View Full Version : My last two real ZBrush test...
09-09-2004, 02:06 AM
These were thw last two things I made that I feel really tested me with Z (though I know more now). Unfortunately my move from TX to CT it still taking up too much of my time. Who knew it takes a few months to get settled.
Anyway, hope you like, C&C always welcome.
09-09-2004, 02:13 AM
That's incredible man!!
Great job! Are you rendering out SPDR (sub-pixel displacement rendering) in another program? Maya, etc., or is it straight out Zbrush? What program did you use for texturing? Zbrush or BP2?
Thanks and GREAT details!!! Curious, how many polys at rendertime?:thumbsup:
09-09-2004, 03:46 AM
I'd be interested in knowing how you got the lumpy wrinkles in the second image. It's very cool, and I've had trouble achieving folding wrinkles that have a nice crease between them..
09-09-2004, 03:49 AM
Mahlikus, wow I mean FreaK! I don't know exactly how Z2 works yet but I'm going to learn really quick! z has just joined may fav forum..
dude thank you so much for posting!
09-09-2004, 05:53 AM
Thanks guys. :)
Ramon - Straight ZBrush through and through. Rendering in Z and texturing with Z's ProjectionMaster. The polycount on the Zorahm model is 1.7 mil. Now the render info is a bit more specific to Z so if it doesn't make sense, I apologize. The rendertime info:
Doc Size= 2200 X 2600 (one layer)
Lighting= 3 lights with ZMode Shadows on main. 300 Rays/100 Aperture with Max length and intensity. Render time was approx. 15 to 20 minutes on a WinXp, AMD Ath2400, with 1024 ram and a measly 64mb raedon 9000 vid.
The pod is only 600K if you can believe it and the rendering time for an image of the same size is about the same time (don't you love Z :buttrock: ).
Here is a HUGE (http://prymevalgraphics.com/ZB-Stuff/Zorahm4-lrg.jpg) version of zorahm at the true render size so you can get a feel for it.
Brent Turbo - Two tricks man, one is to alter the focal shift of the draw cursor to something a little more sharp like 88 and to use either ZSub or just hold alt key when you are using ZAdd (does the opposite). Now the second and most important part to making it look that way is to change to inflat edit brush in the transform palette. Then just go back afterward with standard and added variations to make it more natural. Here is a quick little pick I made using this. Hope that all made sense.
Hanzo - You are most welcome and thank you for commenting. :thumbsup:
09-09-2004, 06:34 AM
nice to see you.......
It's a bit of time you miss on the Zforum:sad:
Show all the power of this soft in a right hand:thumbsup:
FAB work MTB! I love the textured version :o)
Just curious, have you tried making a displacement map from a model that has a lot of inflate brush used on it? I'm still on 1.55b so I'm kinda guessing here but I would think the inflate brush moves the mesh surface sideways aswell as out so that some of the mesh is buried in the creases? In which case can displacement accurately reproduce the surface? I'm thinking about the possibilities of ZB and C4D R9 SPD here! :o) - Baz
09-09-2004, 02:55 PM
that second pic is great stuff...now that trully is an example of organic modelling! i love the tip for sub then inflat very cool..thanks..just trying to get my head around it all at the moment furiously watching zscripts..next the practical guide...atm i just haven't a clue what i'm doing but i'm loving what i'm seeing been done in it..would also like to know if you'd messed with c4d r9 spd?
09-09-2004, 03:20 PM
*Picks jaw up from ground*
Holy Muffins! Great work Mahlikus! Really! :applause:
09-09-2004, 05:00 PM
Wow, Mahlikus, you keep on getting better and better with Zbrush!
Very impressive work, and your style is showing through very nicely.
09-09-2004, 05:08 PM
marciani - Nice to see you too buddy! :thumbsup:
BazC - I haven't tried making a dispMap for another application yet but here is some information for you. The rule still stands about having the right poly setup to support your displacement. Z handles imported models (and native) in two ways. One: You add density and detail to your mesh like normal. Then, the lower level of the mesh is altered to accomodate the hi-res mesh detail. This is the benefit of mutli-resolution mesh editing. (http://220.127.116.11/zbrush/zbrush2/multires.html) That way, there is no problem in supporting things like inflate (given the polys can support it) Two: The mesh is divided and edited like the first save this time, the morphs of the original model are stored so you can maintain the original form. This is very important if, for example, a map is being created for a mesh thats is already used elsewhere (like mid-project) and changing the base mesh is out of the question. If this is the case then yes, you really have to watch how much you edit the mesh from there. Hope I answers your worries. If not, go to this thread (http://18.104.22.168/zbc/showthread.php?t=020310) and play with some examples. :D
Admiral Ra - lol mmmm muffins. Thanks. I just woke up and now I find myseelf drooling the keyboad silly.
Meats - Thanks for that meats. Sometimes I feel I am losing it or just plain not doing what I feel I can. Comments like that and everyone else here help alot in keeping me going and trying new things. Didn't know I had a style though, thats kinda cool I think. :)
09-09-2004, 05:37 PM
Nice work ..thanks for the post man. Good to see your whole working process!
09-09-2004, 05:38 PM
Such a sculptor art form :thumbsup:
I am sure that you know these Venus (http://www.fossiles.be/hom07.htm) on this page!
ps World is a very little place isn't it, forum can stay incognito :rolleyes:
09-09-2004, 10:39 PM
I'm linking that pod idea. Looking very nice so far. I think some warm dark oranges fading to browns painted in the recessed areas between the lumps and bumps would add some depth and bring it really to life.
Would love to see more.
Thanks for the info Mahlikus!
09-10-2004, 02:21 AM
MAN! Your models are EXCELLENT! I absolutely love the details. PLEASE, if you have time, I would love to read a tutorial from you about Z brush modeling.
09-10-2004, 04:04 AM
Here is a box modeling one for you. Click image to download. It isn't detail stuff but it is one I made. Enjoy.
09-10-2004, 04:52 AM
Could you share a little bit about your material setup? I see you're using cavity settings too.
09-10-2004, 08:45 AM
good stuff bud, great ideas you have there
09-10-2004, 03:37 PM
Thanks for the vid.:)
01-19-2006, 05:00 AM
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