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Grub
04-05-04, 08:33 AM
Hello all, hope you're enjoying Z2!
Here's a couple of heads I did, the first with the beta, and the second in Z2, I'll post up some more stuff later... :)

http://www2.zbrushcentral.com/uploaded_from_zbc/200404/user_image-1081178919iar.jpeg

http://www2.zbrushcentral.com/uploaded_from_zbc/200404/user_image-1081178941hif.jpeg

Mahlikus The Black
04-05-04, 08:37 AM
Good to see you grub buddy. Heads look awesome. Can't wait to see more.

andreseloy
04-05-04, 08:38 AM
Outstanding model grub¡¡¡
Congratulations
Andreseloy

boozy floozie
04-05-04, 09:07 AM
Very expressive modelling good to see a return.

Frenchy Pilou
04-05-04, 09:22 AM
Hi Grub
:tu: :tu: :tu:
You are the spiritual son of Franz Xavier Messerschmidt (http://www.spamula.net/blog/archives/000165.html) :cool: :cool: :cool:
Pilou

PusGhetty
04-05-04, 09:24 AM
Love your head models Rob! Amazing detail as always!
Great expression on the second one!
Have a good one,
Michael

Rafael Hernandez
04-05-04, 11:01 AM
Excellent Modeling. I particulary like the second one. Great to see you posting again.

Mentat7
04-05-04, 11:05 AM
Dang Rob, slow down bud...yer startin to make us all look bad :D I was thinking it would be pretty wicked to see all those nice heads you have created stuck on say, a Hydra....could be the Modern Day Business-Person Hydra of Mergers and Acquisitions. :d :D

Grub
04-05-04, 11:28 AM
Thanks for commenting, all of you guys, and thanks for that cool link, Frenchy. :)

Before I got some new hardware, my old machine used to struggle a bit when
coping with high poly meshes. A useful work around is to use the bump
viewer material, to paint the extreme detail (instead of further dividing
the mesh), then use the bumpmap texture as a displacement map alpha, to displace the model. That way, shadows and cavity settings will effect the bumps and ridges, just like actual modelled geometry, but without the slowdown!
And it's really sneaky because you can't really tell either... :D

Here's a couple of monsters, one which you may have spotted on the Pixologic site- a beasty brute, and also a beaky brute- both were done using this method:

http://www2.zbrushcentral.com/uploaded_from_zbc/200404/user_image-1081189637ari.jpg

http://www2.zbrushcentral.com/uploaded_from_zbc/200404/user_image-1081189665jur.jpg

Ps- lol Lonnie, that hydra's something you should do, with a name like Mentat'7'. :D

TVeyes
04-05-04, 11:42 AM
Woah, cool models Grub :tu: I especially like the last one. Freaky looking.

Mahlikus The Black
04-05-04, 11:51 AM
AWESOME Work Rob..wow!
Thanks for the bump mat tip too. I am in the same boat you were. My comp is lagging and until I get new hardware, I'll try that little trick. :eek: :D :tu:

Grub
04-05-04, 12:00 PM
Thanks you two. :tu: And yeah Mike, it's a cool trick in a pinch if the image is going to be finalised in ZBrush. Another trick is to combine the bumpwork and displacement maps together for use in other packages.

The Namek
04-05-04, 12:15 PM
Really nice work , and thanks for the tip about bumpviewer material , I'll try it out , since my comp has trouble handeling the high resolution meshes too.
thx again and great work :tu: :tu: :tu:

Trurl
04-05-04, 03:11 PM
Nice works and textures! :tu:

Northstarr
04-05-04, 04:06 PM
These look wonderful! I just posted a question regarding problems with getting texturing to look right, so this helps me, except I must be stupid or something because I can't find a "BumpViewer Material" in the material palet nor can I find Bump map Texture in the texture palet. Could you please explain this a little more for slow folks like me... :qu:
Thanks

Frenchy Pilou
04-05-04, 04:16 PM
Maybe it's this Aurick Bump material (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=011960) :)
Pilou

Eddie The Pirate
04-06-04, 01:25 AM
AMAZING !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :eek:

KingSalami
04-06-04, 07:12 AM
love the beaked dude

Grub
04-06-04, 02:15 PM
Thanks for commenting guys :cool:
Yeah Frenchy that's the material, it's also located in ZB2's detault material folder. Also for Northstarr and the guys who pm'd me- I'll post some steps to help make the bump method clearer. Catch ya later :)

imported_angel
04-07-04, 12:39 AM
Great artwork,

its so easy to throw a head in zbrush with 1 mill polys, but the definition of a 6 year old could do with real world modelling tech...

but so nice to see and so diff to really sculpt something like this grub :)

looking forward to your explanations of the bump technique for crappy computers like mine...

marcel
04-07-04, 10:36 AM
Very very fine models, Grub! the two heads are very controlled modelks! I' should want to come back on your topic of bump material used as bump map: not sure to understand: I know it, when exporting the model, but you seems to tell that you use it in zbrush render; where do you apply that bump map? thank you, if you have time for a little exoplanation! amitiés. M.

JUSTNPROUD
04-08-04, 03:17 AM
may i ask what kind of poly resolution is the model to which the displacement was applied? ill have to find that bump viewer.Thanks for the art.Cool. :tu: :tu:

Grub
04-08-04, 10:42 AM
Thanks Kokoro, marcel and Justin!
Here's the tutorial, hope it's useful:

bump tut (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=014916)

PS- JustinProud: The resolution is very dependant on the model, but for example the poly count is around 200,000 polys for the turtle in the tutorial, and around 600,000 polys for the beasty brute. That's usually about 6 subdivision levels. :)

kokoro
04-08-04, 10:53 AM
hi grub, just to make no confusion ... the other post was koroko and not me ... easy mixing just two letters flipped ;)

i just read your turtle tut, thats phantastic, and i not even have z2, since i am on mac, but i saved it for later use. thanks :tu:

ztevie-rae
04-08-04, 01:41 PM
0 there Grub ta's been a while, .... I'd just like to say these creatures are show case to your abilities with The Brush ,1st Class mon frère .! ;)

SR

Frenchy Pilou
04-08-04, 04:20 PM
Super ztevie !
You speak french :)
Pilou

DM
04-09-04, 03:05 AM
Most impressive work Rob,you certainly have the new features mastered. :tu: :tu: :tu: :tu: :tu: :tu:
Dave

Grub
04-09-04, 10:37 AM
My apologies to you Kokoro, I was posting a bit hurriedly and misread. Sorry for that! On another note, I look forward to seeing what you can do when you get Z2. :)
Also, I noticed I misread JUSTNPROUD's name, so sorry to you also, bud- I bet you're thinking 'who the heck's Justin?' :D

Hey Stevie- Hello 'mon frere' :D, good to hear from you, we need to see some killer Z2 work from ya. :)

DM- Hi Dave, thanks for stopping by- I will also be very much looking forward to seeing any Z2 work from you. Take care. :tu: