View Full Version : Troll doodle
troymcoy
April 17th, 2004, 02:58 PM
speemodelled in wings(1:40), then detail sculpted in zbrush:
(still wip)
http://209.132.69.82/uploaded_from_zbc/200404/user_image-1082231436xsa.jpg
http://img6.imageshack.us/img6/6692/sppedmodel.jpg
peace
Steph Laberis
April 17th, 2004, 10:46 PM
All I can say on this is SWEET JEEZUS! I've been hearing a lot of good things about Zbrush. I'm learning the basics of Maya 5 and banging my head against the wall because of it. Is Zbrush any easier to work with?
troymcoy
April 18th, 2004, 04:40 AM
They're completely different, but depending on what you want to do, Zbrush alongside a standard modeller with edge tools is a great combination.
If you're having trouble with Maya's modelling flow I suggest trying http://www.wings3d.com
It's free and probably one of the best modellers around...
For this model I started with wings to make the basemesh, then added the detail in zbrush...
troymcoy
April 19th, 2004, 02:33 PM
http://img10.imageshack.us/img10/6347/trollspeed.jpg
Hagac
April 29th, 2004, 03:09 AM
Zbrush is an awesome program.
I do not know what you intend to do with the mesh now that its 10 million poly's or more...
The thing that makes Zbrush totally awesome is that it creates literally 1 button press normal maps, bump maps and displacement maps. Of course you'll have to do your modeling and most importantly UV mapping in Maya or whatever your choice is first.
I see so many insanely dense poly meshes coming out of Zbrush that are unuseable for any practical application.
But that's just my take on it. Nice sculpt btw.
Willowisp, the most important thing to remember about modeling is to keep your mesh all evenly spaced quads. Also try and keep 5 (or more) edges connecting to a single vertex to a minimum.
Steph Laberis
May 2nd, 2004, 12:04 AM
My apologies in advance for the quick hijacking...
Willowisp, the most important thing to remember about modeling is to keep your mesh all evenly spaced quads. Also try and keep 5 (or more) edges connecting to a single vertex to a minimum.
Here's where i get confused - my teacher told me to keep my polys 4 sided as much as possible and avoid triangles because of texture mapping issues. So.. are 5 sided polys ok?
I have to start modelling my game character tomorrow and I'm not looking forward to it at all. :confused: Please PM me if you can help.
Hagac
May 2nd, 2004, 12:53 AM
I'll post it here so others can learn or contribute.
3 sided polygons are considered Tris. 4 Sided polygons are considered quads. 5+ sided polygons are considered "N-sided".
Tri's are good for game models, since you can control which way your nonplanar quads triangulate and they deform predictably.
Quads are usually used for modeling as you can upres them easily. Quads are the easiest shape to mathmatically subdivide.
N-Sided polygons are bad news. Most programs cannot properly subdivide N-sided, nor do they know where to triangulate - usually it triangulates the shape in a fan pattern, which can shade terribly - espically when the N-sided is nonplanar. A totally planar N-sided polygon can be okay for nongame stuff.
As far as texture mapping issues with triangles? Does not make sense to me. All I know is that it's best to model in quads to keep your geometry clean.
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