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View Full Version : zbrush, too heavy?


TheIvIaxx
08-22-2004, 01:26 AM
i had a friend of mine take amodel i did into zbrush. when he gave it back to me, i was amazed at the details. everything looked awesome. But trying to work with this model was like pulling teeth. this thing was ltoo heavy to do anything with. And he only spent maybe 20 minutes on it. I have also spoken to some other guys that have used any and their models are nice, but they are hell to export or actually animate with, heaven forbid uv mapping.

so i ask you zbrush guys, am i missing comething? or is this app only good for stills?

sevenfingers
08-22-2004, 01:34 AM
yeah, you're missing something.

To animate the model you would be best off to extract the displacement data from the high res model and transfer it to the low res you provided your friend with. This can be done from within Zbrush.

Then you animate your low res model, and have the detail goodness come from the displacement map. :)

pnoland
08-22-2004, 01:34 AM
When using Zbrush work for animation you need to take advantage of displacement mapping in your animation package's renderer. Bascially when he imports the model into Zbrush he can still go through and detail it how you and he like and then he needs to (in the tools menu) set the subdivision level always down to it's original, then create a displacement map. Save the displacement map file, then you can take the original low poly mesh and use that to animate with and create a shader for your object and import your displacement map to create the details at render time. It will take some time to render depending on the settings you're using (and renderer) but this way you can easily rig and animate without having to use such a high polygon model. You and he should read through the practical guide which you can get at www.zbrush.com (http://www.zbrush.com) Zbrush is great for stills, but there's no reason it can't be great in conjunction with your animation tools also. Hope this helped.

pnoland

pnoland
08-22-2004, 01:36 AM
Look at this picture to get a better idea of how this works...

http://209.132.69.82/zbrush/zbrush2/images/displacement/displacementphone.jpg

TheIvIaxx
08-22-2004, 08:23 AM
this sounds good. however, i fear this may be the end of modeling as we know it. no more poly modeling, at least to the extent we are used to :(

pencil-head
08-22-2004, 08:48 PM
this sounds good. however, i fear this may be the end of modeling as we know it. no more poly modeling, at least to the extent we are used to :(
I don't think so. You still need a decent base mesh to animate with. For example, Its hard to make eye lids blink if you sculpt a head out of a single cube.

pnoland
08-22-2004, 09:29 PM
this sounds good. however, i fear this may be the end of modeling as we know it. no more poly modeling, at least to the extent we are used to :( Na, it's not like anybody can just open up zbrush and create a brilliant model. It still takes the same amount of talent from start to finish. If your base mesh is sloppy it's still going to be a pain to work with later on even though the Zbrush'd version looks good. If anything Zbrush has encouraged me to try to become a better modeler so working with Z2 for detailing and texturing would be easier and yield better results.

TheIvIaxx
08-23-2004, 07:03 AM
yeah, but from what i have seen, then base mesh doesn't have to be that detailed. i can see a talent there, but not to the bay raitt extent. also, cant you just make your base mesh with zspheres?

bmwolf
09-27-2004, 10:06 PM
Not to dig up an old thread but doesn't bay raitt use zbrush. I thought they used it on the lord of the rings. just goes to show you that you can't replace good modelers with a program, but you can help make those good modelers great.

TheIvIaxx
09-28-2004, 03:57 AM
I wasn't aware of their use of zbrush. coulda been i suppose, but i thought it was all mirai

StephanD
09-28-2004, 11:32 AM
lol,it would've been impossible to make LOTR,especially ROTK with only Mirai.

I mean,it's good,but not that good.Bay uses it,and so did he to sculpt the facial expressions for his creatures because that's his tool,that's all.

I don't know to what extent Weta used Mirai nor Zbrush but it looks more like Weta is very open to letting people use their own tool(hence the whole M. confusion)

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