Showing posts with label modelling. Show all posts

3D Project: Clothed model project part I

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Very quick post showing the starts to a new project I'm working on. This is based on the current on demand workshop I bought from Zbrushworkshops. You can find the specific course here.

After a very quick play last week trying to get used to Maya again I managed to create a rough jacket and got it working in Zbrush (see below). I decided to start again from the start with a project in mind.


Above: Note with single facing geometry the inside will appear invisible. I filled in the collars fully which explains why they are visible. If you do this in your 3d program by duplicating and scaling remember you may need to reverse the normals!

The project I have chosen is to do a 3d representation of Inquisitor Eisenhorn from the novels/40k universe. The reason for this is the complex clothing (in the concept art by Clint Langley he wears 3 layers of jackets!) as well as plenty of smaller items on the concept art which have their own techniques.

I've started blocking out the pieces as the workshop recommends (I'm using Maya. not Softimage but the principles in all 3D packages should be roughly the same).




Above: I created a custom toolbar with my own options I use constantly for modelling in this way. To add icons to the custom palette ctrl+shift the option/tool you want to use. To get rid of them from the custom palette just hold middleclick and and drag to the recycle bin. I'll explain what I put up there myself if it is helpful to those going through the Zbrushworkshop and are using Maya rather than XSI. 

 As I'm not going to be using it for game art I've been doing some tests with using just flat geometry (instead of thickening/ adding geometry in Maya for the inside of each bit of clothing). Once imported in to Zbrush and subdivided provided it is all one polygroup you can use Panel loops with a thickness to create the inside/ clothing thickness.

Here is the first test using the collar piece (the head is just an old head bust I did just to test scale). Aside from the bevel which I need to change I was happy with the result.


The plan is to get this fully finished by Christmas although depends on work schedule. Next weekend I should get the boots and inner+main jacket. Then after importing will pose, then re-import in to Maya to roughly model the outer jacket.

Tutorial: Importing to Sculptris

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I'm planning on writing a tutorial on creating a 3d statue/sculpture with multiple models to build up the overall image using only completely free software but thought I'd start with moving models from Maya to Sculptris just as a starter;

Find Sculptris for free here: http://www.pixologic.com/sculptris/

Why use multiple models?

As there isn't the ability to create layers or use zspheres it can be tricky to make a complete figure from 1 base sphere. If you can create full models from the base sphere you get from loading a new scene you'll find it can give you an extremely high poly count.

Using multiple models allows you to concentrate and practise if starting out (remember it won't be usable in games/animation really, sculptris is really just an entry level/free flow practise tool but will get you going with digital sculpture/ moving to something like Zbrush). You can take them in to your selected 3d package and put them together like a multi-part action figure to render.

Again as a note this is just for practise and for proper modelling use regular 3d techniques or build it in zbrush/ use the GoZ feature in zbrush.

I did this in Maya but this should work with all main 3d programs. I'm going to work on doing one for Blender as well for the completely free route (using only open source/free software)

Step 1:

I only use the 3d programs (I use Maya) to make a very simple base model to work on as if it were a basic trad sculpture armature. I build it out of basic geometry (in this case a Cylinder with a few simple rotations and scaling) then before exporting I Triangulate it (Not sure if this is needed any more but you used to need to when exporting as .objs for some sculpting software).


Step 2: Exporting

You should just be able to export as OBJ in whichever 3d package you use. If you are specifically using Maya you may come across an issue where OBJ isn't visible when trying to export. If you have this go to Window > Settings/Preferences > Plug in Manager and make sure OBJexport is loaded/auto loaded (see image below)


Step 3: Importing

Nice simple step - load up Sculptris and go to import - tick New Scene. It may ask you that UVs are loaded, Go to paint? Tick no. Make sure symmetry is turned off. Remember when importing tools like grab will have Global switched on as default (which will make the whole imported model move) - to turn this off untick Global (or with the tool selected press 'g' to toggle global < a good shortcut to remember!)


Step 4: Sculpt!

Sculpt away! The imported models will be a workable 200-9000 triangles generally if working with simple models which will give you loads of room to add detail without crashing the software or your pc! Just remember to use reduce selected or the reduce brush now and then to keep the triangle count low and to allow you to use those saved in more detailed parts!

Not going to teach people how to sculpt but will do a tutorial on the basic tools for people if needed. Here's what I knocked up in 10 minutes with the imported model. My main idea is to do a Warhammer Style Ork eventually. Very basic R.Leifield style arm (muscles on muscles!)

Hope this helps get you started with sculptris anyway! Using the sphere alone is great fun (see examples in posts below as they were all from spheres alone).

Sculpting

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Just a quick post. I currently have a nasty virus/bug/food poisoning thing at the moment and I've been in bed and off work for the past week or so. During the time I've not even been able to get any 3D stuff going but I needed to do something to take my mind off it.

I had some clay I bought over summer and still hadn't used it so I got it out and for the first time ever I tried sculpting.

Aside from the few little tries at making things (my original plan was to make Christmas decorations for a tree which went a bit pear shaped). I tried making a foot using a simple wire base and building on top of it. I have now found out you are meant to fill out the wire bone/base with something like tinfoil to give it more form so perhaps I might try a torso using that technique in the near future. Here's where I got anyway;



Motorbike II

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Just a few more shots of the bike so far. I'm not too keen on the materials for the brakes currently but I'm just testing out lights and materials while I go do each step. Aiming to get started on the engine over the weekend and if I can put it on the bike for Monday.




Modelling Practise II

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Currently still working on the car as well as some traditional digital art.
Something that I've always been keen on trying is a motorbike and I'm going to be modelling one (not this tutorial one) for my showreel (for motionmatching).

So far here is the frame I've done;



Just did a quick render with some blinns and FG using a similar lighting rig to my old FYP setup. Basically using grids with lamberts on and FG instead of using lights then having image based lighting on (without actually using it for lighting, just reflections).

I came across a big problem after trying out the Approximation editor (Window>Rendering Editors>Mental Ray> Approximation Editor). Basically used to show your geometry as smoothed out (as if you are pressing 3) without the need to convert to a subd or smooth deformer.

DBN 0.4 error 561001: invalid topology, object will not be tessellated
GAPM 0.4 warn 092001: tessellation empty for object "polySurfaceShape5"

This made the selected geometry (in this case the frame itself) invisible to any Mental Ray renders (but not with Maya Software)

After trying everything franticly (thinking I had not set up my materials correctly or Mental Ray itself) I had a search on some forums and found a fix that worked for me.

Mesh>Cleanup> Select Nonmanifold Geometry

This solved the issue and work resumed as normal. Before I finish my bike I'm going to check the geometry of each piece and make sure this doesn't happen for future renders. I'm glad I found the error now instead of when the end product even though it was quite frustrating and I hope if anyone has this issue themselves it will help them.

Modelling a Car WIP 2

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Here's a bit more progress on the Car




As you can see I've nearly finished the base model. I'm going to be altering it and making space for the doors after it is done. I'm also currently working on the inner areas such as windosills and an area for the bonnet to rest. (For the rubber and metal Window fix they will be modelled separately so just added a little geometry so the body has no sharp edges).

After a few days off and on of modelling (I work full time so until my weekend I only have an hour or so a night) I decided to mirror the geometry and take a little test render. Here is the result.




For this I tried out the Mental Ray car shader. Usually I build my own shaders and materials but have heard good things about the shader. I think after some more tweaking it will look ok for the body at least. Also instead of creating my own environment sphere I tried the Mental Ray HDRI image based lighting option in the render settings. I think I prefer having control over my own environment/reflection map and I still prefer creating my own light setups.

I added a little negative light inside the body just so the emphasis was on the exterior for now.
Overall I'm generally happy so far but can't wait till I start adding the details to it to break up the model.

After the base model is done I'm going to do bonnet/boot then start working on windows, lights and doors.

Modelling a Car WIP

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Currently I'm modelling a car (Alpine Renault 1600 SC) in Maya. I'm doing this to get back in to the habit of modelling and having a manageable project I can do on my laptop (my is still not ready yet).

I gave up on the outdated tutorials for box looking cars as I wanted particularly to do this car. It has a little character and also has a lot of nice fluid lines and contours.

I'm poly modelling it from reference (2d blueprints and I made some reference curves to so I can flesh it out/ keep the contours).

This is the first attempt at modelling a car and I'm finding it quite challenging but fun. I'm currently getting the basic body down, then going to work on other parts such as bonnet, trunk and windows. After that I'll redo the door and add lights and bumpers. Finally I'll start working on the interior (a very simple chair , wheel, dashboard) as well as tyres/wheels.

Here's my work in progress so far;

car wip1 car wip 2

car wip 3 car wip 4


Personal Project Progress I

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This will be a weekly or bi-weekly update of my current projects/ideas in development. I've decided to do this to keep me busy and give myself own personal deadlines which I think is important in order to maintain healthy motivation/pressure.

3D Modelling:
Currently learning some core modelling techniques from a tutorial researched at university. The goal is to build a simple Android model. I'm following the tutorial exactly here before I deviate away too soon. I think learning core 3D skills again will help me show off the areas I want to concentrate in (lighting/rendering/particles).
After this I'm going to do a few simple car tutorials and make the generic car model as a studio lighting and render test. While I could just use a premade model I don't think it will hurt to learn some extra modelling skills with this.

Mini Project Idea:
I want to use the techniques learned to create a 3D version of the image below. It will provide some modelling and lighting challenges and yet not be too complex to be impossible for me.


angel alita rendition by ~emotionography on deviantART

Lighting:
I've been looking back at some tutorials gather from university research as well a great lighting theory tutorial found here . I plan in the next week to provide some very very simply modelled scenes (cubes, spheres in a room, no complex geometry) to show things I've learned, maybe advance that to a few challenges not looked at much in most lighting tutorials (evening shots, multiple artificial light sources etc).

Sculpting:
While this is very much more fun still at the moment I've bought an anatomy book and intend to develop my sculpting skills. My goals currently in this is to create a full body maquette/statue and texture a head.

Long Term Personal Project Idea:
I currently have an idea to develop a short story I visualised near the end of my university course and adapt it in to a simple comic although using 3d models/zbrush sculpts instead of drawing it. As my skills still aren't as proficient as I'd like while I'll be developing this throughout I doubt any practical progress will be made on this till I am comfortable in the areas of organic modelling and sculpting although I can start on the sets.

Reading/Viewing/ To Buy List:
I am currently reading Anatomy for the Artist
I still don't have any of my books from university over here yet so I don't have much else to ready aside from the tutorials and research I've gathered on this laptop so I'm also reading those.
I'm currently watching a few Pixar movies for some lighting ideas and composition techniques. It's interesting to see the evolution of the camera angles used. As always generally speaking the films I watch in my own time I usually watch again in greater detail and write some notes or ideas as to how they did a certain shot. I might write a little essay on futuristic design theory soon as it has been on my mind recently.
My current to buy list are 2 dvds from Digital Tutors. I think Digital Tutors tutorials have improved greatly over the years and now provide some interesting workflow solutions and methods in a good range of 3D packages.
Character Creation in Zbrush - This is a start to finish look at creating characters from scratch in Zbrush and may help me in my comic idea.
Motorcycle Modelling Techniques in Maya - These tutorials have been developed with a bike company and have a lot of techniques regarding modelling parts visible on a motorbike which aren't necessarily shown when modelling a car. These shapes and parts would work well in an android based model as well as improve complex objects. Also one of my projects down the line is to model one of my father's motorbikes.
Mental Ray Nodes online Reference Library - I think this will be invaluable when the time comes to look at advanced rendering techniques. I am considering buying this although the others currently are more important to me for my short term goals.

I shall update this soon with any progress or ideas developed.

Zbrush digital sculpting

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I have rarely had more fun testing out/ 'Hobbying' as my lecturer used to call it than when recently trying out digital sculpting in Zbrush. It has got me hooked and I intend to learn this along side my current modelling / lighting tasks. It may slow my initial learning down but it is great fun and is helping me get more of an interest in organic modelling.

Above: My First attempt at sculpting a face from a sphere. No references.
Below: Adding ears and some room for the eyes (need to work on ears!). No Reference



Zspheres have been interesting to use and my first attempt at using them ended up with an interesting male torso a little heavy chested. As a note I find it best to create the base torso using zspheres and moving the body in to a basic shape then using the adaptive skin (default 'a' when still moving zspheres) and altering the density to 3-4 and getting the basic shape down. After this I create the polymesh3D and save it as a tool. Although I remove quite a bit of flexibility of the zspheres moving the character after doesn't seem too hard and I can start upping the poly count more.






Above: A turntable of my first attempt at a torso. No reference.

All of this learning has inspired me to buy an anatomy book. I bought Anatomy For the Artist a DK book. Plenty of pictures and character studies in there. Next week my goal is to create an anatomically correct model. Maybe even attempt a whole body (albeit a simple one).

Finally for those also interested in trying it please remember instead of saving the document you save the tool. I lost the above torso after wanting to do some more work on it today. I must have saved the document in error. It gave me another go at creating one from scratch though.


Above: my second attempt at a torso. No reference.