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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 11 6:36 am)



Subject: Joequick's Sketchbook Take II


joequick ( ) posted Wed, 25 July 2012 at 5:27 PM · edited Mon, 11 November 2024 at 1:29 AM

I know Midnight_Stories has one of these going here now.  I had a nice one at Daz that went on for 25 some odd pages before the forum reboot.  I tried starting a new one at the new daz, but it just didn't turn out to be as lively, productive, or rewarding. The rational is the same as before. I make a lot of stuff, much for personal use, some for commercial release (25 items here, 1 at daz3d), lots for free (73 items at sharecg) and a great deal of which I just kind of forget about because I've got a habit of working on things as long as they're fun and then quitting.

Zbrushcentral is full of sketchbook threads, but as the ultimate end application of my work is poser and studio, their site just wouldn't be the place for a thread of my own. So I thought I'd give it another go here.

@Daz3d
@ShareCG


moriador ( ) posted Wed, 25 July 2012 at 5:45 PM

I've got a couple of your morph sets and I love them.  A thread here would always be welcome, I'm sure.

I expect that a lot of threads at Daz are fading away only because of the post bumping failure, and not because of a lack of interest in the topics themselves. Hopefully, they'll fix the forums.... within a reasonably short period of time. :)


PoserPro 2014, PS CS5.5 Ext, Nikon D300. Win 8, i7-4770 @ 3.4 GHz, AMD Radeon 8570, 12 GB RAM.


joequick ( ) posted Wed, 25 July 2012 at 5:46 PM · edited Wed, 25 July 2012 at 5:56 PM

file_484289.jpg

One of the things I've been putzing around with is my own Ninja Turtle based on the Genesis platform. I know there’s a commercial ninja turtle already out there that I could easily buy and save myself the time, but I thought I’d try my hand at making my own anyway.  I’d started one a couple years back for M4, but gave up when I realized I’d have to use vertex snapping to get rid of the extra fingers (I don’t believe zbrush can do that, and I didn't want to buy the creature creator morphs).  So that’s my first attached render with the bandana, an old headmorph for M4.  The bandana was quickly modeled using zbrushes retopolgy tools which I've come to realize are just as handy for throwing together base meshes as zspheres.

@Daz3d
@ShareCG


joequick ( ) posted Wed, 25 July 2012 at 5:48 PM · edited Wed, 25 July 2012 at 5:57 PM

file_484290.jpg

More recently I started a fresh project inspired particularly by the illustrations of these two artists:

http://cghub.com/images/view/159057/

http://cghub.com/images/view/225716/

 

Up until now I've focused primarily on morphs with very little attention to textures.  The only exception being my duck people, but even their textures are fairly simple in their way, just being a lot of repetitive feather work.   For the turtle I did more specific detail work as I developed the displacement maps for the  various wrinkles and scales.

Putting the textures together, I made good use of filterforge generating source images to be used in spotlight during the polypainting process.  Anyway, most of the skin was generated from this moss/grass texture:

http://www.filterforge.com/filters/5376.html

@Daz3d
@ShareCG


joequick ( ) posted Wed, 25 July 2012 at 6:00 PM

file_484291.jpg

Here's a couple shots of the turtle posed and wearing it's shells.

@Daz3d
@ShareCG


joequick ( ) posted Wed, 25 July 2012 at 6:01 PM

file_484292.jpg

and again

@Daz3d
@ShareCG


joequick ( ) posted Wed, 25 July 2012 at 6:01 PM

file_484293.jpg

I've also started drafts of the belt and bandana.

@Daz3d
@ShareCG


joequick ( ) posted Wed, 25 July 2012 at 6:06 PM

file_484294.jpg

Now because I've got the attention span of a gnat, and like many people I saw Dark Knight Rises this past weekend, I've also started putzing around with a catwoman suit for V4.  Years ago I threw together a very simple head prop based on the Darwyn Cooke design.  Now that I've learned a few things I figured I'd take a stab at doing a complete costume, trying to merge elements from the movie, Arkham City, and Darwyn Cooke's illustrative work.

Here's an early shot of the suit with a hex pattern and showing the topology.

@Daz3d
@ShareCG


joequick ( ) posted Wed, 25 July 2012 at 6:07 PM · edited Wed, 25 July 2012 at 6:11 PM

file_484295.jpg

Here's a few fast renders with the suit on V4.  This first render uses "Nasha Hair", which is similar to that Hathaway has in the film.  As a shameless plug, the headmorph is from my "Extraordinary girls" collection.  I think I also used tiled textures in the suit for this render.  I've since replaced those with dedicated texture maps so that it'd be easier to move back and forth between poser and studio.

 

As I'm freely bandying about labels like "catwoman" and "ninja turtle",  these things aren't intended for commercial release.  Though the boots and hair I'm about to show might be.

@Daz3d
@ShareCG


joequick ( ) posted Wed, 25 July 2012 at 6:13 PM

file_484296.jpg

Here are a few other renders.

@Daz3d
@ShareCG


joequick ( ) posted Wed, 25 July 2012 at 6:14 PM

file_484297.jpg

another

@Daz3d
@ShareCG


joequick ( ) posted Wed, 25 July 2012 at 6:14 PM · edited Wed, 25 July 2012 at 6:15 PM

file_484298.jpg

a third (and I've since tweaked the hair to eliminate the monster roots)

@Daz3d
@ShareCG


foxylady1 ( ) posted Wed, 25 July 2012 at 6:20 PM

Hi Joe,

I am not a fantasy render type person, but I sure appreciate what you do.  I used to browse your thread on the old Daz forum every so often, but I don't go to the Daz forums anymore (it is too hard to find anything) so I forgot about your thread.  I, for one, am glad you started one here.  I really love watching your projects.

I have your M4  Classic Trench Coat, and it is one of those go to items when I want to put a coat on a guy.  I haven't found an item yet that it will not fit over.

 


joequick ( ) posted Wed, 25 July 2012 at 6:20 PM

file_484299.jpg

While I liked the overall movie look,  as I put the character together I decided to go with something more practical on the footwear than thigh high boots with heels.  I tried to figure out what the boots on the Darwyn Cooke costume would like like in real life and go from there, using the same buckle from elsewear in the costume for consistancy.

@Daz3d
@ShareCG


joequick ( ) posted Wed, 25 July 2012 at 6:21 PM

file_484300.jpg

I couldn't quite tell what the deal with the cuff was in the illustration.  This is what I wound up with.

@Daz3d
@ShareCG


hborre ( ) posted Wed, 25 July 2012 at 6:27 PM

Wonderful work.  The Ninja Turtle reminds me of one tale which places them in a different light in feudal Japan.  I like the look of your model.

And Catwoman looks awesome!!!


joequick ( ) posted Wed, 25 July 2012 at 6:37 PM · edited Wed, 25 July 2012 at 6:39 PM

file_484303.jpg

> Quote - Wonderful work.  The Ninja Turtle reminds me of one tale which places them in a different light in feudal Japan.  I like the look of your model. > > And Catwoman looks awesome!!!

If you're talking comics, I know what you're on about.  When I was a kid I would em up at the 7/11, and the only issue of ninja turtles I ever grabbed was just wildly different than what I saw saturday mornings.  pretty recently i looked it up online to find out what the deal was.  turns out it was a scattered several issue arc by michael zulli.  but yeah, it was distinctive!

http://marswillsendnomore.files.wordpress.com/2011/07/michael-zulli-ninja-turtles007.jpg

@Daz3d
@ShareCG


joequick ( ) posted Wed, 25 July 2012 at 6:44 PM · edited Wed, 25 July 2012 at 6:46 PM

file_484306.jpg

I don't know if this is true with other modeling apps or other peoples workflows.  But if you're putzing around with this stuff on your own, it's been my experience that (at least within zbrush), edgeloops make all sorts of things possible.  you might look at something like the back of the turtle shell, or the bottom of the boot and think that it'd be a royal pain.  But in both cases I started off with a smooth surface and just put the poly's into groups, added a couple edgeloops, and infated the centers of them. 

To make the grouping easier, I made each poly it's own uv group which then allowed me to use autogroup by uv's to make each poly it's own group.  I could then click in the middle of clusters of them and group them.

@Daz3d
@ShareCG


joequick ( ) posted Wed, 25 July 2012 at 6:47 PM

file_484307.jpg

those same example groups with an edgeloop

@Daz3d
@ShareCG


joequick ( ) posted Wed, 25 July 2012 at 6:47 PM · edited Wed, 25 July 2012 at 6:51 PM

file_484308.jpg

then with the groups in the middle inflated

@Daz3d
@ShareCG


joequick ( ) posted Wed, 25 July 2012 at 6:49 PM

file_484309.jpg

When I did this for the actual boot, i went with slightly different groups than than I did for the reconstruction, and I didn't just do it one row at a time.  I put them all into groups, edgelooped them all, and then inflated them all.  This was the final product.  The back turtle shell was made in much the same way.

@Daz3d
@ShareCG


monkeycloud ( ) posted Wed, 25 July 2012 at 7:05 PM

Cool 😄

Many thanks for the ZBrush tips Joe!


hborre ( ) posted Wed, 25 July 2012 at 11:18 PM

Wonderful tips.  And yes, that is exactly the issue.  Still have it in my collection.


Angelus_Prime ( ) posted Thu, 26 July 2012 at 9:01 AM

Oh, loving that V4 suit! Consider it bought if you do release it. Have you considered an "Alien Force"-like morph set for V4? 


Male_M3dia ( ) posted Thu, 26 July 2012 at 9:38 AM

Quote - Oh, loving that V4 suit! Consider it bought if you do release it.

I think at best it would be a freebie, since it's DC Comic's Catwoman outfit. There are some nice things in this thread ;).


joequick ( ) posted Thu, 26 July 2012 at 12:57 PM

http://www.zbrushcentral.com/showthread.php?170100-ZBrush-4R4-Are-YOU-read

 

Good grief, almost makes me a little sad that I've got to take off for a honeymoon vacation in Venice followed by a Mediterranean cruise in a few days  (well, that and the fact that an off chance of an olympic timed underwear bomb or good old fashioned random airplane crash into the ocean just terrifies me).

@Daz3d
@ShareCG


Male_M3dia ( ) posted Thu, 26 July 2012 at 1:18 PM

I saw that announcement this morning... I haven't even got to R3 because I'm backlogged on stuff so I don't want to upgrade when i'm in the middle of things.


Eric Walters ( ) posted Thu, 26 July 2012 at 10:35 PM

Glad to see you starting a Sketchbook here-the Daz forums are a mess! I used to spend a lot of time there on certain topics/



bagginsbill ( ) posted Fri, 27 July 2012 at 5:54 AM

joe, I love this. I can't say you give me ideas because I can't do the stuff you're doing. But I enjoy seeing you do it.

I might start one of these myself regarding materials.  


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


joequick ( ) posted Fri, 27 July 2012 at 1:58 PM

Quote - joe, I love this. I can't say you give me ideas because I can't do the stuff you're doing. But I enjoy seeing you do it.

I might start one of these myself regarding materials.  

I'd enjoy following it.

@Daz3d
@ShareCG


joequick ( ) posted Fri, 27 July 2012 at 4:13 PM · edited Fri, 27 July 2012 at 4:13 PM

http://www.zbrushcentral.com/showthread.php?964061&p=964061&viewfull=1#post964061

Over at the zbrushcentral, one of the modelers at gameloft posted a bunch of renders of his work on the Catwoman model for the Dark Knight Rises Mobile game.

It's phenominally cool.

@Daz3d
@ShareCG


rokket ( ) posted Fri, 27 July 2012 at 5:27 PM

That is amazing work he's doing. My only nit would be the skin is a little too translucent, but I bet that gets fixed before it goes in the game. Makes you humbled to see someone doing that kind of work. I really need to save some money and invest in some good programs. I have Blender, but I can't do anything with it. Maybe I'll get off here and put everything away until I learn to use that program...

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


primorge ( ) posted Sat, 28 July 2012 at 12:27 AM

An inspiration, Joe.


primorge ( ) posted Sat, 28 July 2012 at 12:37 AM

@ rokket,

I have issues with Blenders variation on cartesian coordinates and RMB to select... Lovely AND powerful piece of software though. every time I start to mess with it I lose my patience and end up back at Wings and Poser (Zbrush 2 for higher res sculpting).


joequick ( ) posted Mon, 30 July 2012 at 4:26 AM · edited Mon, 30 July 2012 at 4:38 AM

file_484530.jpg

Zbrush 4r4 came out a few days ago and added another amazing slew of features.  As a result, I started working on a purely Darwyn Cooke designed suit, using the new insert mesh and curve brushes to add detail.  I'll be low on free time for a few weeks, when i get some again I'll probably see if I can't make do morphs to make the zipper work and the buckle buckle.

@Daz3d
@ShareCG


joequick ( ) posted Mon, 30 July 2012 at 4:26 AM
joequick ( ) posted Mon, 30 July 2012 at 4:26 AM
joequick ( ) posted Mon, 30 July 2012 at 4:27 AM

file_484533.jpg

with a buckle

@Daz3d
@ShareCG


joequick ( ) posted Mon, 30 July 2012 at 4:29 AM

file_484534.jpg

without smoothing

@Daz3d
@ShareCG


monkeycloud ( ) posted Mon, 30 July 2012 at 4:59 AM

That's looking fantastic!

It's great to see your work in progress here... especially relative to your use of ZBrush, which I'm just starting out learning to use myself. Thanks very much for sharing 😄


joequick ( ) posted Tue, 31 July 2012 at 12:02 AM

file_484579.jpg

Some more bpr renders.  The cowl will probably have some seams added to the geometry, and I'll redo the boots using the same zbrush insert curved multimesh brushes as on the collar. 

The basic premise of the new insert multi mesh curve brushes in zbrush is that you draw a line and it inserts a mesh with a predefined start and stop mesh and a tiling middle mesh.  The zipper is one of the imm brushes that comes with zbrush 4r4 and the straps are a part of the growing multimesh repository.

@Daz3d
@ShareCG


joequick ( ) posted Tue, 31 July 2012 at 12:03 AM

file_484580.jpg

smoothed

@Daz3d
@ShareCG


joequick ( ) posted Tue, 31 July 2012 at 12:04 AM
joequick ( ) posted Tue, 31 July 2012 at 12:04 AM
joequick ( ) posted Tue, 31 July 2012 at 12:05 AM
joequick ( ) posted Tue, 31 July 2012 at 12:05 AM

file_484584.jpg

goggles and hair

@Daz3d
@ShareCG


joequick ( ) posted Tue, 31 July 2012 at 12:05 AM

file_484585.jpg

three quarters

@Daz3d
@ShareCG


monkeycloud ( ) posted Tue, 31 July 2012 at 7:41 AM

Catwoman's looking awesome! 😄


joequick ( ) posted Tue, 31 July 2012 at 3:19 PM · edited Tue, 31 July 2012 at 3:28 PM

file_484612.jpg

I wanted to do an open zipper morph on my cat suit, but I wasn't quite sure about the smartest way to do it, the way that would involve the least amount of needless work. For those of you who already know this trick, this is going to be a "no duh" moment.  But for me, this was kind of an "oh wow" realization. 

I was confused by the Daz Supersuit when I first saw it. Before I wanted to make a working zipper, this is what got me thinking about the issue. On the one hand, I knew exactly what the supersuit was.  It was an edgeloop suit, just like any of Midnight_Stories' edgeloop suits (other than the fact, I would presume, that Midnight_Stories' meshes are original, and the SuperSuit is just Genesis with some toe caps, a few extra edgeloops, and the nose, lips and ears lopped off).  But how did the supersuit do what it did? How could you inflate the various edgeloop regions?  I could imagine a tedious way of setting up those morphs, manually masking and inflating the geometry,  but that didn't seem like a smart way to make something.  I knew it had to have been made more cleverly than that, and that clever way would save me time doing my zipper morph.

In Poser and Studio, there are two kinds of groups.  You've got the grouping that goes with the rigging, your bodyparts, and you've got your material groups.  In zBrush (so far as i know), you've just got one single system of groups. You can have material groups, you can have body groups, but you can't have both. So what I would do would be model my outfit, do my grouping based on what I wanted my material groups to be, go into poser and assign those groups materials, then run the mesh through autogroup, do some tweaking, and then run it through quick conform.  I would never see the material groups in zbrush again, as, in order to make morphs, I would have to morph the mesh that had the body groups.  Loading a full body morph in any of the tools I use in conjuction with Poser 7 (Morph IMP more recently, earlier PhilC's Poser Toolbox), that didn't have the same bodygroups, will cause them to crap themselves.  Studio's no different.

From a materials group stand point, I could have things like zip pull, left zipper teeth, right zipper teeth, etc.  As, for something supersuit like, you might have a left pec pad and a right pec pad and all the loops that surround them in order to facilitate your inflating that group and allowing an inlaid boarder. From a body groups stand point, in either example, that would all just be chest.  In zbrush, then, to open the zipper (or inflate the pec pad), I'd have to mask half of the suit (and more of a hastle, half of those zipper teeth), and then pull the other half away (in the supersuit like example, mask off everything but the pec pad, hit inflate).  Then repeat for the other side (or the loops in the supersuit like example, or any other "pad"). If I could select half of those teeth at once and mask them, it'd be much easier (or just select the pad or it's loops), but if I was going to load that morph into poser (as far as my experience has taught me), I'd be forced to make the morph on a mesh where that kind of simple selection was no longer possible.

Here what I  figured out to work around that false limitation:

In both Poser and Studio, your grouping situation doesn't have to match up when you're just loading morphs into an obj.  So I can make the morph on the material group version of the mesh and load it into the body group version of the mesh obj in either program.  Then I can export out the new morphed body group version and load that in as a morph in the cr2 via morph imp in poser or the morph loader tools in studio.

I know, for many of you, the response to that is "no duh".  Still, for others, this is useful new info. This how I was able to make the zipper morph work without driving myself crazy masking off zipper teeth one by one, and this is how the morphs for an inflating edgeloop suit like the supersuit could also be done in zbrush, added  to a  cr2, and saved out for us poser 8 minus users.

Hmmm, M4 and V4 inflating edgeloop suits by Midnight_Stories with heroic/scifi/fantasy poser materials by BagginsBill and Parrotdolphin?

@Daz3d
@ShareCG


bagginsbill ( ) posted Tue, 31 July 2012 at 3:38 PM

It could happen.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


MistyLaraCarrara ( ) posted Wed, 01 August 2012 at 9:46 AM

"Here what I  figured out to work around that false limitation:

In both Poser and Studio, your grouping situation doesn't have to match up when you're just loading morphs into an obj.  So I can make the morph on the material group version of the mesh and load it into the body group version of the mesh obj in either program.  Then I can export out the new morphed body group version and load that in as a morph in the cr2 via morph imp in poser or the morph loader tools in studio."

*whuh?

is this how to morph across body parts?



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