View Full Version : Hybrid
aeronaudts
10-30-04, 05:12 AM
Hello zbrushers
Here an image which at summer creates with objects creates with Modo, the zsphere were creates starting from zbrush, but there or that become very strong, it is that one can add objects coming from other program. I am well to amuse to create this model which at the beginning was only one test:)
( sorry for my poor english )
arai02.jpg arai03.jpg arai04.jpg arai05.jpg arai06.jpg
Jason Belec
10-30-04, 06:18 AM
Well that is the coolest use of that new feature to be sure. Can't wait til you finish. I will have to try a few as well.
chadtheartist
10-30-04, 08:32 AM
WOW!
That's really pretty cool. I've tried doing stuff like this but for some reason my imported mesh keeps pointing in the wrong direction. I'm definitely going to have to do some playing around with this idea.
Very nice work! My only question is how does the connections for the head and hands look? Are they attached, or is the geometry overlapping itself?
aeronaudts
10-30-04, 10:43 AM
When you to import of another software, a reversal should be made! To apply the head and the hands I took the magnetized zsphere, and at the end of this one I put the head and the hands.
Unfortunately the parts are one on the other which make that the grid is not perfect :( . It will be for next time :)
arepa3000
10-30-04, 12:21 PM
Thanks for share man..! but how do you plan to "soft" the seams between body from ZB and the imported parts???? have you tryed ???
My english is poor too. lol
Zalu2!
Very interesting design, hope to see the next evolutions :tu:
aeronaudts
10-30-04, 06:10 PM
Here an animation ( an .ZMV ), which will explain you how to place the importation, with 2 zsphere magnetized it is easier to position or one want the importation
aminuts
10-30-04, 08:43 PM
Thanks for this tute Aeronaudts, I have found myself trying to point out this potentially powerful aspect of Z2 lately in a few threads and am glad someone has had the time to check it out and not only post their results but give us a hands on view of it!!
Within the zbrush zscripts it shows somewhere how best to deal with the zsphere res...to get it to match more closely with the imported mesh. Also after doing that it or as soon as you block it out to make a polymesh of the entire object...for one to see how they work together and two....easier to work with then for getting more detail.
I too have tried but haven't been able to rotate my imported obj to be where I need it to be to look right so I can't wait to see your tutorial here to see how you solved that. I kinda suspect I need to change my ztool's orientation first but have run out of time in that experiment department to check out my theory.
Anyways...thanks again for this...now I have a place to send folks for a great example!!!
souleat
10-31-04, 02:02 AM
oh i havnt tried that before !- great idea!
thank you for sharing your experience!
flingster
11-01-04, 05:19 AM
like what you've got so far...looks like an interesting character design..looking forward to seeing your progress.:tu:
Hi aeronaudts,
Thanks for showing me a new concept in zbrush. I was not even aware of this capability.
After experimenting , I believe there is no direct use for this method. The feature has many possibilites but not made for this type of work. It would be more so if you could use the unified skinning function, but it seems that it does not register the new geometry and simply skins a Zsphere in its place.
I think the concept here is about the ability to interchage mesh sections/groups. Such as an eye or head or finger. This serves a great many advantages , such as being able to reuse different pre-modelled components and also duplicate fingers so that its only nessesary to model one.
Having the ability to adapt the parts to your characters stance would be nessesary. Seems that all the tools are already present in zb!..just need to be integrated for this type of workflow!
If with this post you have brought to Pixologics attention the value of such a feature I think we all owe you a great many thanks :D
Cheers
Kir
aeronaudts
11-02-04, 04:59 PM
How to proceed:
1/ Preference > Import Export > iFlipX and iFlipZ (so that the model in OBJ is well to position ).
2/ Tools > Import your .OBJ
3/ Tools > Make a Polymesh 3D
4/ New document
5/ Tools > Load Tools with a Zsphere magnetised
6/ Click > Edit and Move
7/ Click on Zsphere magnetized ( with move ), so that it becomes red
8/ Tools > Adaptive skin > Insert local mesh > choose your Polymesh
9/ Click on Scale
10/ Move your zsphere magnetized to find the good place with your polymesh
Here the explanation in ZIP :
aeronaudts
11-03-04, 08:01 AM
The next step :)
arai07.jpg arai08.jpg arai09.jpg
sirquadalot
11-03-04, 08:08 AM
Nice job! Keep on posting your work!:tu: :tu: :cool:
bluemoon
11-03-04, 08:49 AM
ahh different. nice work ...:tu: i see head details very good.but arm detail is very low this my consult.:lol:
ryankingslien
11-03-04, 07:21 PM
very cool! I was just looking into a way of doing this so i didn't have to remodel hands and heads each time i created a figure. Very awesome! Thanks for the info.:D
r
aeronaudts
11-07-04, 05:19 AM
Next step
here the beginning of the texture of the head
arai17.jpg
arai12.jpg arai14.jpg
To have easier and also not to paint on the model, it is possible to move the import
arai10.jpg
Here some render:
arai16.jpg
Mahlikus The Black
11-07-04, 10:22 AM
This Guy is getting better and better.
Wonderful work. I love the add on tricks you used here. I can't wait to see this model in motion. Any chancec it might? I am assuming so since he is in the "rig" pose.;)
Mr micro26
11-07-04, 10:35 AM
wow..he s pretty scary.Very nice modeling and texturing.Are you planning to animate him for a game?(sorry for my english). :D
sirquadalot
11-07-04, 03:31 PM
Cool update!:tu: :tu: I think he needs a little blood on his chin though.;)
Giantsun
11-07-04, 11:57 PM
Model and texturing just awesome. And thanks for the new perspective on the very useful insertion tool. :D
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