View Full Version : Tutorial: 'Rusted Golden Idol' with a drop shadow...
Pixolator
09-07-01, 06:31 AM
Hi :)
This ZScript tutorial demonstrates the following items...
:b3: Symmetrical object.
:b3: Rusted/Corroded surface.
:b3: Drop shadow.
:b3: Gradient background.
The image below is generated by the ZScript…
http://www.pixolator.com/images01/RustedGoldenIdol2.jpg
This procedure is similar to the one used in creating the Carriage And Horse (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=001454) image.
The ZScript can be downloaded by clicking in here (http://www.pixolator.com/images01/RustedGoldenIdol.zip).
After extracting the included files, place these files within your ZScript folder and open the RustedGoldenIdol.txt zscript from within ZBrush.
I hope that you’ll find this tutorial helpful :)
If you try this tutorial, please post your images and/or findings,
-Pixolator
Newer published ZScript ::AlphaCentury (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=001312)
Pearls of wisdom!
Thanks Pix!!
impending
09-07-01, 07:56 AM
Hi Pix,
Never occured to me to do a drop shadow within ZB because I hadn't thought out the stencil/mask combo - very illuminating ;)
It's been said many times but I must repeat - never have I seen such an excellent learning process from within a program as you have provided with scripting. It's power cannot be denied - good work!
Comparing my talent to yours is a chasm that will never be crossed, the best example as to why is you NEVER use the key stroke combination that I use more then any other = CTRL/Z :D
Thanks
jd
juandel
09-07-01, 08:31 AM
another wonderful and inspiring script - thank you, Pixolator! :D
i think this one adds up to at least 7 techniques (and points to 2 more) i’ve never thought of before (in a lil more than a year since the first demoversion for the mac was ready for download). absolutely excellent!
kudos
- juandel :D
WingedOne
09-07-01, 09:59 AM
Another classic Pixolator script. I just ran it. The solution to doing the drop shadow was an elegant one, I didn't think of doing it that way.
I'll have to think of some rusty objects to create now. Maybe in conjunction with the terrain tutorial, maybe I can do a "rusty terrain". :D
I thought the option to run the script either with or without notes was a nice touch.
I was just thinking that it might be useful (for the benefit of the multi-marker tool) if when duplicating and flipping layers if you could have the option of duplicating and flipping markers as well to do complex symmetrical objects using multi-markers.
Stonecutter
09-07-01, 11:00 AM
Thanks for a great little tutorial, pix!
I especially liked the drop-shadow method you showed. :D :D :D
Thank you, Thank you, Thank you, Pixolator! What a wonderful, informative tutorial! That drop shadow move was incredible. And what a way to make rust without a photo texture.
I'm blown away again.
:tu: :D :tu:
drjjwow
09-07-01, 01:43 PM
hey pix... i think theres something wrong with the script on my computer, it gives me a routine error when i press play to run the script, is it just me or is it because i havent downloaded the version b yet im having problems with it can you please give me a solution, i really want to see the script. thank you
ZBC Moderator
09-07-01, 02:51 PM
Hi dr. jjwow,
This script has been tested to work correctly on ZBrush versions 1.23 and above.
Please re-download the ZScript and try it again.
If you are still having problems with the script, please email me with your system information and you'll be running this script in no time! :)
verna@pixologic.com
Please include the following information in your email:
The version of ZBrush you are using.
Your operating system version.
Amount of RAM that you have.
Hard disk space that you have available.
-ZuZu :)
Fantastic tutorial! :tu:
I'm going to learn all kinds of things from rewatching this thing! :)
:tu:
:b2: Edit: :b2:
Yay! I've rewatched it, and had some time to experiment with it, and came up with The upside down dude:
http://www2.zbrushcentral.com/zbc_uploads0/user_image-999923531vyo.jpg
Nothing much, but a good learning experience.
I really appreciate the layer duplicate, then flip method, combined with merge layers, to get that symmetry effect SO much quicker that redrawing or mirroring.
Thanks again, Pixolator!
Thanks for the great tutorial. It contained parts of the program that I haven't gotten to play with and learn yet. You made the modeling and materials look so simple.
Jaycephus
09-25-01, 11:33 PM
This tutorial really inspired me to experiment with materials. Here are some of my experiments:
Pic ID 6: Crusty Molten Ball
http://www2.zbrushcentral.com/zbc_uploads0/user_image-1001486159exg.jpg
Pic ID 7: Verdigris Idol
http://www2.zbrushcentral.com/zbc_uploads0/user_image-1001485679wma.jpg
I like verdigris and rust. :tu:
That is totally cool Jaycephus! Any chance that you would post that material so we can see how you made it?
Jaycephus
10-12-02, 04:44 PM
Wow, a year later, I get back to the verdigris:
Updated 1.51 Verdigris Idol:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034484911htb.jpg
This type of verdigris, like the Rusted Golden Idol effect, is more of a painted texture, and less of a material. In Pix's version, three different materials are used. The effect is painted on in 2.5D, just like in Pix's Rusted Golden Idol zscript.
STEP 1:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034465924lzx.jpg
Start with a black/green base. Basically paint the entire object black or black/green. Use the simple brush and a low specular modified Basic Material and ZAdd OFF. Keep if off for the next step too. I used the same material Pixolator used for the first pass of rust, but I removed the noise and color bump. Select a slightly lighter green and splatter or dab it on in spots. Then change to the smudge brush, freehand stroke, ZAdd off, and modify the Color Blend in the Smudge Tool, and the RGB Intensity and draw size to get the smears looking right for the scale or size of object. Brush down the object in the paths that water is likely to flow. Verdigris is, after all, corrosion induced by moisture. Switch back to the simple brush, a splatter-type alpha, the Drag Rect or Spray Brush Stroke, and another slightly-lighter green (still relatively dark). Put a little of this color in and then switch back to the smudge tool and blend the new color in.
This may be good enough for the average Verdigris effect. You could stop here.
STEP 2:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034465941xxz.jpg
Verdigris can also develop white powdering encrustations, which also disolve in rain and create greenish white smears. Use a splatter-alpha, like #23, or even just a single dot alpha, the Simple Brush, the Spray Stroke with Color set .01 or 0, Flow .1, and maybe a higher placement for more randomness. NO ZAdd yet. Set the color to white. Test Draw size, and spray a few specks here and there. Switch to the smudge tool again, and smear the specks down until you mainly just have whitish smears and no specks left.
STEP 3:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034465959kkc.jpg
Now use a Basic material with color bump and noise. I used Pixolator's second rust material. These materials will exist in your Material pallette after running the Rusted Golden Idol zscript. Use dot or splater-alpha, a Brush tool that will give you '3D' effects, the Spray Brush stroke, and now use Zadd. Select a white color. The object is to add some white nodules of powder.
Now the verdigris is complete, but for an idol on which some sort of animal sacrifice may have been performed, we should add some more 'stuff'. For 'mud' or 'dirt' or some other type of corrosion, use the same brush/material setup we just used for the white encrustations, and select other colors. Apply 'randomly'.
For blood splatters, use alpha 23, the spray brush or drag rect stroke, and the simple brush with ZAdd OFF. Select a very dark red color, and add some random spots, speckles, etc. Switch to the smudge brush and smear half or more of the blood spots into the surface, creating smears down the sides in the likely paths that blood would flow. Leave some spots un-smeared.
:qu: I have my own question now: I used a color-bump material on the 'floor'. How can I add blood spots to the floor without affecting the bump of the material? The color of the spots creates a strong bump effect, and it makes it look like the blood ate into the surface of the floor. :qu:
Jaycephus
10-13-02, 11:55 AM
Here is a try at adding blood to the floor. I can't get around the blood interacting with the floor's material, which has color bump.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034535265zrk.jpg
:qu:
Is there an easy way to be able to paint better looking blood spots and other stains on the floor? :qu:
Thanks,
Sure!
Put the floor on a separate layer. After you've done everything else in your scene (including finalizing the lighting), make sure that Flatten Layers is turned on in the render palette (its default setting, so you probably don't need to worry about that, and then Bake the floor layer. This will convert it to the Flat Color material, with material shading being baked into the color. Now there will be no color bump to worry about when you add the blood.
Jaycephus
10-13-02, 08:36 PM
I tried baking before I asked the question! Really! But I must have had some setting wrong or been on the wrong layer and didn't notice it, and I just assumed that if I baked a layer, I couldn't paint on it. Tried it again and it worked, but I made a bloody mess of it: ;)
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034566383arn.jpg
Hi :)
I would like to get it this material.
Anyone please could send me :cool:
Fine thanks
mail: druid_cwb@ibestvip.com.br
P.S. The script no running full in my ZB2 :( and I woukd like to get it one version full this material for me use in 3DSMAX, it's possible?
drjjwow
06-29-04, 09:00 PM
you can get this material by running the script.
But friend, in my ZB2 the script not running all, one error occours and not teminate metal corrosed :(
Anyone please talk to me, why this script have problems in ZB2?
Anyone, please post here this material for me ;)
Thanks for all,
Druid®
The tutorial is included in the Help system that is built into ZBrush 2. You should run that version, since it is compatible with Z2.
You can also find out the exact settings to use to make the material yourself in the ZBrush 2 Practical Guide. This tutorial is one of the earlier chapters.
marcus_civis
06-30-04, 05:10 AM
I also get this error when running the ZBrush 2 tutorial. The script stalls with this message:
ZScript Note: Interface item could not be found.
MATERIAL:MODIFIERS:Saturation
in
[ISet,MATERIAL:MODIFIERS:Saturation,1]
It's something to do with loading the Colorizer1 material.
Loading the Colorizer1 material before running the script solves the problem.
Regards,
Mark
I ran the tutorial last night without difficulty. Are you telling ZBrush not to reinitialize the interface at the start of the script?
marcus_civis
06-30-04, 10:46 AM
No, I'm doing everything it tells me to. :)
In other words, if I start Z2, choose the Help Topics, select the tutorial, run and initialize it stalls with the above message. :confused:
If I start Z2, cancel the welcome screen, select the Colorizer1 material then go to Help Topics, select tutorial, run and initialize (yes, really) everything is OK.
Regards,
Mark
marcus_civis
06-30-04, 10:50 AM
I should have said, I'm running:
Win98SE
AMD Athlon XP 1800+
736 RAM
Regards,
Mark
OK, now this tutorial running.
But, one problem, this model is not 3d and I can't export model with material to .obj
I need so much the whole material in this Idol to me work in 3DSMAX.
Please i don't know to export the complete material to 3dsmax, anyone help me.
Fine thanks
Druid®
Attached my actual work and the material idol that I necessary :rolleyes:
http://www2.zbrushcentral.com/uploaded_from_zbc/200407/user_image-1088738741enc.jpg
http://www2.zbrushcentral.com/uploaded_from_zbc/200407/user_image-1088738828qqn.jpg
Mahlikus The Black
07-01-04, 09:27 PM
I am writing a tutorial/training paper for a group of recently converted 3D folk...starts off like this.
2D or not to 2D? That is the question that, for a while, was the predominant thought among most ZBrush newcomers. If you haven’t heard already, ZBrush isn’t like your typical 3D application. Funny thing is, it is not like your typical 2D application either. It is a bit of both (hence Z+Brush). Pixologic was able to combine both worlds in an extraordinary way.
Zbrush utilizes a revolutionary concept: The Pixol! Pixologic was able to pack more information into a standard pixel. Not only does it remember the RGB value and x/y position in the document window but it is also able to contain information such as depth or Z coordinate, orientation such as surface normal, and material properties. These ‘Smart Pixels’ are the key element which allow ZBrush to merge the world of 2D and 3D.
ZBrush has some of the typical functions of a 2D painting program such as drawing and paint brushes, blur and sharpen brushes, and even a smudge brush. The document window is more like a painting program environment as well. There are no cameras or view ports or anything like that. Its just a straight pixel based document window.
Then there is the 3D aspect of Zbrush. With the basic paint tools are various polygon based tools. Typical primitives like Sphere3D, Cylinder3D, Cube3D, Cone3D, Plane3D, and Ring3D. Then there are the ‘not-so-typical’ primitives like spiral3D, Helix3D, Sphereinder3D, and the revolutionary ZSphere. These 3D tools are polygon based and can be edited just like the 3D objects we are all used to with the exception of the Zsphere which we will get to later.
The model can only be considered 3D while in edit mode. Once you change tools, change layers, save the document, or take a ‘snapshot’ of the tool, the object is then converted from a polygon based object to pixols. This allows the object to be edited on a pixol based level and not a poly by poly level. The main benefit of this process is to not only allow you to use any of the other tools and brushes on the object but to also allow for amazing levels of color and modeling detail. This also allows Zbrush to work in a realtime rendering engine no matter how complex the scene can get (unlike 3D applications).
Even though the object has been converted to pixols, it is not lost. I repeat, it is NOT lost. The original still remains in the Tool Palette so don’t worry. Just draw the tool again and continue editing. Just remember, once you exit Edit mode, it is snapshot onto the canvas and converted to pixols. This is the major concept behind ZBrush’s object handling.
When it comes to saving files, Zbrush is more like a 2D application. It does not save 3D tools, and other various elements with the document like a 3D application. So in order to save your work, you must not only save the document of your work but you must also save any tools, brushes, alphas, and other elements created for the project. Although materials and lights are saved with the document, you may also want to save these for use in other projects.
Thats the start of it but the point is clear nontheless. This and other valuable info can be found in the help system within ZBrush. I suggest everyone go through this entire system before diving head first into Z. It is IMO though. But the education in paramount. Especially for the 3D thinking mind.
Good Luck
Game Master 770
07-02-04, 12:14 AM
sounds good MTB
Hi friends :)
OK, OK, OK.
I go to change a question.
Anyone, please, can show me step by step, how create it this material (rusted idol) in 3d model to export to .obj and use it in 3DSMAX?
Fine thanks for all attention.
Druid®
Mahlikus The Black
07-03-04, 01:42 PM
Zbrush doesn't export materials save a default.
You would have to create the material from scratch in Max or create a texture in ZBrush and export that.
Ok dear friend, but how to do create this texture (rusted idol) in zbrush and how to do exported to 3DSMAX, please, send me instructions step by step for this one :(
I could saw this final the zscript anything in texture menu about this rusted idol, but I don't know to export to 3dsmax or aplicated in other model in ZB2, I need some help from the masters of this forum, common friends ;)
Thanks for all attention
Druid®
Brasil
Up!
Druid®
P.S. Nothing :confused:
endamist
03-04-05, 06:40 PM
*sigh* okay I feel really clueless but that's probably because I've never really learned how to make full use of any 3d program except poser and bryce but not a modeler. I've tried but so far this one seems more suited to the way I think.
But today.. well.. okay to the point.
I tried to follow the instruction for the rusted golden idol from the practical guide and I was fine until I got to the part after adjusting the lighting and started to adjust matterial. The text assumes unintentionaly you know what matterial to select and gives only part of the details needed to continue. Thus my attempt to fill in the gaps did not give the results I was looking for or expected.
So I come to the forum and search for that topic and found this thread with the link for the script. I ran the script and it helped fill in some of the gaps quite well when you pay close attention. However like Marcus earlyer I ran into the same Modifier not found. In fact I restarted zbrush to see if the modifier had simply been removed during script by some chance...
Well all that isn't really importand.
I've yet to learn what this color1 is that he was talking about since I've only been using zbrush2 for less than a week now. Cold someone outline where and how to load this so that I may view the script in it's entirety plz.
Thanks
endamist
03-04-05, 07:14 PM
color1 = colorize1 in the material listing..... just found it. The script run through fine this time. *No I'm not a blond I'm and air sign but I guess that's just as bad huh :lol: *
incidently my system is running Windows xp. Perhapse the script would be better if it started out by selecting this material as the script sets up things in the beginning and then going through it's normal process. Ah well... I did exactly like Marcus said and loaded colorize1 materal and skipped initialization.
Thanks to his post I was able to run the script through :D
Druid<<< don't know if your still around but I had a thought about your texture problem. I haven't yet figured out how to get the materials to so the metalic look even with the material baker... but I would have painted the entire background the way you painted the figure.. or simply painted a 3d cube sized to fit the screen the same way that was done for this idol. Then saved exported as a tiff/psd and converted the image to jpg or what ever the compatible file format would be and applied it as an image texture to the 3d object. but since I don't have 3dmax I don't know if you can do that as many of the programs I use will use the images as textures. But it's a possiblity.
Stellar Developer
06-01-07, 06:58 PM
has anyone got this to work in zbrush3?
Thanks,
-stellar
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