Like a Phoenix from the Ashes, Who Wants to Render a Superhero?

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Comments

  • ISIKOLISIKOL Posts: 386
    edited December 1969

    nekollx said:
    is that a reimagine of Wondie vs Supes from the Hades arc of Justice League?

    Im not familiar with the series..nope its just a commission for a friend! It was his idea the concept

  • nekollxnekollx Posts: 0
    edited December 1969

    Isikol said:
    nekollx said:
    is that a reimagine of Wondie vs Supes from the Hades arc of Justice League?

    Im not familiar with the series..nope its just a commission for a friend! It was his idea the concept

    http://www.youtube.com/watch?v=CNXwWHzSWv0

  • JoeQuickJoeQuick Posts: 1,717
    edited December 1969

    Kyoto Kid said:
    ...I wonder if FF is in the process of being upgraded. Used to be available through Rendo but don't see it there anymore either.

    They had a banner at Rendo, but so long as I've been using it, it's never been for sale there.

  • ISIKOLISIKOL Posts: 386
    edited November 2012

    nekollx said:
    Isikol said:
    nekollx said:
    is that a reimagine of Wondie vs Supes from the Hades arc of Justice League?

    Im not familiar with the series..nope its just a commission for a friend! It was his idea the concept

    http://www.youtube.com/watch?v=CNXwWHzSWv0

    I see thanks!

    Post edited by ISIKOL on
  • nekollxnekollx Posts: 0
    edited November 2012

    So anyone have a idea how to recreate these guys?

    http://www.rangercentral.com/database/2011_samurai/prs-rg-jayden.htm

    It seems to be for most cases any body suit would work for the males, the females i think the morphing fantasy dress tunic would work. But any thoughts for the helmets and weapons?

    Also! With all the power that is genisis i know there is man beast basically turning genisis into a quadreped http://www.daz3d.com/shop/the-man-wolf but is it only wolves are their other animals, like say cats it can do. Curious how many forms Beast Boy could be done with just Genisis morphs

    Post edited by nekollx on
  • JoeQuickJoeQuick Posts: 1,717
    edited December 1969

    RAMWolff said:
    Joequick said:
    RAMWolff said:
    Love the work Joe. How do you finish? I see the render and then the more color artsy finished piece below it. Very nice. Photoshop?

    Nice renders there Isikol!

    It's just a sequence of filterforge filters. I used one called dreamy which added a dreamy blur around all the lightest ares, i used one called vibrance which made everything a little bit more vibrant, i used a photo one that added a slight grain to it and adjusted the colors some, then i used an "hdri" one with exaggerates the color differences. to do the background I just magic wanded it and used a filterforge filter called sketchypaint.

    I was trying to give it a 90's trapper-keeper kind of pizazz.

    Oh My GOD... this program (Filter Forge) has come a LONG LONG way. I'll be purchasing when they get the site back up and running. Found Dreamy and Vibrance but the HDRI, Grain and Sketchypaint was not there. Thanks for the heads up on this Joe. This is yummy!

    Once the site is back up you'll have access to hundreds of other filters. I bought it originally with texturing in mind and was pleasantly suprised with the quick options it provides for post work. But Raph's sai for example. I made the low poly mesh with zspheres, added some edgeloops to help define the handle and the knob at the end, polypainted it, and then subdivided the bejesus out of it and used a couple of filterforge textures in zbrushes surface tab to create the displacement maps for the metal and wood parts.

    WoodBump.jpg
    2000 x 2000 - 1020K
    ScratchedMetal.jpg
    2000 x 2000 - 2M
    SaiStudio.jpg
    615 x 800 - 94K
  • JoeQuickJoeQuick Posts: 1,717
    edited November 2012

    and the turtle skin was polypainted using zbrush spotlight and a grassy moss texture generated in filterforge, killershark's skin was polypainted the same way.

    TurtleSkinDiff.jpg
    2000 x 2000 - 2M
    Post edited by JoeQuick on
  • RAMWolffRAMWolff Posts: 10,228
    edited December 1969

    OMG.. I love that green texture. May I??

  • JoeQuickJoeQuick Posts: 1,717
    edited December 1969

    RAMWolff said:
    OMG.. I love that green texture. May I??

    Filterforge made it more than I did, no point saying no.

  • RAMWolffRAMWolff Posts: 10,228
    edited December 1969

    Well thank you though! :-)

  • edited December 1969

    Thanks Ramwolf and Rkane

  • JoeQuickJoeQuick Posts: 1,717
    edited December 1969

    Before switching to DS4.5 I'd been a Poser 7 user. I bought 9 this evening, taking advantage of their pre-blackfriday deal. My intent was just to use it for doing cloth sims on genesis products (up until this point I'd been using a "genesis" morph for V4 to approximate the shape). Still, I decided to do a quick render of Killer Shark (using the default poser lights no less), and I've got to say it turned out alright. Makes me want to go hunt down my favorite light sets and see how they turn out.

    killershark3.jpg
    600 x 600 - 24K
  • RAMWolffRAMWolff Posts: 10,228
    edited November 2012

    Question for Joe...

    Filter Forge website is back up and running.. the Filters page is still a mess but the rest seems good.

    So my question... What version did you purchase?

    Thanks sir!

    -------------------------------------------------------------------------------------------------------------------------

    Also, a heads up on a little freebie that I've had for a while and forgot just how fabulous it is..

    http://sinapsasoftware.net/simblender/simblender.htm

    It will take two images and blend them together. What ever algorithms they have in there it works very well. The Blend works really well. The Collate options.. not sure about those. I was quite surprised at how well this little program works. Now a note, try to make sure both your backgrounds or tiles are the same size or close so you get a better blend.

    Post edited by RAMWolff on
  • JoeQuickJoeQuick Posts: 1,717
    edited December 1969

    I bought the pro version because it breaks things down into bump, normal, diffuse and specular maps. I primarily use the program for texturing. If you're just going to use it for postwork you can get by on far less.

    RAMWolff said:
    Question for Joe...

    Filter Forge website is back up and running.. the Filters page is still a mess but the rest seems good.

    So my question... What version did you purchase?

    Thanks sir!

    -------------------------------------------------------------------------------------------------------------------------

    Also, a heads up on a little freebie that I've had for a while and forgot just how fabulous it is..

    http://sinapsasoftware.net/simblender/simblender.htm

    It will take two images and blend them together. What ever algorithms they have in there it works very well. The Blend works really well. The Collate options.. not sure about those. I was quite surprised at how well this little program works. Now a note, try to make sure both your backgrounds or tiles are the same size or close so you get a better blend.

  • RAMWolffRAMWolff Posts: 10,228
    edited December 1969

    Are their ways to make good skins, humanoid? I'm leaning towards the Pro version too but need your input on it since it's a chunk of change!

  • JoeQuickJoeQuick Posts: 1,717
    edited December 1969

    With whatever you're doing, you're going to need to use another program as an intermediary step. Depending on your goals, you could probably get away with one of the less expensive versions, especially if you've got human skin in mind.

    If you do a search on filterforge for skin, you'll get some options. What I would do is take one of those, make a 1000px or 2000px tile, load that into spotlight in zbrush, and then polypaint it (using the pen brush) onto a figure (genesis) that's been subdivided up to about 15 million vertices. Now you've got something that has a somewhat realistic skin base. I'd then just use the zbrush surface tab to add noise to that skin and generate my skin texture and bump maps from that. You'd then have to go back and add nipples and belly buttons and things in photoshop.

    Where I've used the bump maps from filter forge are things like adding details to the turtles bodies, their shells and their weapons. Muck's textures are also based on bump maps from filterforge, and filterforge bump maps play a big role in the metal materials included with my cyberarm and banded metal bodysuit.

    For things like Muck, I didn't use the surface tab in zbrush, but rather took the bump map from filter forge into photoshop and made a brush from it like what's attached below, and then used that brush as a drag direct standard brush in zbrush to sculpt in detail to a high poly mesh which I then created a displacement/bump map from.

    CraterBrush.jpg
    1000 x 1000 - 197K
  • RAMWolffRAMWolff Posts: 10,228
    edited December 1969

    Ah... thanks.

    Another issue has cropped up for me. I'm on Windows 8 now.... so heads up on that. GoZ does not function. There is a "Scripts" folder in the Users/Public/Pixologic/GoZBrush folder apparently. This is MIA... Just used GoZ 2 weeks ago for fixing up a couple of morphs so not sure what's gone wrong. I did look in the Windows.old folder just now but there is nothing from Pixologic in there, just older Windows stuff. Can you check to see if you have a Scripts folder in the location mentioned?

  • tunggul1101tunggul1101 Posts: 21
    edited December 1969

    Hi Joequick,

    I'm new to zbrush, so my question maybe very basic.

    I want create a simple texture which is a white star shaped image on daz's supersuit shoulders using zbrush's default star shaped alpha. And as the rest of the body I just want to use supersuit's default materials. How do I achieve that?

    Thanks//

  • GRFK DSGN UnlimitedGRFK DSGN Unlimited Posts: 1,091
    edited December 1969

    I like this...

  • rdudarduda Posts: 579
    edited December 1969

    Texture Question for Joe I PM'ed you too about this (or any one who my know). I have the Killer Shark By Joe and loaded him into Poser 2012 MAC, apply the textures manually but the textures don't line up, em I using the wrong base figure (Male, Female, or Genesis)? Or 'em I doing something completely wrong?

    Shark.jpg
    704 x 754 - 79K
  • RAMWolffRAMWolff Posts: 10,228
    edited December 1969

    A new Robin morph that I've been working on for the past couple of days.

    Very nice looking and very sexy! WOOF!

  • Sphinx MagooSphinx Magoo Posts: 586
    edited December 1969

    Joequick said:
    Before switching to DS4.5 I'd been a Poser 7 user. I bought 9 this evening, taking advantage of their pre-blackfriday deal. My intent was just to use it for doing cloth sims on genesis products (up until this point I'd been using a "genesis" morph for V4 to approximate the shape). Still, I decided to do a quick render of Killer Shark (using the default poser lights no less), and I've got to say it turned out alright. Makes me want to go hunt down my favorite light sets and see how they turn out.

    Joe, I have a question... How do I open the Killer Shark mouth? I've applied the Open Mouth and the Open Mouth Wide morphs and it doesn't seem to have much effect on the figure. Is there something I'm missing? Possibly something from the readme that I missed?

    Thanks.

  • JoeQuickJoeQuick Posts: 1,717
    edited December 1969

    SmallFry said:
    Joequick said:
    Before switching to DS4.5 I'd been a Poser 7 user. I bought 9 this evening, taking advantage of their pre-blackfriday deal. My intent was just to use it for doing cloth sims on genesis products (up until this point I'd been using a "genesis" morph for V4 to approximate the shape). Still, I decided to do a quick render of Killer Shark (using the default poser lights no less), and I've got to say it turned out alright. Makes me want to go hunt down my favorite light sets and see how they turn out.

    Joe, I have a question... How do I open the Killer Shark mouth? I've applied the Open Mouth and the Open Mouth Wide morphs and it doesn't seem to have much effect on the figure. Is there something I'm missing? Possibly something from the readme that I missed?

    Thanks.

    For Rduda, Killer Shark uses the K4 UV Maps, so Genesis must be set to use the K4 UV maps before the maps will display correctly.

    For Smallfry, there's a "Shark Big Gulp" or "big gulp shark" morph in there which opens the mouth very very wide. I'm not sure where Daz has those things set to show up when you use genesis in poser, for studio, I put it in the head pose dials.

  • rdudarduda Posts: 579
    edited December 1969

    For the “Shark Big Gulp” select the body of the figure, then go down to Pose Controls, Head, Mouth and under that you fill find the Shark Big Gulp.

  • JoeQuickJoeQuick Posts: 1,717
    edited December 1969
  • JoeQuickJoeQuick Posts: 1,717
    edited November 2012

    Hi Joequick,

    I'm new to zbrush, so my question maybe very basic.

    I want create a simple texture which is a white star shaped image on daz's supersuit shoulders using zbrush's default star shaped alpha. And as the rest of the body I just want to use supersuit's default materials. How do I achieve that?

    Thanks//

    I think this is just a job for photoshop or any other image editor. If you're in love with the star shaped alpha from zbrush, you should be able to find that in the zbrush file folders and open it up in another image editor. just stick the star on the uv template and position it?

    You might look at one of Atrion's textures to get an idea of where the star would need to go on the texturemap to wind up on the chest: http://www.sharecg.com/v/65544/browse/21/DAZ-Studio/UPDATED-Yellow-Lantern-SuperSuit

    Post edited by JoeQuick on
  • JoeQuickJoeQuick Posts: 1,717
    edited November 2012

    RAMWolff said:
    Ah... thanks.

    Another issue has cropped up for me. I'm on Windows 8 now.... so heads up on that. GoZ does not function. There is a "Scripts" folder in the Users/Public/Pixologic/GoZBrush folder apparently. This is MIA... Just used GoZ 2 weeks ago for fixing up a couple of morphs so not sure what's gone wrong. I did look in the Windows.old folder just now but there is nothing from Pixologic in there, just older Windows stuff. Can you check to see if you have a Scripts folder in the location mentioned?

    GoZ just isn't a part of my workflow.

    As an experiment, I used just the basic textures generated by this filter: http://filterforge.com/filters/7753.html to do the texture work on the Pizza below. So I didn't use bump maps or anything. When you use spotlight and the pen brush in zbrush and you turn out zadd or zsub with the brush it will affect the mesh based on the color info.

    slicegeo.jpg
    800 x 600 - 209K
    pizza1.jpg
    800 x 600 - 220K
    Post edited by JoeQuick on
  • LycanthropeXLycanthropeX Posts: 2,287
    edited December 1969

    what? no anchovies?

  • RAMWolffRAMWolff Posts: 10,228
    edited December 1969

    ANCHOVIES? YUK! lol That looks good . Yea, I watched a vid on Spotlight where the presenter loaded a plane up, started up Spotlight with some rocks. First applied the rocks texture to the plane and then used the ZAdd to start the process of bringing the actual rock formations into the plane. It's not completely 3D but it would be a really great way to add allot of background detail to a scene that can be zoomed in on. I was really impressed with this technique!

  • RAMWolffRAMWolff Posts: 10,228
    edited December 1969

    Renders faster for me. Everything runs faster but like every new OS upgrade there are going to be bits and pieces that need tweaking. I use Start8 and Decor8 from Stardock ($5.00 each) to give me back my Start menu and change up the Win8 Start menu that loads at each boot of Windows. There are some little registry tweaks too, like getting rid of those stupid shortcut arrows. Other than that LOVE Windows 8 even more so than Windows 7!

This discussion has been closed.