Thursday, October 4, 2012

Black Widow Spider

This was my very first project that I soley working on ZBrush and not with any other program like Maya like I had done in the past. I was starting to learn and use zspheres to see how well I could model in ZBrush.



The first thing that I model using zspheres is the head and body. Those of you who are or not familar with zspheres, this isn't zspheres that I applied  in what your're seeing. I sort of accidently applied the geometery instead of applying the zspheres for other body parts of the spider. So I would had been done applying zspheres first, then went to apply the geometery all at once.


The next thing I went on doing is to apply the spider's legs. It took me time to have all the legs for the spider since I would have to follow closely to the renference.


The last thing I applied with the zspheres is making the whisker that are coming from the spider's mouth. These took me a while to make in which I spent three hours working on them. 

Now that the zsphereing is out of the way, I was finally able to apply the geometery for most of the parts since I accidently the spider's body and head first without finishing applying zspheres. I use different brushes including the flatten brush to see how I would be able to shape both the head and body on top. I had scuplted the bottom of the spiders head, follow by the back of the spider's body. I use a basic 2 material for the entire body, along with a jelly bean material for the eyes. The final phase for completeing my model is coloring the spider, along with the patterns that come from the back, and bottom of the spider's body.

Here's what I have in terms of the final verison:








   


Wednesday, September 5, 2012

Human Genom Mouse (In Progress)

For this project, I'm making a human genom mouse in Zbrush for my Portfolio class. Much like my black widow spider (not post it yet), I'm using zspheres again to model the mouse and ear. Both of the models will be separate it into subtools. The idea for this project is having the ear being place on top of the mouse's body.


For the start of the project, I started off building and shaping up the mouse's body. 


After I even out the mouse's body, I then began working on the mouse's head.



Now that the head and body are now shape up to match the body of a mouse, I then began to work on the mouse's legs. Based on the references I saw, the front legs are smaller, and the feet are shorter, while the back legs are bigger, and the feet are longer. The difference is that the feet on the front has four toes, and its arch is laying flat on the ground, while the feet on the back has five toes, and its arch is being raised upward.


After long hours spending time shapeing up and positioning the mouse's legs and feet, I then start to bring out the tail from the back of the mouse. The style that I want to give for the mouse's tail, it's more of a curved shape to make the model look even more interesting.



One of the toughest challenges that I had with this project was to try to make the mouse's ears out of zspheres. I felt that making them using zspheres makes them look more rounded than the shape that I'm looking for. It may not look like the shape of the mouse's ear, but at least I try to make them look as close as I could. 


 The final piece of the actual mouse object was to add the eyes on each side of the mouse's head. These were made out of zspheres.






Here's the overview look on the actual mouse model using zspheres. 





The next phase of the process of the human genom mouse project to create a human ear. Much like the ears of the mouse, this was also used with zspheres since it's one of the toughest challenges for me to shape up and build the ear in how I want it to look. Again, not exactly like the shape of the human ear, but it's getting close to looking like one. And like the entire mouse body, and eyes, this was also done as a separate piece.
this brings up the total number of four subtools.


Now that the process of building both the mouse and ear out of zspheres, it was now time for me to make them into polymesh 3d. I then divided the highest subdivison as possible for me to scuplt my of my models. 



  The first thing I scuplt for this project was the mouse's ear. Much like the issue I had working on them out of zspheres, I had to try to shape up the mouse's ear to stay close as the reference. 

Tools used to scuplt ears:

Brushes
  • Standard
  • Smooth
  • Flatten
  • hPolish
Other
  • Transpose


 I then scuplt the shape of the mouse's nose using a standard brush tool.


I then scuplt out the nails on the mouse's feet.



Scuplting the human ear was also a challenge for me much like what happen when I was trying to shape using zspheres.

Tools used to scuplt ear:

Brushes
  • Standard
  • Smooth
  • Flatten
  • hPolish
Other
  • Transpose



After spending time scuplting the mouse's ears, nose, feet, and human ear, it was now time for me to apply texture to both of my models. The material I used to apply both models was BasicMaterial. I was trying to use a material that could shine the mouse's eyes, but it keeps shining on to the entire model instead of the selected object. I want it to go with a grey color that isn't too light nor dark for the mouse's fur. I apply sort of a white color on the bottom of the mouse's body. For the feet I gave it a little more of a dark color along for the nose.The inside of the mouse's ears were painted with a dark color between gray and pink. The eyes are painted black along with the mouth area that's painted with a lighter pink color. The last object to be painted was the human ear that was color using between a light and dark pink. 




I created an alpha brush in Photoshop to give a fur texture on my mouse model.


 The same goes for the human ear that I created a skin alpha brush in Photoshop to apply to.

Saturday, March 31, 2012

The Three Arms

Here's another piece I made for a mid-term project in Texture and Lighting. When I finish the arm cast model in ZBrush, I position the arm cast in this phrase: left, front, and right. I then went to document on the top of the screen, and click Z Applink.  Under Z Applink Projection, I click on Drop Now and load each position into it's own Photoshop file. I then click ok on the Z Applink to finsh the process.

The first one I made was just the regular arm cast model that I made in ZBrush. The other three were just seperate projects I made to make them different from the regular arm cast model.

  
Here're the other three that I made in Photoshop for this project:

The Three Arms Blood

The Three Arms Stiches

The Three Arms Tatoos

Arm Cast

Here's a project I made for a mid-term project in Texture and Lighting. I start off using a cylinder and use the insert edge loop tool to define the shape of the arm. I then made a hand in a seperate file using a cube. I use the insert edge loop tool, and made a finger using a cylinder. I duplicate the four fingers and delete the faces of the hand. I deleted the faces in one of the fingers to create a thumb. I attach both the fingers and thumb to the hand. I import the hand into the arm file and attach them together. I select the faces for both the hand and the forearm. I then extrude the faces to create a arm cast.


I then export the arm cast model into ZBrush and did some scuplting and texturing on the arm cast.


                                                              
The model was then export it back to Maya and apply texture map that I made in ZBrush.

Note: I somehow misplace the arm cast model that I export it from ZBrush since I don't know where it has gone to. Luckly I still have the texture, normal, and displacement maps that I made in ZBrush.


   


Ladybug Lying Down

Here's another piece I made for my final in Texture and Lighting.When I had finish sculping and texturing in ZBrush, I arrange my model by positioning in the top view. I then went to Document in the top of the screen and click on zApplink. Under Z Applink Projection, I click on Drop Now and my project was loaded to Photoshop. I then click ok to finish the process. I searched in Google and I found myself a leaf wallpaper to go with my project. I then open the leaf wallpaper in Photoshop. While I'm in Photoshop, I went back to my ladybug model and use the pen tool aroung the ladybug. I then brought up the selection change and inverse it to delete the background. I then place the ladybug onto the leaf wallpaper. I use the pen tool, made a selection change, and apply a dark red color on the sides of the elytra. I then use a brush and use red to paint on the inner parts of the elytra. I switch the brush to a splatter brush, use black as a color of choice, and tone down the opacity to paint around the elytra. I merge the layers to create a complete texture of the ladybug. I then use the free transform and select Distort to make it look like the ladybuy is moving in a 3 dimensional view. Once it's done, I duplicate the ladybug and made a shadow out of it. I placed the shadow layer on bottom of the ladybug layer so it makes it look like the ladybug has a shadow underneath. Just to finish things off, I duplicate both the ladybug and the shadow to have another ladybug in the picture.
       

Ladybug Lighting

After when I exported the ladybug model back to Maya, I set up a stand for the ladybug to place on top of using a cylinder.


I then duplicate the stand and scale it for a larger size. I then use a sphere by scaling it larger, and delete the half to create a dome.


From the inside of the dome, I had place a series of cameras to shoot for the ladybug. I use two directional lights in the front and back of the ladybug, and place in two ambient lights on the bottom of the ladybug and stand. I even made adjustments in the Relationship Editor to see how I want each camera to shot the ladybug.


I was using the Render View along with the Attribute Editor to make the adjustments with the lights. The scene is sort takes place in a sunny day where the ladybug is sitting on a grassy area like on a leaf. I then went to Render Settings and made these settings:

Common

File Output:

Image Format: JPEG (jpg)

Frame/Animationext: name.ext(Single Framed)

Renderable Cameras

Renderable camera: persp

Image Size:

Presets: 2K Square

Maya Software

Anti-aliasing Quality:

Quality: Production Quality

Edge anti-aliasing: High Quality

I then render the scene and save it as a jpeg. By the time I had finish rendering, I ran in to some issues with the scene I took from the ladybug. It turns out that it's a little beat up, altough it doesn't look too bad. So I open the jpeg in Photoshop and make these adjustments. I had use the smuge, clone tool, and a little of paint to fix the problem. It's starting to look a little better, but that's the least I could do. And here's how it turns out:
 

 

 


Ladybug

Here's a project that I was doing for my final in Texture and Lighting class. I started off modeling the bug in Maya using a sphere polygon for the elytra. I then use another sphere polygon and delete the other half for the abdomen. I place the abdomen under the elytra and extrude the face, legs, and whiskers. I also made the pronotum using a cube polygon and place it on top of the ladybug's head and elytra. I then had exported the ladybuy into ZBrush.


So I had brought the model over to ZBrush where I did so much sculpting and texturing.


I then export the model back into Maya and apply the texture map I made in ZBrush. And the results for the model turnout like this:

Ladybug Perspective

Ladybug Top

Ladybug Bottom