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laza80
06-22-04, 10:06 AM
I want to model coins, medals and especially reliefs. I.e

http://www.webcom.com/intvoice/coin.jpg
http://www.eleganza.com/media/reliefs/fauns-pressing-grapes-h-m.jpg

What is the best approach for this? To made alpha in some 2d program and use it for depth or displacement (very hard, because of the level of details), or something else. I will be thankful for any comments and thoughts on how to accomplish this goal. Final result must be 3d model. I hope this is possible.

Thanks in advance!!

Ron Harris
06-22-04, 10:13 AM
Winged One's coins (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=010846)

Extra Dimensional's method thread (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=012320)

Hope those two links help ya. :tu: :tu:

laza80
06-22-04, 02:40 PM
Unfortunately, this threads didn't help. :( There is no working solution in it. Problem is to make appropriate displacement map.

Any thoughts or second opinions?

mestela
06-22-04, 03:36 PM
Is this to model and render completely in zbrush, or to export to an external app?

Either way, good way to get that minimal depth effect is to draw out tools with a very low z-itensity, between 5 and 15 I've found. So for the figures for example, I'd make them as a regular 3d object using zspheres or whatever, then clear your canvas, draw a coin using the cylinder primitive, and then draw out your 3d head on the coin with a low z-intensity.

If you need to render this externally, you could probably then use the mrgbzgrabber to grab the depth information from the canvas, and export it as a high-res 16-bit alpha.

laza80
06-22-04, 11:56 PM
I need a 3d model which can be exported to other 3d programs.

mestela
06-23-04, 01:28 AM
In that case just compose your scene as you would normally do in zbrush, then grab the canvas so you get the z-depth information as an alpha, and save it externally. With any luck your other application will handle 16-bit tiffs , if not, you'll have to convert it to 8-bit, then use it in your other application as a displacement map. Actually, depending on how close you get to the coin, you could probably just use it as a bump map, its unlikely you'll ever get close enough to require displacement.

You'll then be able to use your other apps bump/displacement slider to control how much relief the coin seems to have.

The main thing is getting an accurate depth pass of whatever scene you're trying to do, and zbrush makes that process very easy. Once again: compose your scene on the canvas, mrgbz grabber to convert the depth information into a high-quality alpha, then save the alpha and use in your other app.

laza80
06-23-04, 03:30 AM
Thanks. It sounds promissing, and some quick experiments show that this is possible. I will post results in a week.

Steevo
06-23-04, 06:25 AM
Dear NG:

Here is a quick method to create the coin you need.
1. Create a disk with good resolution. (I like the make 3D tool.)

2. Import your image as an alpha.

3. Create a stencil from the alpha.

4. "Brush" the depth onto the model.

5. Texture or paint to suit your needs.

Cheers.

Steevo

(Also check out the "Engraving" topic under quick links.)

http://www2.zbrushcentral.com/uploaded_from_zbc/200406/user_image-1087997111dsp.jpg

wierdPal
06-23-04, 06:38 AM
First thing I though was to watch the AlphaCentury ZScript. It has a lot more information than you would need for something as simple as this, but it shows how the technique is done nonetheless.

Game Master 770
06-23-04, 09:44 AM
Topic: Tutorial: Stencil-Based Deformations (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009841)
This is a must see PDF for this coin issue.