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Old 7th March 2006, 16:27   #1 (permalink)
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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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Old 7th March 2006, 17:24   #2 (permalink)
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Heh, what did you do to aunt Sally?
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Old 7th March 2006, 17:49   #3 (permalink)
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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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Old 7th March 2006, 18:03   #4 (permalink)
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Your right about the hard bumps/nodules around the shoulder/hips. here was the concept sketch provided for the challenge.
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Old 7th March 2006, 19:17   #5 (permalink)
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good work and thank you for the link.

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Old 9th March 2006, 21:30   #6 (permalink)
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Dear Mr.Grendel,

Can you explain me, the way to fix a displacement map in Carrara. I have still some problems ?

Br

Nicolas
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Old 10th March 2006, 00:26   #7 (permalink)
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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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Old 10th March 2006, 14:49   #8 (permalink)
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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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Old 11th March 2006, 06:10   #9 (permalink)
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Quote:
Originally Posted by Grendel
B
DoctorLister- Very in-depth and plausible explanation of the concept sketch. Did you ever get your cell animation working?
I actually wanted to do something more complicated than just a cell dividing, and I'm trying to learn all this as a hobby, so it's very slow going. When I get something worth posting though you'll see it in this forum!
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Old 13th March 2006, 16:48   #10 (permalink)
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Thank you so much ! Grendel !
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