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Nazgûl's models


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#101 NewErr

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Posted 02 April 2014 - 06:17 AM

Ha ! I knew you projected the skin and not made it yourself. That skin on the arms was just "too good" knowing what you can you really do in Zbrush.


Edited by Valaquenta10, 02 April 2014 - 10:32 AM.


#102 Nazgûl

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Posted 02 April 2014 - 09:11 AM

Not sure I follow now... "what you cna you really do in zBrush?"


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#103 NewErr

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Posted 02 April 2014 - 10:35 AM

I was refering to the fact that it's harder to create realistic texture in Zbrush  than in PS.



#104 Nazgûl

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Posted 03 April 2014 - 08:35 AM

Well, that is a matter of opinion I guess. I prefer to paint directly on the model than on a flattened distorted surface :p


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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#105 NewErr

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Posted 03 April 2014 - 10:15 AM

You can do that in PS  CS6 also btw. :p



#106 Nazgûl

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Posted 04 April 2014 - 11:28 PM

Oh I had no idea... I have CS1  :smile2ap:

 

Here's the progress on the polypainted body texture (that will be transfered to the low poly model). Just some minor detail and highlighting left, then the crown, septre and cloth.

 

610a610ac550c36fdcbb3d82329448bd.jpg


Edited by Nazgûl, 04 April 2014 - 11:29 PM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#107 Irenë Hawnetyne

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Posted 05 April 2014 - 05:39 AM

I'm personally not too keen on the rusted orange colour of those growths, but the rest is nice.


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#108 Nazgûl

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Posted 07 April 2014 - 01:41 AM

Yeah the orange pus was wip... You might not like this final finish either, but it is as close to Weta I can get. I've really studied this desgusting body in detail and he does have this many warts and tumours. They can be seen clearly in high res renders and vids and I'd say about 90% of them are placed more os less exactly as the original Weta model :p In the movie however, the dim lighting in the caves of Goblin Town makes him look more yellow-ish all over and with less distiction in hideous details as the warts etc. Anyways, this is the finished texture for the main caracter. Only the septre left and then I will fix topology, project the texture and UV map =)

Here's some angles in all his hideous glory  :evgr: 

8a19b8ad459a35ccb7e607cdf6dc4ddc.jpg

11990de271882cea46aef87bc67f283c.jpg

6e583ebe3305d3fcbac432385d1eb01e.jpg

a1445379fddd5671a6ab7504f92a1a0b.jpg

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Sorry about the pic-spam... ;)


Edited by Nazgûl, 07 April 2014 - 01:45 AM.

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#109 njm1983

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Posted 07 April 2014 - 05:45 AM

Looks positively awesome! I wanna throw up its so awesome.

#110 Irenë Hawnetyne

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Posted 07 April 2014 - 07:48 AM

It's brilliant! One thing I would say is you might wanna give him a little veininess around the eyes. That always makes creatures look more insane.

Also, you sure it's that saturated skin colour? I mean, in the film, you see him constantly bathed in torchlight, so he appears more orange.

 

I'd expect him more like this, considering he would have never seen natural light:

Goblin-King06.jpg


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#111 Nazgûl

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Posted 07 April 2014 - 02:20 PM

I agree Irene. However, this is how he's portraid by other (more experienced ZBrush modelers), even though I must admit my screen at home is less saturated than what I see now (at work, lol). But, I will have the option to desaturate in Photoshop, directly on the texture. In ZBrush there's no real option to adjust overall saturation, tint, hue, etc once you sprayed colors onto the model. 


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"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#112 Irenë Hawnetyne

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Posted 07 April 2014 - 04:00 PM

I know, it bugs the crap out of me. But hey, we deal, right?


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#113 Nazgûl

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Posted 07 April 2014 - 08:37 PM

Yeah, for textures we can always use 2D adjustment in Photoshop. But I'm guessing Zb might expand on this in future updates =)


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"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#114 Nazgûl

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Posted 08 April 2014 - 09:17 AM

Polypainting the royal goblin sceptre...

592b0ee3f96dfe7e466b74e47413f4b9.jpg


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#115 Nazgûl

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Posted 12 April 2014 - 11:32 AM

The CAH female elf is 2283 vertices and 3825 faces.

 

Are you able to make a texture and normal map with the model you made? Hopefully the details you miss out on in the model can go into the texture.

 

Is the mouth necessary? The vanilla Goblin doesn't have a moving mouth, so perhaps a lot less detail can go into it?

 

Pictures of the CAH female elf, face and body:

http://i.imgur.com/UUWqQ2k.png

http://i.imgur.com/hAr5AhI.png

 

Forgot to say thanks for the reference Matt! It helps a lot to know what the "high poly" models in BFME has in terms of poly count. And here's a great diagram btw that explains the different terminology =)

 

720px-Mesh_overview.svg.png


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#116 Nazgûl

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Posted 20 April 2014 - 12:09 AM

UV mapped with Headus UVlayout v2 Pro... Awesome client for complete control of manual UV mapping =)

d69e6a41094f66eb3c9cd2c4d73d6a25.jpg

2a254a3ae275941858b754882c91493b.jpg


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#117 njm1983

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Posted 20 April 2014 - 02:24 AM

Looking great!

Just wanna update you on the mod, MTL has provided some new content for mapping we've put it into the mod in your absence. So be sure to update your working copy before adding your new models etc...

#118 Irenë Hawnetyne

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Posted 20 April 2014 - 05:49 AM

Out of interest, was that manually or auto mapped for UVs? Cause if it was auto that's awesome.


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#119 Nazgûl

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Posted 20 April 2014 - 11:50 AM

NJM: Thanks man, will do. And thanks for still stickin to this project despite my sometimes long abscense...  :smilehuh: 

Irene: Nah like I said, this is manual UV mapping. But the client Headus UVLayout is awesome though, and really lets you control exactly between which polys to cut and split into islands. Then I import back into ZBrush where I scale and rearrange the islands into this rather sweet map if I may say so myself =) The original is 1024x1024 and looks great on the "low poly" 3k model.

Next up is doing the same for cloth, crown and sceptre. Then, the model is off to the rigger and animator...  :thumbsuphappy:

 

03d2a732154c807c0a034a5d1c2073d3.jpg


// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#120 Lauri

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Posted 20 April 2014 - 01:20 PM

Haha, his face texture loosk sooo bad when not applied to a model. I guess modeling the nose was a good thing after all :p


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