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| | #1 (permalink) |
| Moderator ![]() Join Date: Jul 2005 Location: Houston, Texas
Posts: 1,272
| Quadruped Hex/Z-brush
This is a quadruped for a challenge at http://www.subdivisionmodeling.com/. Used Hexagon to adjust a supplied base mesh and then took it into Z-brush as Thomas has shown in his tutorial on adding details with displacement. Then it will be on to C5pro for displacement and rendering.
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| | #3 (permalink) |
| Box modeling ![]() |
Looks good at first glance, but then I think, how does it move? Assuming the bumps to be harden flesh, there are large and excessive bumpage around the joints. This should impair it's ability to move. I would think having the creases be nearly bump free while having the other areas being extra bumpy. However, it's a nice model. |
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| | #5 (permalink) |
| NURBS Booleans are your friend ![]() Join Date: Dec 2005
Posts: 111
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good work and thank you for the link. a+rick
__________________ P4 3.2Ghz, HT FSB 800Mhz, 1G de ram DDR2 533Mhz, Carte vidéo NVIDIA GeForce 7300 512M, HD 2x160G + HD Externe de 80G, WACOM Volito 2. Paint Shop Pro 11, Artweaver, Poser 5, Vue 6 Esprit +(LightTune, Botanica), Silo 1.42/2.0, Carrara 5.1 +(Baker, Deeper), Hexagon 2.2. |
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| | #7 (permalink) |
| Spline ![]() Join Date: Nov 2005
Posts: 36
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The nodules are concentrated on the top, so they would mostly affect abduction of the limb which this quadraped would have little use for. Flexion and extension of the limbs for locomotion would be less impeded since there aren't many nodules at the sides of the joint. I'm referring to the sketch as Grendel has put nodules all around the joint. Also I don't know if the terms for joint motion are different for 4-legged animals, I only know the ones for human joint actions. I thought from the sketch that they might be hardened lumps of skin for protection of the joint, and since the animal doesn't look very fast, maybe protection is more important than joint flexibility. If the nodules are derived just from the skin, they would then be able to slide over the muscles (maybe not a lot, but somewhat) as the muscles contracted and relaxed.
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| | #8 (permalink) |
| Moderator ![]() Join Date: Jul 2005 Location: Houston, Texas
Posts: 1,272
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Boblog- Are you using Z-brush? If so Thomas has a great tutorial in the Carrara section about adding details with the displacement function. There is also a free plug in for Z-brush called Displacement Exporter you can get at Z-brush central. This is a quick menu located under the Alpha tab where you can alter the output displacement map(flip vertical, make 16 bit, set grayscale levels etc) I've attached the screencap of my displacement exporter set up, also you can just copy my quick code and input it and it will be ready for Carrara use(flipped, 16bit). Also my shader is the same as Thomas' tutorial except the map is not flipped because of my displacement export settings from z-brush. A screenshot of your problem would help. DoctorLister- Very in-depth and plausible explanation of the concept sketch. Did you ever get your cell animation working? |
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| | #9 (permalink) | |
| Spline ![]() Join Date: Nov 2005
Posts: 36
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