View Full Version : Fat Head All Nighter
akhromov
08-30-03, 06:31 AM
Yep, this is my first ZBrush model...
http://www2.zbrushcentral.com/uploaded_from_zbc/200308/user_image-1062250144hsp.jpg
Well, I started doing edge loop practice at about 11pm using Wings 3D. (Short of Mirai, this is hands down the best poly modeller I think.)
Anyhow, so then I then dropped into ZBrush and went to town. Though truthfully, it's rendered in Maya, since I couldn't put the eyeballs in very well in ZBrush.
(Yes, I know the skin is flat, but I was/am rather tired at 9am to do anymore... 10 hour marathon sessions will do that :)
Enjoy,
Andre Khromov :)))
andreseloy
08-30-03, 06:45 AM
Andre I feel very happy with this your first post, Is the first and the most important one, also IS VERY DETAILED AND WELL DONE, I like a lot...the texture is great to meĦĦĦ
I really feel very good with the performance you reached hereĦĦĦĦ
Congratulations
Andreseloy
akhromov
08-30-03, 09:10 AM
Thanks for the kind words Andre.
I am going to go to sleep now.
ZZZZzzzzz...
Andre Khromov
Putting the eyeballs in with ZBrush is very easy. :)
First, snapshot the head in position on one layer. Then create a new layer for the eyeballs. Now draw the first one and use the gyro with Move, Scale and Rotate to move it into position. Remember that when Move or Rotate are active, you can change its depth by clicking on the canvas outside the gyro and dragging up or down.
Once the first eye is positioned, press Shift+S to snapshot it in place. You can then immediately move it to the other socket -- the scale will be the same, so all you need to worry about would be rotation and position.
The advantage to this technique is that you can use the Shading Enhancer or other brushes to add shadows onto the eyeballs caused by the lids. Since they are on a separate layer, you can paint directly onto them without affecting the head.
In addition, if you place a marker for each one, you can easily remove it and draw it again should you decide you've made a mistake.
Hope that helps!
Here's a great tutorial (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=005412) on the subject.
akhromov
08-30-03, 02:54 PM
Thanks Auric for that info.
I had some minor success moving it like you said, but I hadn't thought of the Snapshot option. Ultimately, I just ended up doing it in Maya just because I had an eyeball made, so I just popped it in.
Only the texturing side of things, can you point me to a material that has two shaders in it, so I could do bump mapping on a second shader versus trying to paint it in on the main shader.
Thanks,
Andre Khromov
juandel
08-30-03, 11:14 PM
VERY special!!!! :tu: :tu: :tu:
- juandel
ZBrush doesn't work that way. In fact, if you look at the Material palette, you will find that most of the materials have at least two shaders (they are represented by S1-S4 at the top of the modifiers). Regardless of what material you have applied, you can only have one texture per model. The bump is created using the Color Bump slider and is based upon the texture that is applied.
If you would like to be able to paint a bump map without being able to see the texture that has been applied to the model, check out the special Bump Viewer material in this thread (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=011960).
Masterchief4
02-05-06, 10:55 AM
i still havent learned all the tools yet. im working on a 2D video game and i need some help from some good zbrush users. i cant think of a concept for a good game.:)
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