Hirez upcomming Zbrush stuff


#1

thought you guys would like to see what Dave Cardwell has cooked up using the beta of zbrush :slight_smile: ( hes working at weta digital )

enjoy.


#2

Quite impressive! Got any more?:smiley:


#3

F*CKING AWESOME :eek:


#4

Very tasty! I could use some of that!


#5

3D at its BEST :buttrock:

is that rendered on Maya ? or Zbrush ??


#6

well. hes made these quick studies in the past.


#7


#8

Mmmmmmm Whoooa :drool:


#9


#10

whoa!!!

it’s… it’s… whoaaa!!! :slight_smile:


#11

Unbelievable! ZBrush will revolutionize the modeling workflow for high-end character creation!

L.


#12

Damn they are ugly …hehehhehe
Send a :bowdown: to Dave Cardwell, his work is awesome!

See Ya! :thumbsup:


#13

That’s quite incredible. We’re talking some serious improvements on the intuitivity-side of modeling here… jeez…


#14

Hmmm… I never played with ZBrush so pardon me but could somebody enlighten me a bit how ZBrush works? Those pictures looks amazing but how are they done? First you import you UV-mapped model to ZBrush, right? Then you start painting it but will this painting affect actulal geometry or are resulted maps used later as displacement maps in prman for example?


#15

Awsome stuff but I still find parts of these models “Zbrushy”? Maybe I’m just picky, but awasome work nevertheless.


#16

i’m not sure about those pics. what zbrush usually does is import a 3d mesh. then commit it to a layer. then work on it as a 2.5d model. and it cannot be exported to 3d. so you’re stuck with a still image. its like what photoshop does with its 3d spheres only ten times more powerful. maybe this beta version is different. i hope so. a while ago i read something about zbrush and some awesome displacment mapping tricks. hopefully thats what they are talking about. it kind of followed the idea presented. start with a really low polygon model and paint it with displacement maps to give a hugely detailed model after rendering. cool stuff. pixel level editing for polygon models. that rocks:buttrock: we’ll see what happens. keepin fingers crossed.


#17

If Dave doesnt not mind me explaining a bit about his techniques…which btw are similar to what is being used in the new HalfLife and Doom this fall.

  1. standard low rez modelling in any 3d app.

  2. Import as .obj into Zbrush…and smooth till its a very hires mesh. And then with painting tools similar but much faster then Artisan—model all of the fine detailed texture. Models can easily be 100k plus…and zbrush doesnt mind at all -making it awesome for the kind of work that would bring any other 3d app to its knees.

  3. Zbrush recently got a Normal Map Shader which you can export (from hires mesh)then assign to your low rez mesh in the 3dapp or renderer of choice. The normal map will render the illusion of a high res mesh on top of the low res mesh without needing to subdivide.

-the beta version is supposed to also have the ability to create/export Displacement maps :slight_smile:

-zbrush certainly has its trademark plastic shader look to it, but i do believe these models were not rendered in zbrush…Dave?


#18

you got it all wrong. ZBrush can import and export meshes, I have done this numerous times. And to answer your question, the actual mesh is altered, and can then be exported for whatever use. I really love the hi frequency bump.


#19

OK, I got it. Thanks guys!


#20

lol, Dave just showed these to me last night. they are rendered in prman. if I recall correctly, it was with the displacement option.

-Todd