Friday, May 27, 2005

Zombie

Check this out. Base model in Max, detail in Zbrush. The 2nd pic shows what I've been banging on about - low poly game version for animation, high detail zbrush over the top, and wrap that on with displacement maps.

The next page has the zombie head textured but this guy is much a much better modeler than texturer.

3 Comments:

Blogger eightball said...

That looks pretty darn cool, now I've heard you talk about it, & I'm pretty sure you've linked it here before (but that doesn't mean I read it). but whats Z-brush & how does it work

in 50 words or less, 10 of which must be cuss words, please explain.

Is it (essentially) the ability to 'paint' detail onto 3D mesh's to give them a more organic structure, cause if so, that would be fucking rad.

11:37 am  
Blogger stompbox said...

Basically, yes that's it.

Displacement maps are like bump maps but they actually shift geometry at the point level at render time.

So you can make the actual working geometry, which the 3d app has to move around, deform and animate, cunt-fart, relatively low-poly so it all animates fast and the PC doesn't have a stroke trying to animate it.

Then in Zbrush you add an astonishing level of detail to the actual mesh, pushing the polycount through the roof but making it look rad.

And then the trick - you use the high poly version to make a displacement map which you wrap around the low poly version, so at render time the 3d app distorts the mesh of the low poly working mesh to fit the detailed version.

Hence Doom3, HL2 etc with detailed meshes which have a blocky outline sometimes if you get them at the right angle - because their actual poly count is quite low. Milky rectal discharge.

4:31 pm  
Blogger skaffen said...

Only five in there buddy, get your game together fucktard.

5:26 pm  

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