like this Link to comment
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