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View Full Version : How does Zbrush get such details?


erwin1978
09-29-2008, 11:52 PM
How exactly does Zbrush work? Does it actually create the geometry by adding more polys as you add details or does it do it all with normal maps?

plunq
09-30-2008, 12:14 AM
More subdivisions = more details

My computer is still pretty good at sculpting a model at around 8-10 million polygons, any more than that and I need to hide what I'm not working on, or split my model into several subtools. Each subtool can have a crazy amount of detail as long as you don't run out of ram. Of course there are limits to everything, hopefully the next version of Zbrush will let you bake out details from HD geometry.

AVTPro
09-30-2008, 09:23 AM
You divide the geometry when you want more detail. Then you can revert back to the low res geometry and turn the detail into a map (normal or displacement).

The low model and the maps are then rendered into a hi res, detail model in another program, like Maya.

cresshead
10-12-2008, 02:03 PM
actually zbrush uses 'magic-tm'
works really well...just two taps of the magic wand and uber detail ensues!:rolleyes:

DAZZAN
10-26-2008, 10:05 PM
How exactly does Zbrush work? Does it actually create the geometry by adding more polys as you add details or does it do it all with normal maps?

If you dont have enough ram,get as much detail as you can from diplacement,the use the bump map material to add lots more,save out bump map,add it in maya,to me the difference is minimal,i think scot spencers new book has the work round useing bump map viewer,it work for me,and u can use the same tools to.

Or wait for 64 bit version.

cheers

Calegolas
10-27-2008, 09:53 AM
Whithin Zbrush itsself You get the possibility to add more detail by subdividing.
As the others already said. The limits are given mostly by your ram and the way you set up your tool (subtools etc, or working on 1 piece at a time)
Very often you can save subdivision levels by making the edge flow of the basemesh flowing with the main lines where detail will be added. This way you cross less edges while sculpting and less SUbdivision levels will be added to complete your work to your satisfaction.
If you stay inside Zbrush for rendering stills you will stay with detail as "geometry"
outside of course (for animation etc.) you can put that detail into the Several map types you can process within the App.
So Zbrush generates a map based on the difference between your final detailed work and the lowres mesh version of your choice)

hope that helps...

cheers

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