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View Full Version : how to do this in zbrush.


azloep
10-30-2007, 12:14 PM
it is highlighted with the red. how to model with zbrush, the black area. there is actually a distinguished edge around the black........ actually i can do it in maya, but, if i have to do it in maya, the geometry going into a mess, and i am also looking for a quicker and better way to model this.

i had heard zbrush, or even mudbox is strong in modelling this sort of geometry. thx.

http://i20.photobucket.com/albums/b247/kyrt/guyver-1.jpg

hakanpersson
10-30-2007, 07:54 PM
Oahh, I doubt I would model this in zbrush. Of course, you can quickly mask and deform to create all the round shapes. But making all small details, and not to mention how many polygons the final model would have to be. I think the zbrush version would be even messier.This looks like something suited for smoothproxy/subdiv modelling (or nurbs if you fancy).

meats
11-02-2007, 03:59 PM
This looks like a perfect time to use "subTools" in zbrush.
Mask off those areas and then create a new subTool. They will be created using the base resolution of your geometry, but extruded outward (and nicely sealed off with good geometry). You can then smooth the edges out.

Blaine91555
11-07-2007, 03:40 AM
You should have a look at ZBrushCentral. Lots of work like that going on these days. If you have not been there you might be surprised.

hakanpersson
11-07-2007, 10:38 AM
This looks like a perfect time to use "subTools" in zbrush.
Mask off those areas and then create a new subTool. They will be created using the base resolution of your geometry, but extruded outward (and nicely sealed off with good geometry). You can then smooth the edges out.

You are organic mechanic, but would it really be that easy? Some shapes, like the knees, looks impossible to me to do in zbrush.
Ofc, anything CAN be sculpted, but how much in-detail quality would you get, and is it still useful for animation, texturing and so forth?

I think smooth-proxy/subdiv when I see this. But with the depth each tool in zbrush holds, I am absolutely open for changes:)

Kanga
01-17-2008, 01:18 PM
Actually check out the beta testers section at zbrush central. Using sub tools one of these chaps got a very intricate piece out, looks more complex then the example above.

Cheerio Chris

aurick
01-17-2008, 10:39 PM
Take a look at this thread, too: http://www.zbrushcentral.com/zbc/showthread.php?t=55444

Kanga
01-17-2008, 11:56 PM
Also check out Ralf Stumpf on ZBCentral, here and google. Ralf makes blatant use of the new subtool and retopology tools in ZB3 to get a very tight look.

BTW thanx for the last 2 aurick, bloody brilliant:).

hakanpersson
01-19-2008, 01:02 PM
I am suprised by what people can model with Zbrush. If all this work would be for a game, I would not argue a second. All of that could have been retopoed in a matter of a few hours.

But my concerns was more about cinematic type, with rigging and rendering.
Like a very mechanically complex character consisting of several parts, modelled out of a few meshes, with a shape that relies on its 20 million tris? (like the image above?)

I really just want to defend my previous statement, because the model does look very complex to me. At least I should be granted to worry, at least a bit:)
Just aswell as I dont want to base all my oppinions of what others can do.

Kanga
01-20-2008, 11:11 AM
I think games are the worst scenario because there are limits on polycount and displacent. Seems ZB has that fixed with the improvement of normal maps. Cinematic is even less of a problem. Retopology means you can make a very detailed concept piece and if that is approved then you can rewire the whole shooting match leaving out covered pieces and fairly well optimise the mesh to hell. I last managed to get pretty good displacement from a retopoed 2 level mesh with a one level division turbo smooth out of vray in max. The mesh itself which is animatable wasnt too hard to rig.

I rekon the biggest crit of ZB was the resolution of cages, but this is no longer a problem with version 3.

Cheerio Chris

hakanpersson
01-20-2008, 07:39 PM
I was actually thinking games as the easier, because games dont care that much about in detail about the different between hard surfaces or not, all is compressed into the same mesh and skinweight can turn out a little crap and it doesnt matter that much. You would also prefer sampling normal, occ, color and so forth in one session. If all details where built with SubD, nurbs etc, you would have hell of a work of sampling for nothing really, whilst for cinematic/feature film that could be to your advantage in quality and perfection.

I admit I am not very skilled in modeling those kind of meshes anyway. But when I try, I always feel an excessive need for perfection in the construction. Probably the reason why I am not very good at it, and why I wouldnt prefer zbrush in this matter:)

/Håkan

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