Digital Art Zone

 
   
1 of 9
1
RAMWolff’s SuperSuit creation thread…..
Posted: 10 March 2013 07:33 PM   [ Ignore ]
Addict
Avatar
RankRankRankRank
Total Posts:  4688
Joined  2004-08-11

Read up on some tutorials.  Not enough info though to finish up the fingers.  Anyone know how to make fingers in ZBrush using the Dynamesh?  I got the rest done.  Kinda fun… except for the thumbs.  Cussed my way through that part.  But the other fingers are just too skinny so there is not way that pulling out the mesh and remeshing it is going to be good enough.  I tried and it was a mess…

HELP????

Image Attachments
RAMS-DynameshBodysuit.jpgRAMS-DynameshBodysuit02.jpgRAMS-DynaMask-01.jpgRAMS-DynaMask-04.jpgHand_To_Go_Still.jpg
 Signature 

    —- Wolff On The Prowl—-

Pan Project

Profile
 
 
Posted: 10 March 2013 10:47 PM   [ Ignore ]   [ # 1 ]
Power Member
Avatar
RankRankRank
Total Posts:  1562
Joined  2011-11-16

Make the fingers out of cylinder primitives. That’s what I did to make the fingers on my Battle glove.

Profile
 
 
Posted: 11 March 2013 12:57 PM   [ Ignore ]   [ # 2 ]
Addict
Avatar
RankRankRankRank
Total Posts:  4688
Joined  2004-08-11

I found that when using the QRemesher, while I wanted to pull my hair out of my head at times, it did what it was supposed to. 

I found that by masking previously done fingers kept them from being overly smoothed which tends to pull the mesh in tighter and of course that makes more work each time because you have to go and pull it all back out.  When I masked it was by mistake…. sort of…..

I had masked previous larger body parts and for some reason it seemed to create some weird bits throughout the mesh.  So my plan was to mask the previously completed fingers while I was pulling the mesh up to cover another finger (This is all done with symmetry on so the other side was getting the same treatment) and when I was finished clear the mask.  I forgot and didn’t remember until I clicked the QRemesher button. 

I let it run anyways and well…. I got a much tighter mesh.  Good for the fingers but probably to heavy to really make use of in DAZ Studio.  I’ll have to check it out. 

If it is I’ll see if using the ZBrush Decimator will have the desired result I need.  I know that DAZ has it’s too but with the density of the suit I’m afraid it will crash DS.  This happened a while back when I was playing around with a dense mesh and wanted to test out the DS plugin and well… it crashed internally and wouldn’t recover.

Image Attachments
Fingers_About_Done.jpg
 Signature 

    —- Wolff On The Prowl—-

Pan Project

Profile
 
 
Posted: 11 March 2013 01:49 PM   [ Ignore ]   [ # 3 ]
Addict
Avatar
RankRankRankRank
Total Posts:  4688
Joined  2004-08-11

OK… got the suit completed.  Next step is to UV Map it and get really handy with the zone creation in ZB….. here’s a quick render from DAZ Studio.  It’s 2.5 Mb’s total.  So LARGER in size than Genesis, much more so.  Hmmm

Image Attachments
RAMGenesisBodysuit.jpg
 Signature 

    —- Wolff On The Prowl—-

Pan Project

Profile
 
 
Posted: 11 March 2013 02:14 PM   [ Ignore ]   [ # 4 ]
Addict
Avatar
RankRankRankRank
Total Posts:  4688
Joined  2004-08-11

WOOT… figured it out.  Decimator was a mess.  Triangulated and then when I merged Triangles it looked horrid.  So I tried experimenting with masks and blurring masks (hands only) and QRemesher set to exactly Half and it gave me a lovely lower rez suit at 1.32 Mb’s!  YAY!  Hands are still Hi Rez so enough poly’s to keep the gloves looking great. 

Screen grab from the Viewport in DAZ Studio

Image Attachments
RAMGenesisBodysuitMedRez.jpg
 Signature 

    —- Wolff On The Prowl—-

Pan Project

Profile
 
 
Posted: 12 March 2013 08:35 PM   [ Ignore ]   [ # 5 ]
Addict
Avatar
RankRankRankRank
Total Posts:  4688
Joined  2004-08-11

Well then.  Did a quick transfer rigging and found it responds very well to Genesis.  No poke throughs at all and looks great. 

New thing to learn.  UV Mapping.  According to some help on ZBrush Central when using the QRemesher it creates a spiral polygon layout so that when trying to create UV Mapped zones you can’t get them.  From any angle is APPEARS that the poly’s are laid out perfectly but they are indeed not.  So not sure how to proceed with this.  There is a way to fix it by some weird rebuilding of the mesh but I’m not at all familiar with the process.  gulp

Image Attachments
RAMGenesisBodysuit-QuckRig.jpg
 Signature 

    —- Wolff On The Prowl—-

Pan Project

Profile
 
 
Posted: 13 March 2013 07:31 PM   [ Ignore ]   [ # 6 ]
Addict
Avatar
RankRankRankRank
Total Posts:  4688
Joined  2004-08-11

Well after spending most of the day watching tutorials getting to know ZSpheres was the best way to go.  Once I got the basic body form laid out (as you can see with all the zones the finished armature created) I used another tool in ZBrush called “Project All” and had my original bodysuit under it (with the messed up polygon layout that was giving me hell when trying to make clean zones) and wallah.  I then had to “Inflate” at 1 and used the Standard brush to pull out the remainder of the mesh along with the Smoothing brush to get everything cleaned up.  Allot less headache.  Again though, getting the fingers created using smaller ZSphere’s was a royal PITA but worth it in the long run.  Had allot of clean up to do before projecting though.  My first few tries at it revealed that I needed to do some clean up and smoothing around many of the finger joints and the crotch area before attempting another projection.  Verts were flying all over the place and it was obvious what needed to be done after all the reading and watching of video’s on the subject.  Now I can make other zones and hopefully not run into any more issues. 

Image Attachments
The_Beauty_of_ZSpheres.jpg
 Signature 

    —- Wolff On The Prowl—-

Pan Project

Profile
 
 
Posted: 13 March 2013 09:04 PM   [ Ignore ]   [ # 7 ]
Addict
Avatar
RankRankRankRank
Total Posts:  4688
Joined  2004-08-11

Well, I think I have as many zones as I dare attempt on my first go at all this.  I know the mask looks funky but with the poly’s being as mid range as they are there really isn’t a whole lot more I can add to it without looking like lego blocks.  gulp

Image Attachments
BodysuitZones.jpg
 Signature 

    —- Wolff On The Prowl—-

Pan Project

Profile
 
 
Posted: 13 March 2013 09:31 PM   [ Ignore ]   [ # 8 ]
Addict
Avatar
RankRankRankRank
Total Posts:  4688
Joined  2004-08-11

Ended up adding some more zones around the collar thing and some areas down the middle so when combined you can make a vest sort of look with it.  Should come in handy for possibly making Cosmic Boy’s costumes.  I then did a flat mapping via the UV Master in ZBrush.  Next step it to take this into UV Mapper Pro and create a neater UV layout that I like more, this looks messy.

Image Attachments
BodysuitZones02.jpgBodysuitUVs.jpg
 Signature 

    —- Wolff On The Prowl—-

Pan Project

Profile
 
 
Posted: 15 March 2013 02:06 PM   [ Ignore ]   [ # 9 ]
Addict
Avatar
RankRankRankRank
Total Posts:  4688
Joined  2004-08-11

Well, got it done.  Now I have a basic suit to build clothing and what not out of.  The fit is not super tight but it’s useable as it is for the most part.  I will probably take it into ZBrush and get it fitted better but glad I got the UV’s done and sorted out.  Poses just fine too! grin

Image Attachments
UltimateUnwrap3DPro.jpgRAMS-Gen5-Bodysuit-Zones.jpgRAMS-Gen5-Bodysuit.jpg
 Signature 

    —- Wolff On The Prowl—-

Pan Project

Profile
 
 
Posted: 15 March 2013 02:13 PM   [ Ignore ]   [ # 10 ]
Power Member
Avatar
RankRankRank
Total Posts:  1893
Joined  2010-10-10

Well done, you’ve done a good job on that.

Any chance you’ll share it?

 Signature 

Wendy

My website: http://www.wilmapsdigitalcreations.co.uk

Tutorials: http://www.wilmapsdigitalcreations.co.uk/view_products.php?cat=10

PLEASE NOTE:
My items are NOT to be used on Second Life website.  They have recently changed their TOS and are legally able to take/steal anything uploaded and resell/redistribute to items.

 

Profile
 
 
Posted: 15 March 2013 02:39 PM   [ Ignore ]   [ # 11 ]
Addict
Avatar
RankRankRankRank
Total Posts:  4688
Joined  2004-08-11

Thanks Wendy.  I’m still thinking about things about sharing this one.  It’s hardly flawless.  I still need to work on learning to create circular zones for the mask since it’s got NO eye holes because of my limited knowledge.  I’m a stickler for perfection so until I get all this figured out I might hold off releasing it to the wild. 

When and if I release it I will include a ReadMe file to make sure folks use only to make personal use or freebies with.  I know your a great freebie clothing maker so your cool, I know….. grin

 Signature 

    —- Wolff On The Prowl—-

Pan Project

Profile
 
 
Posted: 15 March 2013 02:46 PM   [ Ignore ]   [ # 12 ]
Power Member
Avatar
RankRankRank
Total Posts:  1893
Joined  2010-10-10

If I want to make circular holes, I usually start by deleting one or four polygons. When you subdivide the squares become round.

 Signature 

Wendy

My website: http://www.wilmapsdigitalcreations.co.uk

Tutorials: http://www.wilmapsdigitalcreations.co.uk/view_products.php?cat=10

PLEASE NOTE:
My items are NOT to be used on Second Life website.  They have recently changed their TOS and are legally able to take/steal anything uploaded and resell/redistribute to items.

 

Profile
 
 
Posted: 15 March 2013 03:02 PM   [ Ignore ]   [ # 13 ]
Addict
Avatar
RankRankRankRank
Total Posts:  4688
Joined  2004-08-11

Hmmm, well the suit is already heavy as it is.  So subdividing it as it stands now wouldn’t be so good I think. 

I suppose taking it into ZBrush and deleting the rest of the suit except for the mask and cowl area and building a full bit with that would be better at this point.  Not sure what the procedure in ZBrush would be to get more poly’s added to the mask itself without making an ugly seam where the lesser poly’s meet and connect with the denser poly’s area…

Image Attachments
Closeup_of_Mask.jpg
 Signature 

    —- Wolff On The Prowl—-

Pan Project

Profile
 
 
Posted: 15 March 2013 03:14 PM   [ Ignore ]   [ # 14 ]
Addict
Avatar
RankRankRankRank
Total Posts:  4688
Joined  2004-08-11

Here is the results of dividing up one level.  I don’t like how things look spliced together around the cowl seam.

Image Attachments
DivdedMask.jpg
 Signature 

    —- Wolff On The Prowl—-

Pan Project

Profile
 
 
Posted: 15 March 2013 03:16 PM   [ Ignore ]   [ # 15 ]
Power Member
Avatar
RankRankRank
Total Posts:  1893
Joined  2010-10-10

What happens if you remove 4 polygons for each eye and then let Daz’s smoothing iterations work on it? Does that make them round?

 Signature 

Wendy

My website: http://www.wilmapsdigitalcreations.co.uk

Tutorials: http://www.wilmapsdigitalcreations.co.uk/view_products.php?cat=10

PLEASE NOTE:
My items are NOT to be used on Second Life website.  They have recently changed their TOS and are legally able to take/steal anything uploaded and resell/redistribute to items.

 

Profile
 
 
   
1 of 9
1