This function can assist with future mesh editing including Dividing and sculpting or features that utilize PolyGroups. Once DetectEdges is activated, we can convert our mesh to quad based geometry, create PolyGroups, and most importantly retain our clean or hard edges. In this Lesson example, we'll take a gear model that has a triangulated mesh with no PolyGroups or no mesh ID, but has edges to help utilize the DetectEdges function. ZRemesher 3.0 - DetectEdges Let's familiarize ourselves a little better with ZRemesher's DetectEdges functionality. Go In Depth with Folders & Folder Actions Take an in depth look at how ZBrush's Folder system works, organize to your needs and discover Folder Actions! Go In Depth with. Dive into custom editing of the Material Palette, Document Palette, Render Palette, and the Light Palette to create a material and renders of your liking! Creating a Real-Time. For landscapes or hard-surface objects that don’t need to deform, use the PROP feature and you shouldn’t have any problem.More Creating a Real-Time NPR (Non-Photorealistic Render) Material Take an in depth look into creating a realtime NPR Material. A:M has a reputation for not playing well with polygon-based programs, but I think you just have to understand the limits and work around them. I just wanted to try it and see what happened. I’m not sure if I will use this technique on some of the gear, or if I would just model from scratch in A:M. I dragged and dropped it into an Action and it perfectly aligned with the Hyena model! All I had to do was add a translate to and orient like constraint to the head controller and I was done: In A:M I imported the helmet and assigned a rusty steel DarkTree material to it. I then sculpted some detail–though not too much, because I wasn’t sure it would work…īefore exporting the helmet, I ran the Decimation command on it to reduce the polygon count, then exported an. obj and imported it into Zbrush, painted a mask for the helmet and extracted the geometry. I had an idea this evening to see whether I could combine Zbrush and Animation:Master by using the extract command in Zbrush to create equipment (in this case a helmet) and bring that geometry back into A:M as a PROP. The new render time was only 2 minutes per frame! I eliminated global illumination, ambient occlusion, and multipass–relighted the scene with Z-buffered shadows instead of ray-tracing. I started rendering the shot (in HD, 1280 x 720), The first couple of frames took over 1-1/2 hours! With over 400 frames in just this shot, that was way too long…I knew that I was going to have to make some compromises…. The dust particles are Sprites emitted with each step, and are drifting off to the right as though blown by the wind (actually there is a fan Force Emitter creating the wind). I set the ground plane to Front Projection Target and Flat Shaded. Then I added extra detail of the rocks and scrub as an overlay layer. I added the dunes in the distance, and the sky, as layers underneath the rendering. So I decided to render the landscape by itself to get the lighting, and retouch it in Photoshop to create matte paintings to use as background rotoscopes in A:M. Unfortunately, the maximum texture resolution in Sculptris was too pixelated when rendering up close. The detailed rocks in the pass is where the main action of the scene is, so I figured that I could just drop the landscape in as a PROP and render everything in A:M… The reason I wanted to use Sculptris is that I could use the Reduction brush to simplify the geometry in the distance. In this case, I used Zbrush to generate the geometry, but I exported it to Sculptris to work on the detail and textures. Using the greyscale values, it is pretty simple to generate a terrain mesh. The DEM files and software are available for free here. I started with a Digital Elevation Map (DEM) and exported a greyscale image from MicroDEM. After doing a number of tests each way, I felt that a hybrid matte painted look was going to be better for the introduction of this character… I have been a little torn between using somewhat realistic CG landscapes or digital paintings for this project.
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