View Full Version : [Zbrush]Architectural Concept
Continuumx
07-07-04, 10:19 PM
http://www2.zbrushcentral.com/uploaded_from_zbc/200407/user_image-1089263734ysv.jpg
I want to test Zbrush in experimental conceptual architectural short project.
This is an early stage. I need to see what can be done in the way of baking this current material/grid overlay and then working that in a image program - then reapply as displacement map exactly as it was baked but with some technical impressions-
The experiment is to see if there is another way to model technical detail without the heavy intensive polygon modeling that normally takes place in your favorite modeling program of choice.
Besides, hopefully this method will be much more fun than the other methods.
The next phase is to fully develop this model in Zbrush in terms of edge loops and crips edges - This gives the form some hint of structural and spatial ideas as to how this object make be inhabitable.
I'll keep this thead updated.
aminuts
07-08-04, 01:03 AM
interesting idea...looking forward to see how your experiment comes out.
just wanted to say that those organic looking forms are very cool. i like the how that image looks.
Frenchy Pilou
07-08-04, 05:58 AM
Amazing versatility, isn't it ?
Pilou
Continuumx
07-11-04, 03:55 PM
Thanks for the comments, aminuts, abxy, and Frenchy Pilou!
Zbrush is very versatile indeed! When working in this manner, the one thing that is making me think about how to do this is that in Architecture, you have exterior and interior detail. Zbrush can handle the exterior and interior, but the interior needs ome additional modeling, and I am not sure how to do this part in Zbrush as I need some precise mesh editing to achieve this portion.
I think for this next part I am going to move to Cinema 4D but maintain all the modeling in the base first level of subdivision- When I am done I will reconstruct this and continue detailing in Zbrush.
I will use Zbrush for design and further modeling of this model once it is broken down in Cinema4D into components because its faster, fun and works the way I think.
For this first creation, it is going to be a lot of movement from Zbrush to Cinema4D(Mesh Topology Refinement) to Zbrush and so on. Once a technique for this has been established, the goal is to see how much of Cinema4D can be removed from the process.
I will texture in Zbrush and export as displacement maps to low poly mesh in cinema4D for additional rendering if needed.
Here is a look at the major components in this design:
http://www2.zbrushcentral.com/uploaded_from_zbc/200407/user_image-1089586441dcg.jpg
In this process, Zbrush remains the most important part of conceptual modeling for Architecture in my opinion as even this form would not have been as comfortable and natural to develop in Zbrush had I used another modeling program to get to even this point.
Comments and Crits are always welcomed!
aminuts
07-12-04, 11:05 PM
I think I am missing something.....am tired but...why can't you break down the model in z? is it a mesh thing?....I am trying to understand where you are going I guess and am missing something.
still looking forward to your outcome.
oh....doh.....you want to create interior spaces....I see the problem to the answer now! ...wake up aminuts. Interesting.....now I am more interested in seeing where ya go and how ya get there!
:rolleyes: :D
Continuumx
07-13-04, 12:16 AM
A happy accident occured tonight. I brought the lower level division model into Cinema 4D- looked at it, and when subdivided in cinema all the groups had curved edges. Not what I wanted when subdivided- so the decision was to check and see how Zbrush handles a model thrown back out of Cinema4D- It should be exactly what I exported out- I exported with obj format and groups option.
This is what I got back, and after I advanced the model to level 3 division in Zbrush! Very interesting stylistic effect. New possibilities! Very interesting, I think I will do some more editing in Cinema and then export this variation with some extra modeling thrown in back to Zbrush for the next update!
Enjoy!
http://www2.zbrushcentral.com/uploaded_from_zbc/200407/user_image-1089702915ilx.jpg
Continuumx
07-13-04, 12:24 AM
Basically to get this technique- you must create an object- setup edgeloops.
export out as obj with groups.
import this exact object back into Zbrush-
Done.
What has happened is that your points are not welded between groups. As a result, when subdivision is applied to the model, the groups will each shrink around the edges. To prevent this, simply weld the points before subdividing.
In C4D, select all the groups and use the Connect function. Then optimize the points. In ZBrush, after you have imported it you can press the Tool>Geometry>Crease function. This retains the separate grouping, but at the same time adds a tag to the edges that prevents them from being smoothed during subdivision.
angstrom
07-13-04, 11:32 AM
I like the effect, too!
I've a feeling some programs won't like importing it tho'!
Thanks Matthew for the RIGHT way, just in case it's not the effect one's after.
Alan.
Continuumx
07-13-04, 10:40 PM
Thanks Aurick! I really appreciate that explanation of what happened because I can now control the effect.
Zbrush has so much room for exploration!
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