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General => File Sharing => Archive (Broken Links) => Topic started by: MGebhart on March 03, 2010, 02:26:18 PM

Title: Rhino
Post by: MGebhart on March 03, 2010, 02:26:18 PM
Seems like some members are heading down the Africa scenes road.

Here is a Rhino model .tgo. This is a test to see how well it imports into Terragen. First I created uv's and unwrapped. I did a quick paint (will not be the finished maps) and created the displacement map. The displacement is just from the base mesh. I will be adding wrinkles and a leathery look as I find time. There will be updates.

http://web.me.com/marcgebhart1/Marc_Gebhart/Ryan/Rhino.zipx

Marc

Title: Re: Rhino
Post by: Henry Blewer on March 03, 2010, 03:53:46 PM
Thanks Marc. A Lightwave of 3Ds file would be nice. That way the model could be rigged and posed.
Title: Re: Rhino
Post by: MGebhart on March 03, 2010, 04:13:12 PM
Henry,

I'm not going to take the time to rig the model but, I will provide a more natural pose once I get the maps right.
I will do this in ZBrush using Transpose Master. I can provide a .3ds and Lightwave file if someone wants to take the time to rig it.

The image is a quick pose lowering the head down and a rotate to the left. I did this very fast and noticed I jacked up the left upper leg. Oops. The finished Model will be cool.

Marc
Title: Re: Rhino
Post by: MGebhart on March 03, 2010, 04:27:18 PM
Here is a sample of the start of creating the skin texture which will then be converted to a displacement map.

Marc

NOTE: Should I post updated images in the Image Share section?
Title: Re: Rhino
Post by: Henry Blewer on March 03, 2010, 05:51:16 PM
I was thinking of trying to rig it in Blender. I would probably just frustrate myself... ::)
Title: Re: Rhino
Post by: MGebhart on March 05, 2010, 11:39:47 AM
I am redoing the texture maps, not rushing it, to provide as much  photorealism as possible without using photo mapping.

This is the beginning of the head.

Marc
Title: Re: Rhino
Post by: inkydigit on March 05, 2010, 04:08:04 PM
can you make him 'hornier'?
:)
Title: Re: Rhino
Post by: MGebhart on March 05, 2010, 04:45:23 PM
I'm not sure I understand what you mean.

Marc
Title: Re: Rhino
Post by: MGebhart on March 06, 2010, 03:58:46 PM
Working.

Marc
Title: Re: Rhino
Post by: dandelO on March 06, 2010, 04:16:39 PM
Inky: Please check your bestiality at the door next time you come in to the forum! :D

Nice rhino, Marc. :)
Title: Re: Rhino
Post by: Redwolf on March 07, 2010, 07:10:10 AM
A BIG LOL @ hornier, nice one inky
Title: Re: Rhino
Post by: inkydigit on March 07, 2010, 10:56:32 AM
I mean the Tusks, what ever they are called! ;)
Title: Re: Rhino
Post by: Dune on March 08, 2010, 02:59:26 AM
Yeah, very nice rhino. How did you map this? I see no distortion on the sides or nose. What happens if you put a power fractal (one color) over it in TG?

---Dune
Title: Re: Rhino
Post by: MGebhart on March 08, 2010, 09:06:02 AM
@Dune,

One of the most important aspects of modeling is to have good topology. As an example, Ryan sent me the link from DAZ to download the FREE Safari Pack which included the Elephant he used in his excellent render, March of the Elephants. The models topology was less than good therefore, the image used for the texture smears on the surface of the model. This can be corrected but, it would require an inordinate amount of time I didn't want to invest.

The Rhino model was modeled in ZBrush and a re-topology was performed. This makes sure the geometry flows nice and even across the model. The next step is to unwrap the model to create nice, even uvs. The image below illustrates the final uv unwrap. Next I start to polypaint the model and adding texture using alpha maps for the skin texture. Also, adding displacement to a very high resolution model, around 6 million polygons. When the model in done I export the texture and displacement maps and import the model into 3D Studio MAX. In MAX I adjust the pivot point of the model so it will sit correctly on the surface of the terrain in Terragen. Before bringing the model into Terragen I process the model in PoseRay. All this eliminates the smearing textures.

This is just a quick explanation of the process.

The link will allow you to download the Rhino. The ZIP file includes the tgo and obj files.

http://web.me.com/marcgebhart1/Marc_Gebhart/Rhino/Rhinov3.zip

Have fun.

Marc  

Note: The Power Fractal Shader works well but, use low displacement values. Also, I added an image of the Rhino with the version 2 textures. Look at the jaw and around the mouth. The textures look great.
Title: Re: Rhino
Post by: Kadri on March 08, 2010, 09:43:30 AM
It is very nice that you share your work , Marc. Thanks  :)

Kadri.
Title: Re: Rhino
Post by: gregsandor on April 05, 2010, 04:31:41 AM
How many polys?
Title: Re: Rhino
Post by: MGebhart on April 05, 2010, 06:42:57 PM
@gregsandor,

The poly count is 14,684.

Thanks for asking.

Marc
Title: Re: Rhino
Post by: Dune on April 06, 2010, 02:55:12 AM
Thanks for explaining, Marc.