JackMcRip
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Posts posted by JackMcRip
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Thanks - I'm test it :-)
sounds hopefully...
I love ZBrush because the MODELING is so easy !
Not technical, more artist !
Fantastic workflow ...
AND ZBrush support a lot of details at a low poly model :-D
In modeling there is no different. You don't think about it while modeling.
And then you can Paint on it at the same easy way !
With a lot of tools and textures...
Now I must find a Way to import in A:M
I love A:M, too!
Same easy workflow while animation and have a lot of nice features!
ZBrush support to export only quadpolys.
Best prerequisite for import in A:M.
When I import the model in the Choreography as "Prop..." it looks exakt as in ZBrush.
But when I import it in an model, there are some ranges, because there are more than 4 Patches at one CP. And the mesh isn't smooth there.
I search the easiest way to model completely in ZBrush and import in A:M.
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Is it possible to generate a map on a model without make a image and apply by hand?
Is it not possible to let generate an image, that include each patch on the image?
Might be it will generate by export/import ?
Then it is all easier :-)
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PDF-Sites 57-60 (51-54)describe the new Splinemodeling in Discreets 3DS-Max V6.
It's look like discreet has copy exactly the modeling of A:M ???
Ok, theres no Hooks, or FivePointPatches but they use Isolines (PDF-Site 56 (50))
A:M Modeling comes to more glory in Professinal World???
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This Mappingtyp is on the model.
When you import the head A:M ask at:"smiling_man_cage_l2.bmp"
With the Model came a tiff file.
Convert the image to bmp.
And load in A:M ...
Edit the Stamp and you get the image like I show.
The Model was made by Sami Sorjonen in ZBrush with ZSpheres.
In Silo he have change some polygons.
Have someone try to use a high polygone model to import in A:M?
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@John Keates:
therefore there is Weightmover !
A fantastic tool for weigthen.
You rig a low patch model and Weightmover translate it to your High patch model!
Fantastic !
I don't know one imperfection !
When some rangen not perfect, use the weighteditor from V11 !
THAN its perfect ;-)
My problem is modeling a high patch model smooth and fast !
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ypoissant: I just did a quick test: 3 flat rectangular models: 1) 1 patch, 2) 1200 patches, 3) 30000 patches amd placed them in a choreography same position, same size. Set the multipass to 9 so that I have usefull times to compare. The result:
1patch: 13 secs
1200 patches: 15 secs
30000 patches: 26 secs
This sounds like there is no Problems with high resolution patch models !?
I make tries with displacement on models.
You mean we don't need technique that give more real details on Low-Poly Models?
We can use high resolution models without problems?
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By testing the compatibility from A:M and ZBrush there are some questions:
1. When I model in ZBrush with ZSpheres and after make adaptive Skin I want to make splines better, the I make holes and then 5PointPatches and maybe Hooks. Then the Texture isn't at this new Patches. How can I apply the decal new?
The Decal have not the correct position when I want make a simple new apply to the stamp :-(
2. What UV-Map should I use when I modeling in ZBrush and export as obj?
Or MUST I import the model in A:M and apply decals first?
3. Which UV-Methods will support by A:M ?
Displacement-Rendering-Test from ZBrush:
http://www.pixolator.com/zbc-bin/ultimateb...f=1&t=015456&p=
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Thanks for information.
My next tries are with variable falloff and light attenuation.
Thanks...
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Thanks for Tipps ...
I see you add the three lights to maximal 100%
Is this the usual settings of lights ?
Every Time all lights together are 100% ?
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I have a simple question:
How does light work?
When 3 lights exists in a scene is the light intensity of all 3 lights together 100% ?
Should I set every light to 33%?
I don't really understand how light works !
Sometimes when I add a light to a good lightning scene, its look like other light goes darker...
Is there a good A:M-Light Tutorial to understand the interrelation of lights?
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Is there a converter available that can near perfect convert a polygon A:M model with hooks and fivepointpatches to polygonmodel?`
And back?
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This is a link, to description of displacement.
Is not for A:M, but maybe you learn how Displacement is working, and you can use know for making displacement in A:M.
It's a link to the feature-description of the great FREE 3D-Rendering and modeling packet Blender:
http://www.blender3d.org/cms/Displacement_mapping.37.0.html
here are other links to specific A:M-Rescoures:
http://www.mossor.org/Desktop/Tutorials/garbagecan.htm
http://www.hash.com/htmlHelp/v11.0/Generat.../DecalClipP.htm
http://forum.am-user.net/index.php?b=showm...id=1666&seite=1(here is a great pic from "No0ne". Sorry because is a german thread!)
Best working at ony 4PointPatches !!!
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Sorry, I want to say more about this.
I make only few test last time only.
Many work here :-(
I have no problems found with weigthmoving models from 10.5 to 11.
You can select cp's from the weightmoving model and tune up the weigthen !
Its fine, because you can change weighten without change the low-res-hires models.
When you change the final weight model later, and then you want to change weighten too - this V11-Weighten-Editor is best simple way :-)
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cool !!!
Very expressively Face and gestures animation !
Looks very very nice :-)
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A:M-Weight are fantastic !!!
I use Weightmover since it came out ...
The possible to change the weights in A:M now its perfect to use both in combination Weightmover and A:M !!!
I love this feature !
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is it practically to model in zbrush with zspheres and import in a:m ?
Or zbrush only use for texturing, bumping and displacing ?
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Is anywhere the sword ZBrush-File to download?
I only find the obj file.
I have not enougth know how to load the obj-file with displacement.
I load it and make the displacementmap as texture to the sword. but downt know how as displacement.
Is there the original sword-ZBrush-file?
I wan to make tests, too!
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OK
Then there is no noise in the image?!
Then its from rendering...
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is the displacement-map image directly from zbrush, or you have convert them?
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It was post in the forum from ZBrush.com
There are a lot of renderings from this sword and a displacement head with many 3D-Tools.
Very nice to see:
http://www.pixolator.com/zbc-bin/ultimateb...f=1&t=015376&p=
I hope to get the same result with A:M :-)
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Thanks for hints. Do you have modeling and texturing a new character in ZBrush an import in A:M?
The displacement looks nice, too.
Are there 5Point-Patches on the sword? Looks little sandy rough. Not so smooth like the zbrush-sword. Is it the problem of jpeg or the problem of rendering displacement?
This is the result of C4D:
ZBrush - Poshop
in (2003-2004)
Posted
ZBrush is Modeler and Painter, too!
Modeling with ZBrush is like deform a sculpture with clay.
ZBrush is 3D-Award winning Software. PS not ;-)
Link to Award winner (Massive-Software (LOR) and ZBrush2)
Please watch at this Video:
Link to the Video-Thread
Then you know the different to PS.