Author Topic: zombie  (Read 6328 times)

hieveryone

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zombie
« on: June 17, 2011, 08:16:22 AM »
Thats quite some time I don't post anything and I said I would do a model using the new tools of meshmixer... well, unfortunately this isn't that kind of model, but I'm gonna do something soon (err... at least I hope so...  :P).
To be honest this model changed quite a bit from its original concept, it was supposed to be a "gunner", but for some reason I decided to make it a "zombie" using it as an excuse to exercise a little on anatomy sculpting. ::)
It's still a wip obviously, but still I will use the extrude, hole and bridge tools to create the rotten meat, the broken bones and the pending intestine.
To sculpt it so far I used meshmixer to sculpt the volumes and sculptris for some of the details.

Radirec12

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Re: zombie
« Reply #1 on: July 10, 2011, 05:28:29 AM »
Damn, ff only I've saw this particular online community and this exact topic before. I might not have to struggle that much to obtain the answers I was trying to find

hieveryone

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Re: zombie
« Reply #2 on: July 17, 2011, 02:24:14 PM »
I took my time, I worked on it way longer than it deserved and at a certain point I got even bored of it, but in the end I finished it anyway. So here we go...  ;)

HolyEnigma74

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Re: zombie
« Reply #3 on: July 17, 2011, 03:43:17 PM »
if you really want to take it to the next level...

make the pants a separate object.. (doing this will allow for shadows to cast down on the the legs etc.. .. )

how to do this..

1. select the pants
2. modify selection/smooth boundary ----- Accept
3. modify selection /invert
4. Edits/Discard
5. select click a little piece/ modify selection/Expand to connected.
6. Edits/ Extrude
(Change the offset to "Normal" on Tool Properties shelf at the right)
 I generally put the density around 50, harden at a low setting. Accept
7: /Cancel(to unselect area)
8, import your zombie model into the scene, and he now has pants on.
--------

this method can be used for making all kinds of parts clothes and things.
If you already knew this, ok.. this is just for others that may need to know how. 

hieveryone

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Re: zombie
« Reply #4 on: July 18, 2011, 10:27:17 AM »
Ok, let's take it to the next level, then. ;D
Just kidding, thanks for the tip. ;)

HolyEnigma74

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Re: zombie
« Reply #5 on: July 18, 2011, 12:34:31 PM »
Cool !...

now for even more depth effect,
you can pull some of the pants away from the leg and add holes to the jeans,
select the inside and outside of the pants and use the bridge..



you can export the Obj to Sculptris, and paint it(with color, and bumpmaps),

From Sculptris, Export the Obj, texmap(Color), bumpmap, normalmap, matmap(spec) if you have one.

render it in Blender,DAZ Studio (for hair, Shadows etc)
« Last Edit: July 18, 2011, 12:37:22 PM by HolyEnigma74 »

hieveryone

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Re: zombie
« Reply #6 on: July 19, 2011, 06:31:17 AM »
Ok, I made some holes, exported the model, imported the zombie, appended the pants and... oops, size mismatch (as you can see in the image) :o.
I tried again a couple of times with pants and intestines obtaining some strange results: objects that become gigantic, that are moved far away from the origin or that have no shader applied if not appended in the correct order. I'm gonna try again, maybe I will find a way to make it work, anyway is this supposed to happen or it's just a bug? ???

MagWeb

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Re: zombie
« Reply #7 on: July 19, 2011, 08:48:10 AM »
Hi,

here I found import/export scale problems too:

Exporting from my ScannerApp as OBJ, importing to MM and exporting again and importing this result back to my ScannerApp gives a micro version of the original here.

RMS

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Re: zombie
« Reply #8 on: July 19, 2011, 05:37:42 PM »
Holy F-Bomb that is awesome!

The problem you are having with importing is that meshmixer re-scales everything to the unit box on import. This is done to deal with the crazy range of coordinate systems that models can have (ie sculptris models are huge, in other packages the models are in units like metres and so they import as tiny). 

This should not be happening on import & append. It should be an easy fix, I will try to do it tonight, and then put up a fix build (I have a bunch of other bugfixes too)

RMS

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Re: zombie
« Reply #9 on: July 19, 2011, 07:20:23 PM »
hrm...as long as I am exporting and importing from the same model, I can't reproduce this problem. Can you try loading the parts into another tool (meshlab, maya, etc?) and see if they are actually the same relative sizes?

(If they are not...did you put the pants mesh through any other tools (sculptris?) )


RMS

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Re: zombie
« Reply #10 on: July 19, 2011, 09:43:56 PM »
nevermind...figured it out. It works fine with OBJ import/export but if you use the .mix binary format the absolute scale factors are lost. Not as easy to fix...I'll shoot for tomorrow =)

MagWeb

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Re: zombie
« Reply #11 on: July 20, 2011, 03:29:07 AM »
Confirmed, OBJ scaling works fine - sorry.

My problem was that MM crashed and I restored from crash recovery, which uses .mix ....

thanks for looking into it

hieveryone

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Re: zombie
« Reply #12 on: July 20, 2011, 06:52:05 AM »
Thanks RMS, glad you like it. ;D And thanks for looking into the scale problem. ;)
Thanks to HolyEnigma74 too for the suggestions. Anyway, while trying to create some holes in the pants I think I found another problem concerning the way meshmixer reconstruct (or messes up) the near areas, but I need to make some more try to be sure, maybe later.
I pulled the pants away from the legs a little more and I saved this image from sculptris. Many things are missing (bumpmap, blood spatter, the skin should be less red, the veins should have their color, etc.), but after all there are no textures, just various sculptris shaders put one on top of the other. I guess that for a quick try it should do the trick. ;)

HolyEnigma74

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Re: zombie
« Reply #13 on: July 20, 2011, 08:36:53 AM »
if you are going to put holes into the clothes..
pull the pants away from the legs and let light shine though the pants(a lighter color background would be better for this or have a light in the distance)

hole in the pants to see the legs, and a couple holes/gaps to see light shining though..


Its looking really good though.. , i think you may be an artist.. :)
« Last Edit: July 20, 2011, 08:39:52 AM by HolyEnigma74 »

RMS

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Re: zombie
« Reply #14 on: July 20, 2011, 09:26:23 PM »
ok, update with scaling fix:   http://meshmixer.com/forum/index.php?topic=433.0

(but unfortunately it will not recover your existing files...)