joequick opened this issue on Jul 25, 2012 · 186 posts
joequick posted Wed, 25 July 2012 at 5:27 PM
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.
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
joequick posted Wed, 25 July 2012 at 5:48 PM
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:
joequick posted Wed, 25 July 2012 at 6:00 PM
joequick posted Wed, 25 July 2012 at 6:01 PM
joequick posted Wed, 25 July 2012 at 6:01 PM
joequick posted Wed, 25 July 2012 at 6:06 PM
Here's an early shot of the suit with a hex pattern and showing the topology.
joequick posted Wed, 25 July 2012 at 6:07 PM
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.
joequick posted Wed, 25 July 2012 at 6:13 PM
joequick posted Wed, 25 July 2012 at 6:14 PM
joequick posted Wed, 25 July 2012 at 6:14 PM
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
joequick posted Wed, 25 July 2012 at 6:21 PM
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
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
joequick posted Wed, 25 July 2012 at 6:44 PM
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.
joequick posted Wed, 25 July 2012 at 6:47 PM
joequick posted Wed, 25 July 2012 at 6:47 PM
joequick posted Wed, 25 July 2012 at 6:49 PM
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).
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.
joequick posted 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.
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
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
joequick posted Mon, 30 July 2012 at 4:29 AM
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
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.
joequick posted Tue, 31 July 2012 at 12:03 AM
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
joequick posted Tue, 31 July 2012 at 12:05 AM
monkeycloud posted Tue, 31 July 2012 at 7:41 AM
Catwoman's looking awesome!
joequick posted Tue, 31 July 2012 at 3:19 PM
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?
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?
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
joequick posted Wed, 01 August 2012 at 9:57 AM
Quote - "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?
No, this is how to work on a mesh with different grouping than the cr2's obj file and still get a working morph out of it. At least in zbrush, it can be easier to work on a mesh with material groups than body groups if you want to be able to quickly select material based mesh groups (quickly mask a zipper as opposed to an arbitrary chunk of chest.)
joequick posted Wed, 01 August 2012 at 10:15 AM
Quote - "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?
Working in zbrush, to make a morph across groups, I just open up the obj and sculpt the morph. Back in poser, I use the script Morph Imp to load the morph. There are other scripts that do the same job. Studio does it out of the box. I believe newer versions of poser do it out of the box as well.
MistyLaraCarrara posted Wed, 01 August 2012 at 11:28 AM
with this method, could you make the suit behave like is on a breathing character?
:) assuming even super villains and heroines have to stop to catch their breath once in a while.
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
joequick posted Wed, 01 August 2012 at 1:49 PM
Quote - with this method, could you make the suit behave like is on a breathing character?
:) assuming even super villains and heroines have to stop to catch their breath once in a while.
You could make a breathing morph any old way. This is about morphs in zbrush where it benefits you to be able to isolate particular material groups rather than body groups.
MistyLaraCarrara posted Thu, 02 August 2012 at 6:28 PM
it would be nice if poser could also select material across body parts in the cloth room.
♥ My Gallery Albums ♥ My YT ♥ Party in the CarrarArtists Forum ♪♪♪ 10 years of Carrara forum ♥ My FreeStuff
joequick posted Tue, 14 August 2012 at 10:05 AM
And I'm back.
I did a rig of my more recent catwoman suit. Now I know why the J-Suit has multpiple zipper pulls for each of the down zipper morphs (it stores them hidden inside vicky's body when they're not in use). The pull, at whatever it's default position is, is a part of that body group (neck, chest, etc). Wherever it winds up in the morph, it's still part of that body group, so it could be down in the woman's cleavage and still be bending to follow the movement of her neck.
Rather than mimic the J-Suit's approach, I think I might just break my zipper pull off the conforming suit and try the smart prop approach. The end user will have to tweak it's position.
joequick posted Sat, 18 August 2012 at 3:44 PM
On the 8 hour flight to Venice (and back to Illinois), I reread most of Grant Morrison's Batman run, which has led me to do some other inspired costumes.
joequick posted Sat, 18 August 2012 at 3:46 PM
joequick posted Sat, 18 August 2012 at 3:47 PM
joequick posted Sat, 18 August 2012 at 3:48 PM
joequick posted Sat, 18 August 2012 at 3:49 PM
joequick posted Sat, 18 August 2012 at 3:49 PM
joequick posted Sat, 18 August 2012 at 3:50 PM
joequick posted Sat, 18 August 2012 at 3:51 PM
joequick posted Sat, 18 August 2012 at 3:52 PM
joequick posted Sat, 18 August 2012 at 3:53 PM
joequick posted Sat, 18 August 2012 at 3:54 PM
joequick posted Sat, 18 August 2012 at 3:54 PM
joequick posted Sat, 18 August 2012 at 3:55 PM
joequick posted Sat, 18 August 2012 at 3:57 PM
joequick posted Sat, 18 August 2012 at 4:19 PM
joequick posted Sat, 18 August 2012 at 4:20 PM
joequick posted Sat, 18 August 2012 at 4:20 PM
joequick posted Sat, 18 August 2012 at 4:24 PM
artistheat posted Sat, 18 August 2012 at 5:59 PM
Awesome Work!!!!! "Bravo" Love the Turtle and Robin Outfit,Beautiful Catwoman Outfit
hborre posted Sun, 19 August 2012 at 8:37 AM
Very well done!!! Interesting take on the darker red on Robin; a brighter color might make him an easier moving target.
joequick posted Mon, 20 August 2012 at 9:33 PM
joequick posted Mon, 20 August 2012 at 9:33 PM
joequick posted Mon, 20 August 2012 at 9:34 PM
joequick posted Mon, 20 August 2012 at 9:34 PM
joequick posted Mon, 20 August 2012 at 9:35 PM
joequick posted Mon, 20 August 2012 at 9:36 PM
Eric Walters posted Tue, 21 August 2012 at 12:42 AM
Joe
You and your sketchbook never fail to impress!!
Ragtopjohnny posted Tue, 21 August 2012 at 8:58 AM
Quote - 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:
Love 'em Joe! Those are awesome, dude!
Just one thing, in Zbrush, where do I find those new strap brushes? I'm using the 4R4 release.....
Poser Pro 2012/3DS Max 2013/Adobe Photoshop Elements 10/Zbrush/
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rokket posted Tue, 21 August 2012 at 9:42 AM
Nice work Joe! I started out modelling by redoing body meshes. I got Blender, and the only thing I learned how to do with it so far is import a mesh for shrinkwrap. If Wings could do that, I would never even use Blender. It's too complicated for me right now. But your work is inspiring. I may go back to costume design later on. Right now I am doing props and vehicles.
If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.
JohnDelaquiox posted Tue, 21 August 2012 at 9:29 PM
Joe, you are one of the coolest individuals and artist I think ever. The last renders you did of the Robin suit are just amazing. With just the change of color you pretty much created an entirely new character.
joequick posted Tue, 21 August 2012 at 10:10 PM
RAMWorks posted Wed, 22 August 2012 at 1:32 AM
artdude41 posted Wed, 22 August 2012 at 7:54 AM
wow , fantastic work !
joequick posted Wed, 22 August 2012 at 10:17 PM
Quote - > Quote - 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:
Love 'em Joe! Those are awesome, dude!
Just one thing, in Zbrush, where do I find those new strap brushes? I'm using the 4R4 release.....
IMM Curve (insert multi mesh curve), it's the one that looks like a strap.
docatlas posted Fri, 24 August 2012 at 7:11 PM
I love what I'm seeing here. Great work. I can really appreciate all the work that went into your Duckies for Genesis; I think it's amazing what can be done without any geografting. I've had a lot of fun playing around with the Duckies morphs.
RKane_1 posted Sat, 25 August 2012 at 3:50 AM
Joe,
You're my hero.
:)
joequick posted Sun, 26 August 2012 at 3:40 PM
joequick posted Sun, 26 August 2012 at 3:40 PM
joequick posted Sun, 26 August 2012 at 3:41 PM
joequick posted Sun, 26 August 2012 at 3:42 PM
hborre posted Mon, 27 August 2012 at 8:25 PM
Amazing renders. They all look great.
joequick posted Wed, 29 August 2012 at 10:09 PM
joequick posted Wed, 29 August 2012 at 10:11 PM
joequick posted Wed, 29 August 2012 at 10:22 PM
joequick posted Wed, 29 August 2012 at 10:22 PM
joequick posted Wed, 29 August 2012 at 10:27 PM
joequick posted Wed, 29 August 2012 at 10:28 PM
joequick posted Wed, 29 August 2012 at 10:29 PM
JohnDelaquiox posted Wed, 29 August 2012 at 10:32 PM
I like the armor, its awesome
a fabric one would be cool too though
joequick posted Mon, 03 September 2012 at 10:19 PM
joequick posted Mon, 03 September 2012 at 10:19 PM
joequick posted Mon, 03 September 2012 at 10:20 PM
joequick posted Mon, 03 September 2012 at 10:20 PM
joequick posted Mon, 03 September 2012 at 10:20 PM
joequick posted Mon, 03 September 2012 at 10:21 PM
JohnDelaquiox posted Mon, 03 September 2012 at 10:23 PM
Joe how far did you get with the Armor
Looks like something i could really use.
joequick posted Wed, 05 September 2012 at 9:52 PM
Quote - Joe how far did you get with the Armor
Looks like something i could really use.
It's modeled and uved but not mat grouped, body grouped or rigged.
joequick posted Wed, 05 September 2012 at 9:54 PM
I've always tried to mess with the eyes as little as possible during morph creation, since screwing with them causes all manner of issues. In this afternoon's doodle I opted to ignored that bit of wisdom.
JohnDelaquiox posted Wed, 05 September 2012 at 10:02 PM
Thats great Joe.
Street Sharks! Street Sharks! Jawsome!
monkeycloud posted Thu, 06 September 2012 at 4:25 AM
Awesome sharkman morph!
Love the Batman and Robin work too
joequick posted Thu, 06 September 2012 at 11:56 PM
RKane_1 posted Fri, 07 September 2012 at 12:22 AM
actually, I'm a dolphin, ma'am...
Uh..sir.
er...
Candygram.
JohnDelaquiox posted Fri, 07 September 2012 at 7:17 AM
Awesome!
SmallFry posted Sat, 08 September 2012 at 9:40 PM
Quote - Some tweaks, rendered with Smay's Hyde textures and a 50/50 split of hyde/freak 4 to bulk up the body.
If this were a commercial product, I would have to buy it.
Just sayin'...
RKane_1 posted Thu, 13 September 2012 at 11:08 PM
Hey Joe, question about your Merchant Resource Genesis Suits? The working in the add leads me to the impression that you are cool with the files being used to make clothing for Genesis and you don't care whether that new clothing is sold or given away as long as you original mesh is changed significantly.
Is that correct?
The license that comes with it states differently but I think it is a boilerplate license from Rendo trying to protect itself but it states: "
Purchase of the Product from Renderosity grants the Buyer a limited, non-exclusive, non-transferable license to use the contents of the encapsulating zip file. The Buyer may use the Product commercially in the form of rendered images but may not distribute the Product or any of the Product’s files. The Artist (Author) retains all copyrights to the files. The Buyer shall not copy, modify, reverse compile, or reverse engineer the Product, or sell, sublicense, rent, or transfer the Product to any third party.
This License does not grant permission to produce a real, tangible replica of the 3D mesh/model/product acquired. An additional license for production rights may be purchased by contacting Renderosity and will be subject to negotiation and approval by the vendor. Renderosity will contact the vendor on the Buyer's behalf.
The Buyer shall not redistribute the Product, in whole or in part, in any file format for sale or for free. The Buyer shall not store the Product any place where it could be used by another person or party (whether it is on a network or on the Internet). The Buyer shall not convert or recreate the Product to any other media format and re-distribute the files, regardless of whether it is for sale or free. The Buyer shall not use the Product in such a way that the original materials could be extracted. Products sold at Renderosity shall not be used for illegal purposes."
Which leads me to believe I would be in trouble if I made new stuff and put it out there. Just wondering if you could help larify what's up.
Love your stuff, btw.
And thanks for your time and response.
joequick posted Fri, 14 September 2012 at 8:35 AM
You just can't redistribute the mesh unmodified. So long as you're not just rigging it and rereleasing it, we're fine.
RKane_1 posted Fri, 14 September 2012 at 9:31 AM
thanks, boss.
RKane_1 posted Sat, 15 September 2012 at 1:59 AM
I have another question for you, Joe.
At one point we were discussing doing symmetrical morphs in Zbrush and Shannonhope mentioned using the Morph Target Palette to make symmetrical morphs in ZBrush... now, I think I got most of it...
Some helpful info VERY neatly laid out by ShannonHoppe in THIS thread about Making Two Symmetrically Mirrored Morphs in ZBrush but to paraphrase:
But I am unfamiliar with using the Morph Target Palette and the Morph Target Brush.
What little things might have been missed in this step-by-step that a beginner needs to know?
I am having problems following it, unfortunately.
Thanks you for any help you can offer, sir. And, as always, beautiful work!
joequick posted Sun, 23 September 2012 at 7:09 PM
I'm still not sure what good GoZ does anyone, so in this tutorial, I'm going to ignore that it exists.
0)make sure you have the geometry .obj for whatever figure you want to work on. older figures will have their geometry in the runtime geometry folder, studio 4 figures like genesis and the new "horse" will have have their geometry exported out of studio. make sure you've got the figure set at 0 subdivisions before exporting out your .obj
2)load .obj for figure you want to morph
4)sculpt your morph
5)mask off any area you don't want to return to default
6)use morph target brush to restore unmasked area to default
7)export
8)load morph via morph loader in studio
RKane_1 posted Sun, 23 September 2012 at 7:32 PM
Thanks, Joe. I appreciate it!
JohnDelaquiox posted Sun, 23 September 2012 at 7:35 PM
Same here Joe, thank you.
Hey how are your latest projects coming along
RKane_1 posted Wed, 26 September 2012 at 1:08 PM
If you have already saved Genesis with a morph on both side before hitting storeMT, can you then somehow load in a subtool of the original Genesis and ask ZBrush to use the other mesh as the Morph Target?
RKane_1 posted Wed, 26 September 2012 at 5:43 PM
Nevermind. A kindly person in the ZBrush forum set me stratight.
He said:
So long as the topology is the same (make sure you use the correct subdivision level) you can:
joequick posted Mon, 01 October 2012 at 11:05 PM
joequick posted Mon, 01 October 2012 at 11:06 PM
JohnDelaquiox posted Tue, 02 October 2012 at 8:35 PM
Awesome work Joe
I sent you a site mail
SmallFry posted Tue, 02 October 2012 at 10:04 PM
Just realized I could make a Duck Tales-inspired set of pictures... Duh!
I was so caught up in comparing your duck morphs to George Lucas' Howard the Duck that I missed a better use for them...
By the way, that Shark-Man FBM looks great! Any plans for it?
isikol posted Wed, 03 October 2012 at 2:56 PM
Phenomenal work on the suits Joe! Your continious thirst for knowledge has made you a zbrush master, not to mention your modeling and rigging abilities... This is an awesome to follow sketchbook...and you are giving me ideas...
joequick posted Wed, 03 October 2012 at 10:00 PM
joequick posted Wed, 03 October 2012 at 10:02 PM
joequick posted Wed, 03 October 2012 at 10:03 PM
joequick posted Wed, 03 October 2012 at 10:04 PM
joequick posted Wed, 03 October 2012 at 10:07 PM
Aside from Zbrush, I'm working in Poser 7 and DS 4.5, so I can't run a cloth sim with Genesis. My work around, which I thought was clever, was to make a morph for V4 that gives her body the default Genesis neuter shape. Then I can run my cloth sim and have her do a crunchy while bending her arms to get the outfit to wrinkle right.
JohnDelaquiox posted Wed, 03 October 2012 at 10:25 PM
looks really good so far Joe
evilded777 posted Thu, 04 October 2012 at 8:08 AM
You astound me, sir.
Someone very dear to my heart is nicknamed: The Boy Wonder. I have been dying to get a Robin suit to be able to do some renders for him. Nothing i have stumbled across (there's not much) has come even close to this work.
PLEASE!!! I'm begging, seriously :)
joequick posted Thu, 04 October 2012 at 9:38 PM
joequick posted Thu, 04 October 2012 at 9:41 PM
JohnDelaquiox posted Thu, 04 October 2012 at 10:19 PM
Amazing work Joe. Your Fabrics look like fabric.
Hey did you get the site mail I sent you
joequick posted Thu, 04 October 2012 at 11:11 PM
Quote - Amazing work Joe. Your Fabrics look like fabric.
Hey did you get the site mail I sent you
The last message I remember (and it may have been a post in a forum and not a pm), was asking if I needed any help with anything. If you've sent something more recently, I may have deleted it.
JohnDelaquiox posted Thu, 04 October 2012 at 11:34 PM
I actually sent something recently here
JohnDelaquiox posted Fri, 05 October 2012 at 10:01 PM
One thing I love to see hit your store is a your Americas Greatest Heroes set, and maybe a golden age set 2.
I would love another cowl like your golden age set one only this time with finsand minus the cape.
http://www.whatsyourobsession.com/images/2010/bowen-designs-wolverine-x-force-statue-sneak-peek.jpg
http://www.marvelscustoms.com/hornet/albums/Photo_WIP/Wolverine_XForce/x-force-wolverine.jpg
http://www.youtube.com/watch?v=UuKQ3Oc97Wk
joequick posted Sat, 06 October 2012 at 1:11 PM
Quote - One thing I love to see hit your store is a your Americas Greatest Heroes set, and maybe a golden age set 2.
I would love another cowl like your golden age set one only this time with finsand minus the cape.
http://www.whatsyourobsession.com/images/2010/bowen-designs-wolverine-x-force-statue-sneak-peek.jpg
http://www.marvelscustoms.com/hornet/albums/Photo_WIP/Wolverine_XForce/x-force-wolverine.jpg
http://www.youtube.com/watch?v=UuKQ3Oc97Wk
For Wolverine, mix the Nadino Mask with the fins that are near the back of my ShareCG freebies.
I'm going to try to wrap up the America's Best Comics add-on/volume2/whatever soon.
JohnDelaquiox posted Sat, 06 October 2012 at 2:08 PM
I was actually able to do a render with the fins on another head but its not as realistic looking as your golden age cowl.That thing is just awesome, Its one of my favorite pieces in my entire runtime.
http://www.renderosity.com/mod/gallery/index.php?image_id=2356363&user_id=424381&np&np
Ya know, is there a way to hide the cape on the golden age cowl.
joequick posted Sat, 06 October 2012 at 3:52 PM
Quote - I was actually able to do a render with the fins on another head but its not as realistic looking as your golden age cowl.That thing is just awesome, Its one of my favorite pieces in my entire runtime.
http://www.renderosity.com/mod/gallery/index.php?image_id=2356363&user_id=424381&np&np
Ya know, is there a way to hide the cape on the golden age cowl.
I made a really crap morph that can, but I'm not a fan of it. I get the idea of liking the cowl and wanting to use it on things, but it was made to fill a nitch. There were no cape/cowl combos for M4, so that's why that cape and cowl exist. There's a pretty wide array of other cowls with no cape attached to them that could be used to make a Wolverine cowl. You might look at morphing out the ears on either of Hal's Bat Cowls, I think I've got an old stand alone bat cowl too, and there's also one that was part of that free batman project.
I did the wrinkles and the brows on the Golden Age cowl using geometry, but you could also make a displacement or bump map to give the nadino mask the same look.
joequick posted Sat, 06 October 2012 at 7:36 PM
joequick posted Sat, 06 October 2012 at 7:37 PM
joequick posted Sat, 06 October 2012 at 7:44 PM
joequick posted Sat, 06 October 2012 at 7:48 PM
joequick posted Sat, 06 October 2012 at 7:49 PM
JohnDelaquiox posted Sat, 06 October 2012 at 8:45 PM
Joe that looks great!
Eric Walters posted Sat, 06 October 2012 at 11:58 PM
To quote Darth Vader- "Impressive... most impressive."
joequick posted Mon, 08 October 2012 at 2:32 PM
joequick posted Mon, 08 October 2012 at 2:33 PM
JohnDelaquiox posted Mon, 08 October 2012 at 3:46 PM
HAHA AWESOME WORK JOE
joequick posted Mon, 08 October 2012 at 11:18 PM
JohnDelaquiox posted Tue, 09 October 2012 at 7:23 AM
Sweet!
RKane_1 posted Tue, 09 October 2012 at 9:23 PM
KNOCK, KNOCK
...
caaaaaaandygram.
RKane_1 posted Tue, 09 October 2012 at 9:25 PM
Quote - here's the shirt with a more sensible collar. i'll have to admit, I looked critically at the new suit by sickleyield. i thought I could easily come up with something that bent in more natural ways. having tried it now, the way the collar and buttons deform when moving and adapting to standard genesis morphs is a duzy. it would take a lot of custom fit morphs, mcms and jcms to keep it from looking like crap.
What about making a rigidity map for them? I think I saw a tutorial on oit in YouTube. I haven't done it but it may be the answer. I think it keeps the structure intact but changes size and placement only, if I am correct. Lemme see if I can find it.
EDIT: Here is one by smay who did a shirt with a gun holster...
joequick posted Tue, 09 October 2012 at 11:05 PM
Quote - > Quote - here's the shirt with a more sensible collar. i'll have to admit, I looked critically at the new suit by sickleyield. i thought I could easily come up with something that bent in more natural ways. having tried it now, the way the collar and buttons deform when moving and adapting to standard genesis morphs is a duzy. it would take a lot of custom fit morphs, mcms and jcms to keep it from looking like crap.
What about making a rigidity map for them? I think I saw a tutorial on oit in YouTube. I haven't done it but it may be the answer. I think it keeps the structure intact but changes size and placement only, if I am correct. Lemme see if I can find it.
EDIT: Here is one by smay who did a shirt with a gun holster...
A good suggestion. I've never attempted that before either. I will tell you, though, that after my first try, I've got a lot of buttons floating around disconnected from the figure. Though at least they're not deformed.
RKane_1 posted Wed, 10 October 2012 at 2:00 AM
Quote -
A good suggestion. I've never attempted that before either. I will tell you, though, that after my first try, I've got a lot of buttons floating around disconnected from the figure. Though at least they're not deformed.
Either ghostly floating buttons or, if for a figure like Mr Hyde, prolly requiring surgery to extracate from his chest cavity. chuckle
joequick posted Sat, 13 October 2012 at 6:52 PM
joequick posted Sat, 13 October 2012 at 6:52 PM
JohnDelaquiox posted Sat, 13 October 2012 at 7:43 PM
awesome work joe
can't wait till they are done
joequick posted Sun, 14 October 2012 at 11:56 AM
joequick posted Sun, 14 October 2012 at 11:57 AM
joequick posted Sun, 14 October 2012 at 12:02 PM
joequick posted Sun, 14 October 2012 at 12:03 PM
joequick posted Sun, 14 October 2012 at 12:15 PM
JohnDelaquiox posted Sun, 14 October 2012 at 12:58 PM
awesome render joe
the hero looks like he just crapped his pants
joequick posted Wed, 17 October 2012 at 8:23 PM
joequick posted Wed, 17 October 2012 at 8:24 PM
joequick posted Wed, 17 October 2012 at 8:25 PM
joequick posted Wed, 17 October 2012 at 8:26 PM
joequick posted Wed, 17 October 2012 at 9:13 PM
Rosemaryr posted Wed, 17 October 2012 at 9:26 PM
Quote - I remember seeing Rosemaryr's Marvelous Designer Turbins a while back and thinking, "when I eventually get tired of failing to model a knot in zBrush, this is the person I'm going to bother for help". And I eventually through in the towel on knot tying, and over the past couple of days she kindly through this mask together, knot and all.
Hehe.
Glad to see it fits your morphing needs!
JohnDelaquiox posted Wed, 17 October 2012 at 10:19 PM
She did a great job on the mask and the turtles are coming out amazing!
joequick posted Sun, 18 November 2012 at 2:13 PM
monkeycloud posted Sun, 18 November 2012 at 2:19 PM
Thanks for the heads up Joe - I have subscribed ;-)
joequick posted Fri, 21 December 2012 at 10:29 PM