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View Full Version : How Zbrush changed.. BAH.. ZOMBIES!!



Turqy
02-07-04, 12:53 PM
Currently I work in the game industry, and a lot of my time recently has been spent making high poly models. Right now its a slow and tedious process that can sometimes be very boring. I equate it to playing tetris with edges while trying to make something thats not totally devoid of life. Maybe if I got bonus prizes for every triangle I turned into a quad I'd be happier :)

A few months ago I had scene some of Dave Cardwell's work wit the beta. Needless to say, I was impressed. It wasnt until last weekend, after Dave's last post, that I decided to go ahead and give 1.55b a try. So I downloaded it and spent a few hours working with it.

The next day I bought the program. I'll never model the same again.

This is an example of what I had done with the program. The head on the left was originally created in max. I believe it took me quite some time to finish just it (3 or more days). The head on the right is the same one, modified with zbrush in about 20 minutes.

http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1076188864enj.jpg

The program is pretty incredible and I look forward to the next version.

I have a few questions though that some might be able to answer.

Beta: When creating normal / diffuse maps, will diffuse map information also be generated from the high poly model?

Beta: There doesnt seem to be any boolean functionality for export in 1.55b. Will diffuse / normal maps take into account subtractive models when outputting those files?

Current Version or Beta: Is there a way to modify the 3D edit brush so it can use image masks to deform the mesh? Right now you can stencil or use masks to accomplish this but brush functionality would be very nice.

-Aaron

aurick
02-07-04, 01:28 PM
Hi Aaron,

Very nice work there!

I'm afraid that I can't answer your questions about the beta, but I can answer your question about 1.55b.

There really isn't a way in the current version to use alpha images as an editing brush. However, you CAN adjust the falloff of your brush using the Edit Curve found in the Transform>Modifiers.

However, if you look at Pixolator's sword (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=010822) you will see where alphas have been used to reshape the mesh. You can also see it at work along the bottom of the torso in this post (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=011757). I can't say more beyond what has been shown in those posts, though.

Happy ZBrushing!

Turqy
02-07-04, 04:12 PM
Thanks!

Actually I didnt know about the brush fall-off and noise controls. That helped a lot.

I'm actually having a problem saving a lot of my settings. Is there a way to keep all of my brush and preference settings each time I leave Zbrush and come back? I've tried saving/storing my config but it reverts (ie: my fall off and tablet settings always return to default) each time I load the program.

Reactor
02-07-04, 07:38 PM
Just curious Turqy- what kind of work in the game industry do you do? I'm guessing your high-poly model work isn't for 3d games :)

Hananya
02-07-04, 08:30 PM
That's some awesome modeling. :eek: :)

Turqy
02-07-04, 09:06 PM
Its for 3D games using normal mapping to immitate the look of a high poly model on a low poly mesh. Doom 3 is using normal maps to get that "prerendered" look.

Reactor
02-07-04, 09:44 PM
Thanks Turqy... I'm only just looking into that side of it, myself :)

aurick
02-08-04, 12:55 PM
ZBrush reinitializes every time it launches. However, many of your brush settings can be saved by saving the brush as a ZTL (Tool>Save As). If your brush uses a custom alpha, you should save that, as well.

Kircho
02-08-04, 02:11 PM
Hi Turqy ,
Exellent work you have there. Just wait till your realise that zbrush will allow you to produce the first head you created in half the time you've spent :)!!..or less...
Really is a godsend for us modellers out there :)...

Cheers

Kircho

Svengali
02-08-04, 03:41 PM
Hi Turqy,

As for saving settings, you might try recording a ZScript in which you simply setup every parameter the way you want it for a work session, then save the ZScript.

Whenever you start another work session, just load and run the recorded script first.

Sven

Turqy
02-10-04, 12:48 AM
Wow this program is fun...

After I read some of the sub-surface-scattering thread, I decided to play around for a few hours.

http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1076402881wyv.jpg

Frenchy Pilou
02-10-04, 01:49 AM
Zombieing indeed :eek: :eek: :eek:
Pilou

Reactor
02-10-04, 02:07 AM
Wow... that's nice :)

souleat
02-10-04, 02:26 AM
woah -herpers simplex maximum - :D
great work!

cwahl
02-10-04, 04:32 AM
Being a big fan of all things zombie...this is bloody awesome!

Great work!!

KingSalami
02-10-04, 06:29 AM
nasty zombies, he looks confused, but I suppose life as the undead is confusing

MitchVFX
02-10-04, 06:37 AM
Awesome work! I'll have to look into SSS a little more.

Turqy
02-11-04, 12:09 AM
Thanks for the compliments! :) I've learned quite a bit coming to this forum.

I really couldnt resist beating up that head a little once I got it into zbrush. Trying to get that kind of detail elsewhere would have been a pain.