View Full Version : High-resolution head model (beta test)...
Pixolator
08-19-03, 12:29 AM
Hi :)
Here is one more test of ZBrush’s beta features.
This test demonstrates the capability to fully created and refine a high resolution 3D model within ZBrush.
The previous test - which demonstrates the process of refining an imported mesh - can be viewed in this thread (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=011757).
About this mesh: A head model was created from a skinned ZSphere object which started as a low-resolution mesh with 340 polygons.
The mesh was then further subdivided and refined; reaching 1.4 millions polygons by the end of the modeling session.
Here are several views of the high-res mesh (rendered in the preview-renderer mode and without any further 2D/2.5D editing)...
http://www2.zbrushcentral.com/uploaded_from_zbc/200308/user_image-1061278231yva.jpg
Since the next version of ZBrush (a free upgrade to current ZBrush registered users) can handle the mesh in its high-resolution state,
the mesh can be directly incorporated as is (or after being textured) into any ZBrush composition.
If the mesh is intended to be exported to a 3D animation application, you may choose to export a lower resolution mesh and have ZBrush
calculate the required displacement-map and/or normal-map in order to retain the fine details of the high-res mesh.
In the following image, I have used a low-res version of the mesh (1360 polygons) and generated a high resolution displacement-map...
http://www2.zbrushcentral.com/uploaded_from_zbc/200308/user_image-1061274640glc.jpg
After the next ZBrush release, I will have much more time to post detailed explanations and tutorials about using these new features of ZBrush.
Have fun ZBrushing :)
-Pixolator
Polaris30
08-19-03, 12:42 AM
AWESOME!
Deadman Walking
08-19-03, 12:42 AM
Gimmie gimmie.......superb!
Thanks for the future upgrade. :)
The Namek
08-19-03, 01:25 AM
This is looking great indeed , thanks for the previews :)
andreseloy
08-19-03, 01:55 AM
Is just incredible Pixolator¡¡¡ you are a visionary man reaching the future and making it possible in a simple and wonderful way¡¡¡ I really thanks you and your wonderful team at ZBrush.
Always recognize your great support to us in the forum
Congratulations
50'sKID
08-19-03, 01:55 AM
How could it get any better than this? Thanks
Pixolator and everyone involved in the upgrade. 50.
grassynoel
08-19-03, 02:29 AM
Oh wow.
Grassy Noel
souleat
08-19-03, 04:00 AM
:D WHEN? -WHEN? -WHEN? - now i know hows it feel to wait.... :rolleyes: :rolleyes:
Bonecradle
08-19-03, 04:24 AM
This looks fabulous :)
I'm imagining that the edit fade off curve for the modelling brush is going to come into its own.
And I'm wondering if it will be possible to skin old models at such high res without much detail loss so I can clean up my messy meshes?
Such possibilities to explore :)
Mentat7
08-19-03, 04:45 AM
Oh sweet momma! That is amazing Pix!
Man you really know how to build up the anticipation don't you Pixolator? :tu:
I knew it would be great! but this appears as if it will be even better than everyone expected. Fantastic! It will make a wonderful Christmas present to all your loyal followers. :) :) :D :D :D
Mentat7
08-19-03, 07:05 AM
I find myself coming back to look at this again and again. Wowser.......Pix, you are going to make a decent modeler of me yet! :tu:
Mahlikus The Black
08-19-03, 07:06 AM
Totally awesome!
A few things thatlook really exciting also.
The maps has a nice new tiling I see. :tu:
That low res mesh from a ZSphere has an awesome mesh generation..WOW! :eek:
The level of detail is just ...I have no words...it too amazing.
I can't wait man!
Just excellent. :tu: :tu: :tu: September, september, september...
Svengali
08-19-03, 07:27 AM
Hi Pix,
Great teasers you keep throwing out man.
Anticipation builds and builds!
I find the 16 bit displacement map here interesting too. It looks like there is a different system for organizing the render info? If so, is there anything more you can say about that?
In a similar vein I was wondering what texture maps, (particularly with AUVTiling) will look like when you have models approaching 1 million polygons?!!! It boggles the mind.
Will newly generated textures have to break the 4096x4096 resolution barrier?
Like every other ZB user, I can't wait to get started with the new release! Sven
PusGhetty
08-19-03, 09:10 AM
Holy canoli!
This is amazing! You are the man Ofer!
I can't wait to get my hands on the new version!
Best regards,
Michael
artboy21
08-19-03, 09:54 AM
wow! incredible! just amazing! thanxfor the sneek peek! :eek: :eek: :eek:
artboy
Wow! It is amaZing.
:) :rolleyes: :rolleyes: :)
Hi Pixolator,
You are an extremely talented man and I want to thank you for such a terrific program. From the looks of things-the upgrade will be as incredible as the software itself!!! I don't know where you find the time to do all that you do-but you can be assured that the whole ZBrush community appreciates it!!!
Look at that hair! I sense 2.5d tools going 3d??? I'm holding my breadth till I get my hands on this baby! :eek:
unbelievable...this is amazing. i really cant wait to play around with the new version. :eek: :eek: :eek: :eek: :eek:
DMerchen
08-19-03, 06:33 PM
My goodness! I couldn't get on all day, and look what I missed. Awesome! I can't wait to try some of this stuff out. Thanks again for the teasers! :tu: :tu: Keep 'em coming!
svengali, yes i have noted this also. i can recognise eyes and nose on the map. must be something different. very interesting... makes it even more difficult to wait... not to mention the modeling possibilities, very nicely demonstrated here. thanks for sharing pixolator.
grassynoel
08-20-03, 03:18 AM
Hi pixolator,
I noticed that there were a few subtle differences between the high rez model and the displaced low rez model, mainly around the eyes. Not that I'm being picky as it truly looks amazing, but I was wondering what the difference in the eyes was attributable to?
Thanks.
Grassy Noel
Maybe i'm absolutely worng, but to me the difference seems to be just a little change in the light position or contrast, that could have made the subtle details look more evident... anyway im not experienced in 3d modelind so i remark that i can be absolutely wrong.
Pixolator your modeling level has left me openmouth for months such as your team improving even more this wonderful software, keep on posting more and more amazing works of the beta test please!!!!!! :eek: :eek: :eek: :eek:
RAMSESIIV
08-20-03, 07:13 AM
This is so coool what an impressive test :eek: :eek:
It's going to be the best ever, no doubt about that!! :tu: :tu:
Hi all,
This all looks very promising!
I know Zbrush allows importing 3D models, but are the UVs from those models retained?
The UV's generated in the sample shown here would not be acceptable in a production environment. Will Zbrush be adding more robust UV tools to account for this, or will users be expected to export their Zsphere models, UV them in their 3D app, reimport and paint and then export again?
And one last question... will there be tools in this next version that allow edges to be cut in as well as removed?
Thanks!
-Joe
Even the current version of ZBrush retains UV's on an imported mesh.
As for whether UV's are suitable "for production work," it really depends upon the way that you texture your models. The fact that ZBrush allows you to paint the texture directly upon the model in 3D means a new way of working. Some "die hard" professionals resist this method and prefer to do their texturing in 2D. This unfortunately means that you have to manually adjust for seams in your mapping and texture distortions.
On the other hand, many professionals are already using AUVTiles in their production work. They feel that the lack of an ability to paint on the unwrapped texture is more than compensated for by the distortion-free environment that TextureMaster with AUVTiles offers.
It's a matter of personal prference, and naturally some projects work best with one type of UV system while other projects work best with another. ZBrush 1.55b is capable of handling all of these needs -- and the UV mapping systems to go with them.
As for the next ZBrush, well there are clues in what Pixolator shows here, but for more info you'll just have to wait for any official announcements from him. ;)
NeoFight
08-23-03, 04:47 AM
once my jaw is off the floor i will try to say something intelligent about this beautiful piece! :tu: :tu: :tu:
Frenchy Pilou
08-30-03, 02:24 PM
I don't all understand the magic of the displacement map :rolleyes: (the concept of an enormous economy of size yes, not the internal process for do that :D
I am sure that a great tut by Pix will be insert in the prog :cool:
Pilou
Fouad B.
09-15-03, 07:12 AM
Pilou, le "displacement map" fonctionne avec le meme principe que le bump mapping.
En schématisant par un carte de niveau de gris tu definies un relief. Noir bas et blanc haut, bien entendu avec les niveau de gris représentant les intermediaires.
Seulement pour le "Displacement map" comme son nom l'indique agit sur les mailles de ton modele, le relief issue de ta carte de niveau de gris modifie le modelé de ta structure.(contrairement au Bump mapping qui agit comme un subterfuge au rendu sans modifier la topologie de tes mailles).
Le Discot
09-15-03, 10:08 AM
Ooops,it's always unclear... :) ;)
The important is not realy the result (it's superb) ,but the way to do it...I hope the technic'll be easy to understand... :)
But something tell me it'll easy... ;) :tu:
Frenchy Pilou
09-15-03, 02:30 PM
Hi Fouad
Et alors comment il se débrouille pour avoir un même rendu visuel avec si peu de polygones ? :D
Si le réseau a bougé :)
Pilou
Fouad B.
09-15-03, 02:47 PM
là est l'astuce....
à priorie, ce nouveau concept de normale map fonctionnerait sur une carte de niveau de couleur codé sur 16 bits permettant une resolution plus élévée, et indiquerait visuellement le sens des vecteurs de normale des faces. ( une face ayant un coté visible et un coté invisible, ce que l'on nomme communément la normale de la face issus des bases mathématiques liées aux vecteurs)
donc en resumé je pense cette map de couleur permets de definir sur une resolution tres fine le sens des normales d'une face.. ce qui permet à partir d'une face geométrique de lui donner du detail qui apparaitra en relief lors du rendu et ce quelque soit l'angle de vue de ton objet, les reliefs se deformeront en fonction de l'angle de vue de ton objet respectant ainsi ls effets de perspectives.
une sorte de bump mapping evolué.
Je présume avoir résumé correctement la situation... sinon... prends un fusil et tires!! :D
le_FourBe
09-20-03, 11:47 AM
Hi
Pilou, the thing with displacement is that most render engines tesselate the mesh at rendertime. Somes engines have micro pixel or sub pixel displacement, they are making the tesselation so fine that the polygons are smaller than a pixel
LF.
Frenchy Pilou
09-20-03, 12:02 PM
Hi Fouad
Cela se tient :D
N'empeche, je suis curieux de voir en combien de temps Zbrush réalise ce petit tour de force !
Cela rapelle un peu la technique des hologrammes :)
Hi Le FourBe (the fourth beatle?) :D
Welcome aboard!
Nice nickname :D
And thx for the "micro"precision :)
The amazing thing is that will work on a simple personnal computer :cool:
Have happy Zbrushing!
Pilou
Ps An interesting problem !
What happen when the pixol is smaller than the polygone facet as you said ?
A virtual "micro" matrix ? A parallel univers?
What can you can see on the screen :D
Nothing I presume :)
Caaaaan't Waaaaaaait!!!!!!!!!! :D
billhdz
02-05-04, 08:45 PM
I want it, I want it, I want it !!!
LOL
-Bill
:tu: ;)
ashaiad
11-22-04, 09:38 AM
Pixolator (http://www.zbrushcentral.com/zbc/member.php?u=1) vbmenu_register("postmenu_30929", true);
I was looking at the displacment image that s posted , it looks diffrent than th one in the render thread , its almsot looks as if it was treated with auto contrast in PH to get rid ofth 50% issue
any thoughts
thanks
Powered by vBulletin® Version 4.1.11 Copyright © 2012 vBulletin Solutions, Inc. All rights reserved.