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ColdWave
02-08-2008, 04:40 AM
Ok i've import my .obj file into maya but it's 1 milion faces .. and i have ONLY 1 GB RAM :headbang: And it get somekind of stuck , is there a way of importing a low level model ... this is 5 level divided model. So is there a way of importing low poly model and keep the details
Here is an image ... it's my second time playing with Zbrush so don't be so rude :lmao:

Joopson
02-08-2008, 04:46 AM
you could UV map it before hand, and you could export a displacement map. dont ask me how to though, haha

gster123
02-08-2008, 02:47 PM
http://www.zbrush.info/docs/index.php/Main_Page

Its the online help, do a search for displacement maps, also have a look on you tube

kazama
02-08-2008, 11:59 PM
Yes you have to export a displacement map, and then render with metal ray to get the high subdivision model.
You cant work with that poly count right now. And dont even think in binding that.
In z-plugin's tab you have MULTI DiSPLACEMENT, there you export the displacement map, but you have to do other stuff first, like creating a morph target to comeback to the original low poly object then go to that option MULTI DISPLACEMENT and then exporting the displacement.

ColdWave
03-08-2008, 12:07 AM
I download a 40 min tutorial how to do that step by step it's wonderfull i will watch it soon and post my progress :attn:

kazama
03-08-2008, 01:22 AM
Cool man.. Good luck.

mirek03
03-08-2008, 04:29 AM
'download' could be a BAD word here.

Jay
03-08-2008, 04:38 AM
Woah!!

dont do that!! Import your base level mesh, then smooth it once, then add the displacemnt map. Maya just cant handle that sort of Geo without falling over....


Jay

ColdWave
03-08-2008, 05:13 AM
Originally posted by mirek03
'download' could be a BAD word here.

Ok i watch it online :rolleyes: :D

Tommorow i will try and tell ya is it work fine with displacement cya till then :beer:

ColdWave
10-08-2008, 09:42 AM
I've learnd how to make all the things i'm working on my first Zbrush model ... have a look.


I will place a mask on the empty area so it will cover that

ColdWave
10-08-2008, 09:45 AM
2

Mayaniac
10-08-2008, 10:01 AM
That looks interesting...

You may want to look at some anatomy reference. The proportions a tad bit off. You should really try and nail the forms and proportions at a low division level, and slowly move up the resolution, and add detail as you go. At the moment it looks like you imported the mesh divided it 6 times and sculpted the fine details.

Another thing that you should try, is using the move tool at a low division level to move around the points, and block in the forms.

anyway, looking forward to seeing how you progress.

ColdWave
10-08-2008, 02:56 PM
Allright i will start over again divisons 1 and nail them as much as i can and go further :attn: 10x i will work that night and maybe post tommorow or day after :beer:

Btw you Organic Modeling are very good :beer:

ColdWave
14-08-2008, 01:09 AM
Some updates -> http://www.youtube.com/watch?v=C9Qcdw40hfQ

I will work now on the head and the arms

marlonjohn
14-08-2008, 02:49 AM
yeah what mayaniac said would be good and how i would have gone about things in zee...

nice start as i can see in the vid,

Anhslaught
15-08-2008, 07:42 AM
Before you even start modeling, you should probably create a morph target. I'm not home right now, but.....I think its under morph target tab, you click on create. This way if you plan on importing it back, the UVs and the base model won't get messed up and rearranged. If that happens, it makes UV'ing a little harder. Displacements would be fine because it would follow along the UV that you mapped out, but color mapping would probably get stretched. I'm experienced that a few times before I finally figured it out. Kind of. :)

ColdWave
15-08-2008, 11:00 AM
Originally posted by Anhslaught
Before you even start modeling, you should probably create a morph target. I'm not home right now, but.....I think its under morph target tab, you click on create. This way if you plan on importing it back, the UVs and the base model won't get messed up and rearranged. If that happens, it makes UV'ing a little harder. Displacements would be fine because it would follow along the UV that you mapped out, but color mapping would probably get stretched. I'm experienced that a few times before I finally figured it out. Kind of. :)

Ok what you saying is that i must make morph target for the basic model and then model in Zbrush , after that make the displacement and paint it in Zbrush ... ? :confused:

Anhslaught
15-08-2008, 01:03 PM
Originally posted by ColdWave
Ok what you saying is that i must make morph target for the basic model and then model in Zbrush , after that make the displacement and paint it in Zbrush ... ? :confused:


Yep. You have to be in Edit mode to see the tab to the right for it. It should be under Morph Target, click Store MT, then you start modeling. If you don't do this, everytime you model something and increase its resolution, you can't go back to the original object because everythings been moved around. Since its all moved around, it also affects your UV maps, causing color maps to stretch when you paint on it. By saving morph targets, you can always refer back to what you started with.

I'm still learning so nothing I say will be official.

Anhslaught
15-08-2008, 01:06 PM
Oh and another thing, it screws up your UV map badly if you don't have a morph target to back you up. I've experienced this 3 straight times.

ColdWave
17-08-2008, 02:16 AM
Thanks for the morph help.:beer:

here is texture staring

ColdWave
17-08-2008, 02:18 AM
Here is a render with maya

With applied Displacement and texture


The texture is his basic skin so will be working alot on it

Anhslaught
17-08-2008, 08:31 AM
Looks good dude. pop an eyeball in there so you can model the eyelids around it. You can pop the eyeball in as a subtool.

See that subtool menu? Just click on that then add or append(i forgot what its called). You can lock or hide the eyeballs so you won't actually move its verts around while playing with the eyelids.

And did you do the textures all from Zbrush and exported it over to maya or something?

ColdWave
18-08-2008, 12:16 AM
Yes i make the texture with Zapplink then export it into maya

here is some update ... I'm not good at texturing but it's fine for me now :blush:

ColdWave
18-08-2008, 12:44 AM
And one more model i've modeled .... Yeah i know the glasses are fu**ed up but ... i will fix them and add a hair :beer:

Joopson
18-08-2008, 01:18 AM
stick to lower subdivision levels for a longer time, because you are getting that trademark blob-look that most people get when they are new to Zbrush, and that is because people see Zbrush and say "OMG, DETAIL", and they don't take time to sculpt the bigger forms.
Don't rush straight to the detailing.
-Andy

("Fools rush in where Angels fear to tread" applies well to Zbrush)

ColdWave
18-08-2008, 01:21 AM
Originally posted by Joopson
stick to lower subdivision levels for a longer time, because you are getting that trademark blob-look that most people get when they are new to Zbrush, and that is because people see Zbrush and say "OMG, DETAIL", and they don't take time to sculpt the bigger forms.
Don't rush straight to the detailing.
-Andy

("Fools rush in where Angels fear to tread" applies well to Zbrush)


You' read my minds ? Shit i just said that ... Ok dude ... i will stick to lower levels :beer: , and when i'm comfortable i will go on

ColdWave
25-09-2008, 07:01 AM
I started university so i don't have much time here ... so like you've said up there i start model lv 1 , lv 2 till i'm satisfited here is something i've made it's lv 3 , but it's 3 because i smooth the details of 2:p;)

arran
26-09-2008, 10:38 PM
nice job coldwave - this latest image is a big improvement over the earlier models. i'm assuming this is an alien head tho, otherwise the eyes and upper half are looking a bit big / wide.

ColdWave
01-10-2008, 07:08 PM
Working on body now only the stomach and the ass part

ColdWave
01-10-2008, 07:09 PM
2

Anhslaught
01-10-2008, 08:25 PM
its getting there. :)

ColdWave
01-10-2008, 08:41 PM
When more progress come i will post again cya then :beer:
I have some work at the university so i will be away for some days ...

Thanks for the support i'm really getting into Zbrush right now so i'm pleased with my results for now but i can do better ;)

ColdWave
13-10-2008, 07:13 AM
I'm still wroking on level 2 , this is just smooth out at 4 for best view.

Gen
13-10-2008, 10:05 AM
It does look a lot better than the previous model. Her shoulders are quite wide though, and the way the breasts are kinda stuffed into chest makes me think..tranny.

ColdWave
03-11-2008, 11:39 PM
Finally one good clean character ready for Zbrushing

ColdWave
03-11-2008, 11:40 PM
Mesh

Mayaniac
05-11-2008, 10:33 PM
"2009 i wish from Santa a PC with 4 GB of Ram and Four Core 3.0 Ghz CPU"

You could buy 4 of those for the same price as Maya Unlimited 2009 my friend!

Model looks good.

ColdWave
15-11-2008, 02:20 AM
As i was not so pleased with my basic mesh i remodel. So here is the basic model + uvmapping.. I think i'm ready for a long Zbrushing :p

ColdWave
15-11-2008, 02:22 AM
map

Joopson
15-11-2008, 03:46 AM
not like it matters that much, but there is LOTS of wasted space there.

Anhslaught
15-11-2008, 05:06 AM
Yeah, too much wasted space. You have to pack it as tight as you can. This will give you a better resolution when you apply the texture.

ColdWave
15-11-2008, 08:31 AM
is this better ?

Anhslaught
15-11-2008, 08:45 AM
It still could be better, but this is better.
To make more use of the space, I think if you tuck one of the torso piece under each other. That'll give you a lot of space. Right now the arms are taking alot. And increase the side a little more. Other than that, its pretty good.

gster123
15-11-2008, 03:24 PM
C'mon, you can get it tighter than that, if your going to texture in Z it dosent care about UV's really, so you could shrink the areas that possible wont be on show much, and make the other areas (face hands etc) larger in the map area

ColdWave
22-11-2008, 09:19 PM
Working on it , still no work on the arms , foot , head but i will work on them soon. I'm learning anatomy in details now so i need some time to develop myself :p

ColdWave
22-11-2008, 10:23 PM
Some funny model i made before i go to bed about 10-20 min workin i will work on it paralel with my Female model just for relaxing.

Name : Wormy !

Anhslaught
23-11-2008, 01:23 AM
lol cute little bastard.

ColdWave
10-12-2008, 11:52 PM
A robot that i model in my free time. So i will post in this thread all of my work not only Zbrush.... ;)

Here is one render of my W.I.P Robot , I still must add some wires and more details

ColdWave
10-12-2008, 11:54 PM
Image 2

Gen
11-12-2008, 02:48 AM
Hey thats cool :) but I'm curious as to how it really functions since I can't tell just by looking at it.

ColdWave
11-12-2008, 08:34 AM
I will add him hands and he will just move around and fly. But i'm stuck on how the balance will be in spot with those 3 legs and how it will move , i must slove this question.

Keep in touch :beer:

ColdWave
31-12-2008, 01:32 PM
it's bad quality ... but here is my concept

ColdWave
31-12-2008, 01:35 PM
1/2

ColdWave
31-12-2008, 01:37 PM
2/2

I will work on the head next year , still lot of work on the body some extra tools on him and wires.... and some more addon-s to the concept.

C&C are welcome

gster123
01-01-2009, 05:17 AM
Woulden't it, ya know, topple over?

ColdWave
02-01-2009, 12:20 AM
I don't know what you are saying :confused:

gster123
02-01-2009, 05:09 AM
It looks completly off balance, like it would fall forward if slightly knocked, or fall over just standing up.

ColdWave
02-01-2009, 07:15 AM
Ok yes that's what my dad said too... but as still as i know the organic is less weight that the metal... i will try to get a metal texture at the tail... simply

for example
1. I weight 10 pounds
2. but one engin weight 100 pounds

But i'm looking bigger than engin...


But i will think about your and my dads Toughts .... simply if i want to get him ballanced i will get the body to be straight ...

When I'm at the texture part we will see how it goes....


10x for the comment and yes probabbly you are right and i will fix it ;)

gster123
02-01-2009, 02:55 PM
Thing is there dude, is that it probably wont "look" right even if it's 100% accurate, mabe angle the body so its more like 25%,

Artistic licence and that .

Some Guy
02-01-2009, 04:15 PM
You could always make him crawl around on his hands as well.
I think what Gster is saying is that the model will not look right in a visual sence. Even if it isnt concious people will look at it and think that somehting is off, even if they cant see it.
Heres a picture of what i mean.

ColdWave
02-01-2009, 11:15 PM
Yeah right Someguy.
Ok i will post 2night with the updates ;)

10x for the comments

Abouth the crowling i was thinking about it ... but it will look somehow wrong. Anyway i will add an extra wheel or i will just move the chain forward like your picture :p

ColdWave
03-01-2009, 07:45 AM
gster123, Some guy i think this is better as you said thx.
Is it nesseccery to lift the body up and the tail to go some down.. it might look better ?

ColdWave
03-01-2009, 07:47 AM
Also i start the head... a lot of work at this time but it gets the shape

p.s i use Minstrel head for reff:p :p :p :p :p

Some Guy
03-01-2009, 11:59 AM
It definatley looks more balanced the way you have positioned it. I think that it would look good if the body had some weight to it (like the tail drooping down a bit) bit it is really up to you.
Good work with it though :)

ColdWave
04-01-2009, 09:35 AM
some updates 1/2. A lot of work still... I will add armor, weapons and some other stuffs i must go back to my concept and then go modeling again

But here is what i'm so far

http://simplymaya.hit.bg/123.jpg

ColdWave
04-01-2009, 09:37 AM
2

http://simplymaya.hit.bg/2.jpg


p.s I don't know why but when i attach my image it doesn't attach it :confused:

ColdWave
10-03-2009, 09:28 PM
Some more things i've made when i don't have internet.
here are they

C&C are welcome

ColdWave
10-03-2009, 09:30 PM
2

ColdWave
10-03-2009, 09:30 PM
3

ColdWave
10-03-2009, 09:33 PM
4

ColdWave
10-03-2009, 09:34 PM
Mine Worm

ColdWave
10-03-2009, 09:36 PM
baby head W.I.P i will make the body so now i have internet and reffs :attn:

ColdWave
10-03-2009, 09:37 PM
2/2

ColdWave
10-03-2009, 09:39 PM
My new project A pirate

ColdWave
10-03-2009, 09:44 PM
1

ColdWave
10-03-2009, 09:45 PM
3

ColdWave
10-03-2009, 09:49 PM
some blendshapes

1

ColdWave
10-03-2009, 09:52 PM
2

ColdWave
10-03-2009, 09:55 PM
O