1. #2206
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    Very nice! It looks like a designer handbag ...without handle

  2. #2207
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    How? I want to learn how not to know what I'm doing
    markkens




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    @Jovomo:
    Thanks!
    That's not a bad idea, I just gotta make a handle

    @Markkens:
    How did I make these? Or how do you stop doing what you are doing?
    Either way I want to see what you are doing.

    That first one was simple, the second one less so.

    First off, this does not involve Panel Loops, but it could and you could do some very cool stuff with them, I prefer to do it the long way as it gives me insane amounts of precision.
    Second you need a basic understanding of PolyGroups, how to hide and show them and how to use the selection tools to make them.
    If you dont know this stuff, by the time you are done with this you will, neat huh?
    Note- DynaMesh makes what i call "superfluous nipples" in your mesh and these will make ugly hell out of stuff, so while you are making this look all over your mesh as you go and watch for messed up little puckers, they are not fixable and will piss you off.
    I render in KeyShot, you can render these in anything that will recognise ZBrush PolyGroups or materials, but the polyGroups are the important part in my opinion.

    EDIT:
    I forgot something important!
    If you use ZRemesher instead of DynaMesh it could very well come out better, make sure you have Keep Groups turned on and watch out for stray PolyGroups, figure out which of the main PolyGroups they ought to belong to and then use the PolyGroup palette to re-attach them where they belong by hiding the ones you dont want and then using Group Visible.
    Using ZRemesh is far better in many cases than DynaMesh, but might take more dicking around.

    To make the first one:
    1. Make a Dynamesh sphere (or anything you like, but maybe start with a sphere).
    2. Hold down Control, Shift and Click and Drag from the Canvas onto your sphere to hide part of it.
    3. Hold down Control and Shift and Drag outside of it to invert what's hidden.
    4. In the Geometry Pallet under Modify Topology hit Delete Hidden and then hit Close Holes.
    5. Turn on PolyFrame (Shift F)so you can see polygons and PolyGroups, turn this on and off for the rest of the process to make sure things are going smoothly.
    6. Re-Dynamesh.
    7. Use Relax and Polish by Features in the Deformation Pallet to smooth out the new PolyGroups.
    8. In the Deformation Pallet use something like Twist (play around, use Twist and Taper maybe, but dont go too extreme or things will get screwy).
    9. After doing that go back into the Geometry Pallet and under Edge Loops hit the Group Loops button, this gives nice workable edges to each PolyGroup.
    10. Shift Click on one of the large sections and use Inflate in the Deformation pallet, OR, depending on what you want to do, use Edge Loop (under Edge loop) in the Geometry Pallet with a Displacement setting to make nice square polygons.
    11. Do the same to the other large section. Experiment, these are the primary shapes you are working on.
    12. Do Polish By Features again (Deformation pallet), try it with the circle thingy on and off, it makes a big difference.


    Next you need to assign materials, If you have mesh that's as dense as mine you will likely see ZBrush hit a memory hole the size of your computer. This can get VERY UGLY.

    To assign materials to PolyGroups:
    1. Control Shift Click on a PolyGroup.
    2. At the top set M to On (in the group of buttons MRGB, RGB and M) M is Material.
    3. Select a material from the Material Palette.
    4. In the Color Menu (up on top of the ZBrush Window) hit the Fill Object Button.
    5. Control Shift Click on the Canvas to unhide the rest of the object.
    6. Control Shift Click on the other large PolyGroup.
    7. Select another material.
    8. Again, in the Color Menu hit the Fill Object Button.
    9. Control Shift Click on the Canvas to unhide the rest of the object, again.
    10. Change your material again to whatever you like, and I suggest something that contrasts with the other two. This time you dont need to fill it, its just the default for what ever is left, though you can select those and fill them if you like (I do).


    From here its a matter of how you want to render this thing you have made....
    And that's sort of up to you.
    But, if you have KeyShot and want to know how I did that part let me know.

    Also I didn't include instructions for the second object because it is a combination of the process above and a neat use of GroupLoops that is covered to death in this thread.
    If you want that process as well, and dont want to dig in this thread (its less than small), you will have to wait for me to dig for you, and I am exceedingly lazy all of a sudden!
    Im kidding, just let me know, I can describe the second one as well...



    I started making these in 2010, but never pushed them all that far because ZBrush rendering wasn't doing it for me, but now with KeyShot things are a little diferent.
    The other thing is you can use things like this as booleans on other objects, like you could use one of these to erode a cube and maybe get some interesting results.
    Last edited by MealeaYing; 06-18-17 at 06:50 AM. Reason: The hell of it, and I forgot stuff.
    nope...
    I don't know what I'm doing but I'm doing it anyway.

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    Mealea,

    Lazy is good. I've started looking through your thread, and I see what you mean by "covered to death" on some of the techniques.
    I'm honored to receive such a long reply from you.


    Be well and happy,
    markkens




  5. #2210
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    Default Minimalist Cube

    @Markkens:

    Im actually not that lazy, I need to update the stuff in those anyway. Pixologic has moved stuff around over the last several versions and some of that's out of date and cant be edited.

    Speaking of lazy, I have been studying minimalist (meaning I read something about it on the internet) and it inspired me to make this.


    A minimalist cube:

    nope...
    I don't know what I'm doing but I'm doing it anyway.

  6. #2211
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    quote: Last stuff from 4R7

    WOW, what a beautiful object and presentation! I'm new to ZBrush and would like to know as well
    what procedure is involved to get those fine details.

    Regards
    Stefan

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    Arrow Zbrush 4r8 . . first impression

    MealeaYing:
    Nice stuff!
    Your truly a zbrush PolyLoop Master!

    Got my update of zbrush 4r8 yesterday.
    Seems this version 4r8 is not using my windows 7 64 bit jump list ( right click zbrush 4r8 icon pinned to task bar for jump list )
    Light box persists in cluttering my zbrush 4r8 UI on starting zbrush (remember "," toggles Lightbox).

    The new transform gizmo is interesting yet seems awkward compared to the familiar old transform resizable gizmo.
    Ah! found the button to revert to the old transform gizmo.

    Zmodeler brush works as before, with the exception of crowding the work area with another viewport of dynamesh IMM?
    Found a button to inhibit it!

    First impression is ZBrush 4r8 is a excellent application for hard surface modeling and sculpting intricate details.
    With the ability to create a custom user interface UI in zbrush
    And implementation of mouse scroll zoom in conjunction of middle mouse button use ( thanks Denvi's ..for the hard work)
    Zbrush then has a leaner personalized UI and smoother workflow with less clicks to get things done!
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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    Last edited by cgmystic; 06-25-17 at 09:51 AM. Reason: resized screen captures and corrected spellings

    Do the best you can with the tools you have !

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    Just what was needed Zbrush 4r8 P1 update.
    After installing this update windows 7 jumplist for Zbrush works!
    Zbrush 4r8 zmodeler brush doesn't have "hiding polygons"
    There is control + shift and click on polygroup to hide all other polygroups.
    Control + shift to click on empty canvas to invert visibility.
    The Lasso Toggle script by marcus_civis gives user option to hide polygon edgeloop by holding down control + shift and clicking a edgeloop edge.
    I can only guess Zbrush code gods are too busy for implimentation into the zmodeler brush UI



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    Do the best you can with the tools you have !

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    @Futagoza:
    I am not blowing you off, Im making you a tutorial, my computers a bit damaged so its taking me a while...


    @CgMystic:
    Its pretty amazing bunch of stuff huh? It took me awhile to get everything sorted, and working right.

    Whats a jump list?
    nope...
    I don't know what I'm doing but I'm doing it anyway.

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    Thanks a lot MealeaYing, i'm patient and i can wait.

    Regards
    Stefan

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    MealeaYing

    Jump List's are shortcuts to files previously opened with applications.
    More specifically if you have Zbrush pinned to the windows task bar and you have jump list's enabled!
    Right clicking on the Zbrush icon will reveal a list of files opened with Zbrush.
    If you move the mouse curser over the list and click on a file name, Zbrush should startup and that file be loaded into Zbrush !
    To get a wider understanding I did a Google Search and found the following results .

    https://www.google.ca/search?q=Whats...A4mSjwOunqeoDg

    Do the best you can with the tools you have !

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    @Futagoza:


    Here you go, at last!
    It's really sort of easy once you know how that sort of thing works.
    First though, if you notice, there are two types of detail mainly, and they came about partly as a result of the process I listed above. One detail type is rounded and smooth, the other is more angular, triangles actually.
    The rounded type is normal geometry, that can be Polymesh, Dynamesh, or ZRemeshed, the second type, the triangles are the result of deleting part of the mesh and then filling the hole using Close holes, that feather creates a different type of mesh, one using a lot of triangles.
    The other part is simply screwing with Geometry and using UV's differently than most people use them.
    Some of this will be redundant (this process is covered a number of times in various places in this and other threads) but here is how it works:



    1. Place a Sphere3D on the Canvas (or any other object you like, but for now start with a sphere).
    2. Turn on Edit.
    3. In the tool Palette hit Make PolyMesh3d button. (You can leave this as a normal PolyMesh, turn it into a DynaMesh, or even ZRemesh it at this stage, it doesn't matter much, but results will be wildly diferent depending on what you choose to do here, however that's not what we are going to do right now).
    4. Turn on PolyFrame so you can see the PolyGroups and polygons (you can hit Shift F on the keyboard to do that).
    5. Hold down Control and Shift and then click and drag from the Canvas onto part of your Sphere, this will hide part of it.
    6. Invert the selection by holding down Control and Shift then Click and drag just on the canvas.
    7. In the Geometry Palliate under Modify Topology hit Delete Hidden.
    8. Again in the Geometry Palliate under Modify Topology hit Close holes. Note the difference between The polygons where the hole was and the original object, Triangle polygons work very differently than square, or four sided polygons.
    9. If your object has jagged edges use Relax in the Deformation Palette to smooth it out (or try Polish By Features, it can be really really cool too).
    10. In the UV Palette under Create hit PUV Tiles or GUV tiles (they are diferent, I usually use GUV first, then later PUV, but that's another project).
    11. In the PolyGroups Palette hit the Auto Groups With UV button, see how your object now has a ton of polyGroups?
    12. In the Geometry Palette hit Divide twice.
    13. Again in the Geometry Palette hit Delete Lower (there's a reason for this, try the next step without deleting lower subdivision levels and ZBrush will bitch at you).
    14. Under EdgeLoop In the Geometry Palette hit GroupLoops.
    15. Zoom in on your object so you can see what you just did, it should be pretty interesting already, each UV Island's polygroup is now surrounded by nice smooth edge loops, this is what we are going to alter next.
    16. Hold down Control Shift and Click on the inner loop thingy. Everything else should be hidden.
    17. In the Edge loop section of the Geometry palette set the Displacement slider to something like 0.03 and hit EdgeLoop. This extrudes the edge loop and adds two more on either side of it, if the new edge loops seem to big or small adjust the slider and try again (check this after the next step as well).
    18. Hold down Shift and Control and click the Canvas.
    19. Turn off PolyFrame (Shift F key) to see how it looks.
    20. Repeat steps 10 to 17 to make even more detail if your computer can handle it, remember to lower the amount of extrusion in the Edge Loop palate each time you subdivide. This keeps things scaled nicely and you dont wind up with huge messed up ridge things.


    That's it for the most part (I know 20 steps seems like a lot, but it isn't once you know what is happening and why). If you repeat the process of creating new UV's and subdividing, then grouplooping and extruding, the level of detail goes insane quickly, and as it does your computer will start to get cranky.
    Because of this its best to start at a lower resolution, you can use Initialize before making your object a PM3D to reduce your starting resolution, the problem with this is Pixo broke the Initialize palette for primitives so be aware that its got problems and that Undo doesn't work as its supposed to.
    The Edgeloop palliate can be used to extrude inwards too, this can create some amazing effects as well. Try both!

    I wrote this for 4R7, and Pixo has seriously changed stuff since then, for me a lot of ZBrush is messed up in 4R8p2 and so I cant vouch for this any more, or any other process I have made tutorials for.
    Until they stop messing with thing in the UI such as making all brushes dynamic and requiring you to double click on things I won't be updating ZBrush or making tutorials. At this point I have changed so many things in my preferences just to get 4R8 to work in some semblance of what I think of as normal, I cant expect anyone to have any idea what I'm trying to tell them.
    Long story short, this tutorial was obsolete before I finished it, Use 4R7 if you still have it.


    ---EDIT:
    I didn't get into how I did the coloring, but if you want me to let me know, that is easy too. Put as simply as possible, you select a poly group, set ZBrush to Material (M up at the top) select a material you want to use and in the Color Menu you hit the Fill Object button. Now select the next PolyGroup and do it again.


    @CgMystic:
    I suspect that's one of the things I have either turned off, or just dont need and thus have never seen.
    There a shocking amount of stuff like that.
    Last edited by MealeaYing; 08-21-17 at 09:50 AM. Reason: Forgot stuff.
    nope...
    I don't know what I'm doing but I'm doing it anyway.

  13. #2218
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    Hi MealeaYing,

    thanks so much for your detailed tutorial! Much appreciated!

    Will study your technique tomorrow and see if my little old iMac
    can handle the geo i'm planning to use.

    Best regards and thanks again,
    Stefan

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    @Futagoza
    No problem! Let me know if something seems missing, I usually forget at least one part.
    nope...
    I don't know what I'm doing but I'm doing it anyway.

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