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Unholy Dance coupling base mesh Zbrush!

Monday, May 24th, 2010


Tundra cold and lonely in the middle of Antarctica Serengetti, a strange ritual dance begins to develop. . . The mating dance Unholy base mesh Zbrush! This piece is my first experience with the screening room Maya and Photoshop. I started with a single still photo of an iceberg, and added a camera move through the image. The characters are dancing “mattress that I modeled with polygon modeling in Maya with the intention to ZBrush for details. I told you can not run a simple base mesh, because his Quad-topology and the uniform is not conducive to character animation. However, this piece showed me that you can really animate a mesh base. Yee Haw. “The economy of polygons,” Animation, rigging, camera projection, matte painting, by Michael Taflove Music: The Birthday Massacre – Blue

ZBrush Modeling

Tuesday, April 20th, 2010


ZBrush Tutorial – ZBrush tutorial real time 58 minutes – in this video with a model of the female body with ZBrush zpheres the initial topology, the advantage is that lowpoly maintain a perfect edge loops which can add a displacement map to use in model video games and get real-time, it is very good – in other tutorials show how to integrate these models in some game engine like UE3

Quantum Cathedral Visual Effects – Maya, Zbrush, XSI – Demo Reel

Sunday, April 4th, 2010


we are driven….. some will challenge the heart and soul…For those in the industry topology is about to disappear and computing power is bringing the digital studio to the guy living in his dad’s garage. The revolution in 3d modeling tools and 3d visualization software is part of the grand destruction of time and place. www.quantumcathedral.com

zbrush Topology Test

Friday, April 2nd, 2010


zbrush 3.1 Topology Test

Low poly generic Alien topology test.avi

Tuesday, March 30th, 2010


A small animation test for the skinning of this low poly alien head I did with 3ds max and Mudbox. The teeth are only there so the mouth aint empty. I’ll model a better mouth sack eventualy…

zbrush How to Add Topology Quickly

Tuesday, March 23rd, 2010


This video will show how you can add topology lines (or edge loops) to a tool without having to rebuild the all of the topology. This is the first video to tricks on adding topology. Check out my other video “Using zspheres to Combine Multiple Tools.” The first part of that video shows even a quicker way to build off any current topology.

zbrush Using Retopology to Combine Tools

Thursday, March 11th, 2010


This video will show two things in zbrush. The first is a trick you can do if you want to edit topology but do not want to have to rebuild the only mesh. All you want to do is add to current topology. The second part will show you how to use the first trick in order to combine multiple tools by using zbrushes retopology tools.

ZBrush Tutorial – Mesh Extraction / Topology

Monday, February 8th, 2010


This tutorial covers some basics in the process of creating topology and extracting mesh using zbrush 3.1 Donate here www.paypal.com www.picturebandit.com Useful for adding armor, accessories and clothing to an existing mesh or model. Please subscribe so your notified when the next video in this zbrush series has been uploaded. Thank You Jessie

Modeling and Sculpting a hand in Blender 3D Part 1

Thursday, January 28th, 2010


Please note: THIS IS NOT A TUTORIAL This is merely me creating a base mesh of a hand to sculpt with later. This is probably the first real modeling project I’ve attempted in roughly four years. I’m fairly proud how it came out. However, when I attempt this again when modeling a character I’ll tackle this a little differently. During the video you’ll notice I backtrack several times as I work my way into a corner and have to attempt something else. Now that I’ve done this, I can think of a better way to model this. I’m sure you’ll see that on a later video. This is the first in a two part video set. This is just a base mesh that I’m going to use when I take it into Blender’s sculpting mode. I’ll be able to fix some of the issues that are apparent in the model and add a lot of detail. Hopefully it’ll be something that will make me proud. Once that’s done there’s a tool in blender to allow me to make a new mesh based on the surface created in sculpt mode, making for a much cleaner topology. Music is provided by the JPFM Band.

Maya to Zbrush Pipeline Part 2

Saturday, January 16th, 2010


The following is an answer to the question posed to me by Maikkeru: “How does one take a model from Maya into Zbrush, and then reimport it back into Maya.” Well the following tutorial shows the correct workflow for exporting from Maya into Zbrush, and then returning back to Maya. I will discuss the importance of edge flow and clean topology, as well as the proper way to ensure your export between Maya and Zbrush is seamless. This is Part 2 of the Series, “Maya to Zbrush Pipeline: Part 1 …


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