Showing posts with label zBrush. Show all posts
Showing posts with label zBrush. Show all posts

Monday, 18 April 2016

3D Modelling: Updated Time Machine

Here we have an updated version of the time machine, as an actual glove instead of just fingerless and a better structure and shape in general. There are still no scratches due to lack of time, however having restarted the piece, I think it's turned out alright given the amount of time I had.
I decided to restart the piece as I just couldn't figure out how to just add fingers on through zbrush so I just rebuilt it on Maya and sort of made it simpler to begin with.

Primitive View
Front View
There were loads of misplaced vertices, messed up faces, extra edges etc and I spent around 3 hours importing and exporting changes in and out of zBrush and Maya! This is because there were holes in my models and overlapping areas when I imported the .OBJ into zBrush., but it's all good now.

Top View
Side View

I adjusted the original model of the template so that it was better and easier to edit in zbrush.

It looks more like a hand instead of a blob and this made it better to sculpt in zbrush.

This took me less time than the previous sculpt did as I knew roughly what I wanted and where things were meant to be.
This meant that things could also be improved upon quicker; the palms were shaped more realistically and the fingers took a better shape, which would have been more of an improvement had the first design had fingers...


Primitive View
Front View
Back View
Right View



Top View
Left View
Side View
Primitive View
Front View
Top View 

Monday, 4 April 2016

3D Modelling: Time Machine High Poly and Low Poly

Perspective View
Front View
Side View
Top View














This is the original model in Maya. It doesn't have a lot or any details really due to the fact I wanted to basicallydestroy the basic model created in Maya to remould it into a glove. I wanted to keep the cuff as close to how it has been modeled in Maya as it would be an object with hard edges.

This model was then imported into zBrush and crafted into my idea.
The fingerless gloves were decided due to the point at the top of the index finger, what would be used to "rip" a portal to a new time. It was also easier to build this way. I tried to mould the glove's as similar to that of a hand's as possible, with the bump and creases in the palms etc. I also tried to make it more obvious where I wanted holes for the gloves as I didn't hollow them completely out.

Primitive View
Back View
Front View
Left View
Right View













Primitive View
Front View
Back View






















The high poly zBrush model was then decimated and imported into Maya and a low poly model was created. I encountered some issues with ngons but it should all be fixed now and the model should hopefully unwrap rather smoothly.

Side View
Top View





Friday, 4 March 2016

3D Modelling: Column Sculpture


Here is the zBrush sculpture I created after modeling my column in Maya. These four screenshots show the damage from each view of the column. This is without texture or noise and has the standard brown clay material featured in the zBrush settings.
After refining the sculpture, I decimated down to around 1000 points to get this Medium Poly Model. I used the default zBrush material so it would be easier to see how the column looked while I decimated it. This has been saved as an .OBJ and will be cut into Maya to make the Low Poly Model.


Sometimes I felt as though I didn't include enough wear and tear on my column but again, as these things are the first times I'm doing them, I'd like to make them pretty simple in order to not overwhelm and so I can learn the processes with as little issues and confusion as possible.