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Potocello
10-06-07, 07:12 AM
Make something inorganic.

ZBrushCentral you guys are amazing. You make very cool and original characters and monsters. But where is the inorganic stuff?

ZBrushCentral i challenge you to make something inorganic. A robot, car, whatever as long as it is inorganic.

Good luck!

Lumin8
10-10-07, 04:16 AM
Something inorganic. Not quite done yet... but you get the idea. I'll try and post a finished one later. I'm kind of surprised more people haven't given this a shot. Some cars would be nice to see, eh?

Lumin8Spaceship1.jpg

Potocello
10-10-07, 11:51 AM
Yah i would really like to see a car or some sort of vehicle

That is very nice keep up the good work. Finally someone has tried my challenge :D

But good work so far i like it ;)

and your winning :tu: haha thanks for the entry :D

surfacenormal
10-23-07, 10:37 AM
07_10_21_01.jpg

Here's a mug I made!

I work as an environment artist, and it's been tough trying to justify zbrush in our daily workflow, seeing as all anyone seems to make are characters. This is a super powerful tool, and I really believe that if you get good enough at it, it can be even quicker than Maya with stuff like terrain, architecture, vehicles and props.

...not that monster heads aren't cool and all too. :D

spaceboy412
10-24-07, 06:54 PM
This is part of the Jumo004 jet engine that was in the ME262, i planned on doing the whole engine but thanks to all those wonderful crashes in 3.0 i gave up, in fact at this point i'm not sure i'll ever zbrush again.
Just to note, all the modeling was done at low res and with the Deformation palette ONLY, from primatives, no transpose, no zspheres.
One thing not visible is i actually did the ball bearings in the front oil pump.
ALL ZBRUSH! anything is possible, except getting any sort of answers about the fibre mat, so long all.

frnta.jpg
4.jpg

Potocello
10-30-07, 01:01 PM
Whoa! awesome stuff guys; finally people are doing my challenge. :D Love the style of the mug.

The engine is great too, i wish you would finish it though :cry: that would be so cool! i love stuff like that

Thanks for your participation guys!

acmepixel
10-30-07, 04:20 PM
Amazing, spaceboy412! I'm so inspired! I never thought that zb could be used for such technical work. I'm going to have to re-think my workflow. :D

henrysouth
11-08-07, 04:14 AM
i would participate but im inorganic modelling is rubbish! the only one im pleased with is 1 belt buckle and that wasnt great! haha. i will watch this thread with much interest. also some little tips would be nice.

nicholasmc1
11-11-07, 03:44 AM
This is my semi bionic leopard which ive been working on with colour it becomes alot more evident of its inorganicness but anyway i thought i'd post it. Very nice work from everyone else btw.
Final with no colour.jpg (javascript:zb_insimg('75972','Final with no colour.jpg',1,0))

zindrome
11-15-07, 02:15 PM
here's a gun im tried detailing in zb
base mesh done in xsi

gun_side02.jpg

janetj
11-16-07, 05:53 AM
lumin8,cool!!
how did you make the surface so nice and clean? any trick?
this car I made it all in zbrush,but i'm not satisfied with it:confused:

184257_200710092253521.jpg

pi3rr3
11-17-07, 10:01 PM
http://www.surfacenormal.com/BLOG_IMG/07_10_21_01.jpg

Here's a mug I made!

I work as an environment artist, and it's been tough trying to justify zbrush in our daily workflow, seeing as all anyone seems to make are characters. This is a super powerful tool, and I really believe that if you get good enough at it, it can be even quicker than Maya with stuff like terrain, architecture, vehicles and props.

...not that monster heads aren't cool and all too. :D OH MY GOD! how did you make the surface so flat?
could you tell us are there any trick or tool in zb for making a prop like this mug.
many thanks!

aminuts
11-17-07, 10:40 PM
hi spaceboy.....

i for one would like a give and go...on what you did here......looks awesome.

what was your problem with the fibre material that you were trying to get help with? If I had seen it and could help I would have.....I know there are some rules ...not unruly ones that one should know about it....but we all have learned em trial and error so if we can pass em on to you...we will.

spaceboy412
11-18-07, 12:26 AM
aminuts, i'm not sure i understand "give and go", the engine and the fibre thread which i eventually cleared are in the past as they say (however zbrush bugs are not), my questions were not noob enough to be answered by someone in the know.

Lumin8
11-19-07, 04:52 AM
It looks great, janetj. Keep those coming! As far as the surface(s), there really isn't a trick to it ...they're subtools, subdivided about 7 times. :D Hence the smooth, untesselated look. I'm only running a 512 machine so I can't subd that many times unless I force it, which isn't often. I think what you might actually be seeing is, the material I used from the matcap repository.

janetj: There's a red paint material in the repository that would probably look awesome with what you've got, or you could make your own very easily. I'm thinking about making a thread about how easy matcaps can be to create.

zindrome! that gun is awesome!

behemoth
02-19-08, 11:27 PM
twoMat.JPG (javascript:zb_insimg('84928','twoMat.JPG',1,0))

I will be hardening edges, and his eyes have been etched to look like cameras.

rubent100
02-21-08, 06:45 PM
dude thats nuts how did you make that in a sculpting progrm?

JF
05-04-08, 03:34 PM
NIce, as an architecture student how has recently stubled upon zbrush ive been trying to find a way to incorporate the program as an iniitial modelling phase,(as opposed to rhino or c4d but its been hard to obtain the forms Im looking for, need more post and tips like these, any help is usefull

how were those clean edges on the mug made?

surfacenormal
05-04-08, 05:42 PM
Here's some tips I've learned to make really clean faces/edges:

a) make sure your base mesh is very, very simple and clean, and the topology flows the same as the shapes you'd like to create.
b) rely on the smothing that subdivision does to get your smooth curves, rather than importing an object with all those curves built in.
c) NEVER use the regular "freehand" brushes for anything. They're just inherently messy. Instead use deformers and opaque masks.
b) pay around a lot with when and where to crease an object. This is probably the most important concept to grasp.
c) Work on as low of a subdivision as humanly possible. If you want a sharp edge, crease it until later. Smooth sweeping curve? don't crease at all.

Basically, you need to control the shape of an object with nothing but crease levels, simple masks and deformers. No brushes. If you can do that, you'll have perfectly machined looking stuff.

spaceboy412
05-05-08, 01:15 AM
SN, that is a nice explanation you gave, these are the same methods i used to make that turbine engine previously posted. I also used Edgelooping, polygroups and lasso selection heavily.

JF
05-09-08, 04:00 AM
Thx for the detailed explanation, helps alot. As for trying to include z brush in my workflow I dont know how useful I can make it as, Rhino for instance, is mostly a nurbs modeler and can only convert fairly simple meshes. Try to do an intersect on a 20000 polygons+, doesn t work. I guess sculpting my spaces is out of the question for the moment. Unless someone has a few ideas, anyway I guess I can still import models into zbrush qfter the fact but that reduces its usefullness to bump and texture -ish effects as opposed to an intuitive design tool.

Thanks again

surfacenormal
05-09-08, 02:32 PM
We import low density polygonal meshes from Maya... My personal workflow: I pretty much define all of the major planes just like old school poly modeling, and then I bring it into zbrush and use the crease tool to define which edges stay sharp, and which edges smooth out.

Are you importing super high poly objects into Zbrush?

JF
05-10-08, 02:31 AM
No, I wanted if too see if could do it the other way around. That is to try and model in zbrush and then bring the model back into a rhino. The meshes are too dense though. Im porbbaly going to have to stick too RHino-then z brush-then 3ds or C4d for rendering. All said,as far as I can tell, zrbush doesn't fit that well within an architectural context. At least not for the moment.

thx again for all the tips.