HELLBOY 3D MODELING
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HELLBOY 3D MODELING
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ronsapinoso- CGP Newbie

- Number of posts: 68
Age: 37
Location: imus, cavit
Registration date: 27/12/2008

Re: HELLBOY 3D MODELING
doors and windows laging nakasara pag nakikita na akong parating! Bullshit! gusto ko ng mangholdap para seryosohin ako ng mga tao!
ronsapinoso- CGP Newbie

- Number of posts: 68
Registration date: 27/12/2008

Re: HELLBOY 3D MODELING
We seldom model hipolys in Zbrush, we only use it to create displacement maps. Or modify the base model until we have a manageable version, siguro mga 1 or two subdivisions. But more or less zbrush is used only to create the displacement maps.
For the base models, we make them low poly in max, these models are quite basic enough to show the silhouttes. These are imported in zbrush and modified just as ron did. But instead of exporting a fully detailed hi-res model, we only export either a displacement map or normal map.
The process I explained above sumarize our uses for zbrush, but to be honest - it's not a regular arsenal, there are times we'd model directly in max and draw the details out in PS as displacements or bake them in texture maps.
You are correct to say that the process is more geared for animations. It would be like hell freezing over if you try to animate gazillion polied single object or character in max. Adding the details via displacement rendering is a wise approach.
Sorry for the intrusion Ron!
For the base models, we make them low poly in max, these models are quite basic enough to show the silhouttes. These are imported in zbrush and modified just as ron did. But instead of exporting a fully detailed hi-res model, we only export either a displacement map or normal map.
The process I explained above sumarize our uses for zbrush, but to be honest - it's not a regular arsenal, there are times we'd model directly in max and draw the details out in PS as displacements or bake them in texture maps.
You are correct to say that the process is more geared for animations. It would be like hell freezing over if you try to animate gazillion polied single object or character in max. Adding the details via displacement rendering is a wise approach.
Sorry for the intrusion Ron!

v_wrangler- CGP Loverboy

- Number of posts: 1882
Age: 42
Location: Earth
Registration date: 30/03/2009

Re: HELLBOY 3D MODELING
v_wrangler wrote:We seldom model hipolys in Zbrush, we only use it to create displacement maps. Or modify the base model until we have a manageable version, siguro mga 1 or two subdivisions. But more or less zbrush is used only to create the displacement maps.
For the base models, we make them low poly in max, these models are quite basic enough to show the silhouttes. These are imported in zbrush and modified just as ron did. But instead of exporting a fully detailed hi-res model, we only export either a displacement map or normal map.
The process I explained above sumarize our uses for zbrush, but to be honest - it's not a regular arsenal, there are times we'd model directly in max and draw the details out in PS as displacements or bake them in texture maps.
You are correct to say that the process is more geared for animations. It would be like hell freezing over if you try to animate gazillion polied single object or character in max. Adding the details via displacement rendering is a wise approach.
Sorry for the intrusion Ron!
un nga dude verts....
noramls lang talaga kelangan para maka-pameke ng details...heheh
I hope I cud squeeze more of that brain of yours! hehehe
sorry dude Ron.....
naiintindihan kita.....sadyang makitid ang mundo.....
gamitin mo nalng inspirasyon yang mga taong makikitid ang utak...peace dude...

torvicz- Sgt. Pepper

- Number of posts: 2720
Location: dubai, uae
Registration date: 01/10/2008
Re: HELLBOY 3D MODELING
ronsapinoso wrote:doors and windows laging nakasara pag nakikita na akong parating! Bullshit! gusto ko ng mangholdap para seryosohin ako ng mga tao!
I can feel you! Been there, But I'm such a persistent guy I never stop until I get the keys for thy windows!
Your work speaks for themselves. Just let them speak to the right people using the right language.
Anyways, if you would like to try and learn archiviz, let me know! I have so much up my sleeve I'm willing to share the wisdom to you I know they might be worth some dough someday!
Where are you based btw?

v_wrangler- CGP Loverboy

- Number of posts: 1882
Age: 42
Location: Earth
Registration date: 30/03/2009

Re: HELLBOY 3D MODELING
torvicz wrote:
un nga dude verts....
noramls lang talaga kelangan para maka-pameke ng details...heheh
I hope I cud squeeze more of that brain of yours! hehehe
sorry dude Ron.....
naiintindihan kita.....sadyang makitid ang mundo.....
gamitin mo nalng inspirasyon yang mga taong makikitid ang utak...peace dude...
I agree with you dude. Normal maps are widely used nowadays, especially for current and next-gen games (but be sure you'll use a tangent-space normal map). D ko alam kng meron isang game engine sa mundo ang may support for displacements. Kasi ang alam ko, matagal ata mag-render pg may displacement. Realtime kc rendering pgdtng sa videogames. And about dun sa workflow, iba ang workflow na pang-film sa games o kaya archivis. Cgro mapapayo ko lng, know what you're trying to accomplish then follow the standard workflow for your specific field/genre. Eventually, mkka-develop ka din ng sarili mong workflow na more efficient pra syo and kng san mejo comfortable ka. Bsta kahit anong workflow pa yan, ang importante is getting the job done.
Btw, nice video Sir Ron. Nice to see you messing with zbrush hehe. Sky is the limit here Sir, when it comes to imagination and creativity. Keep it up!


boyluya- CGP Apprentice

- Number of posts: 223
Age: 24
Location: cainta, rizal
Registration date: 26/02/2009

Re: HELLBOY 3D MODELING
boyluya wrote:torvicz wrote:
un nga dude verts....
noramls lang talaga kelangan para maka-pameke ng details...heheh
I hope I cud squeeze more of that brain of yours! hehehe
sorry dude Ron.....
naiintindihan kita.....sadyang makitid ang mundo.....
gamitin mo nalng inspirasyon yang mga taong makikitid ang utak...peace dude...
I agree with you dude. Normal maps are widely used nowadays, especially for current and next-gen games (but be sure you'll use a tangent-space normal map). D ko alam kng meron isang game engine sa mundo ang may support for displacements. Kasi ang alam ko, matagal ata mag-render pg may displacement. Realtime kc rendering pgdtng sa videogames. And about dun sa workflow, iba ang workflow na pang-film sa games o kaya archivis. Cgro mapapayo ko lng, know what you're trying to accomplish then follow the standard workflow for your specific field/genre. Eventually, mkka-develop ka din ng sarili mong workflow na more efficient pra syo and kng san mejo comfortable ka. Bsta kahit anong workflow pa yan, ang importante is getting the job done.
Btw, nice video Sir Ron. Nice to see you messing with zbrush hehe. Sky is the limit here Sir, when it comes to imagination and creativity. Keep it up!
O.T.
that's why you need to generate normal maps, and with that comes the displacement map effect. you do the displacemet in zbrush.

torvicz- Sgt. Pepper

- Number of posts: 2720
Location: dubai, uae
Registration date: 01/10/2008
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