Thought I'd take a shot at working a GroBoto construct (using current export options) up to a respectable ZBrush model.
You can see the progress so far in the images below...
Original GroBoto model consists of an 'AutoBot' form (the angular branchy stuff), and a single large primitive (the tapered barrel). I exported every thing with low poly counts (basically 8 sided for all radial objects)... wanted to start with something that would allow good subdivision options in ZBrush. When importing the OBJ, I set the Tri2Quad setting to max. Groboto's meshes are all triangles, but they are ideally structured for conversion to quads.
Some preliminary sculpting on the head, and refining of the 'antennae' -- using Scale, Inflate, and a bit of translation to add variety & character...
...more head sculpting including some ridges & bumps to tie the head and antennae together. Still more tweaking of the 'line weights', tapering, bulges & other antennae details. Working mostly at subdivision level 3, 'tho I sometimes drop to 2 or 1...
...and here's where it stands so far. Just a couple hours work (mostly because I have virtually no idea what I'm doing in ZBrush yet, but I'm learning.) I don't want to get too carried away with detailing (already complex due to GroBoto geometry), but would like to use displacements to add some geometric lines and forms to the 'skull' -- both to enhance tie-ins with the antennae, and for aesthetic reasons.
Looking forward to playing with materials/texture/paint.
Would also like to al least build this out to a 'bust' with neck & shoulders... maybe more. Thanks for looking.
So what I would like all of you to notice about this workflow, is a feature that I would LOVE to see in a ZBrush update. The very first image is a screenshot from Groboto. Check out the "true geometry", which is rendered geometry with NO polygons. It's a 3d sculpture that doesn't have polygons at all! Once the model is finished, it's exported as a polygon model and translated with correct topology! That's freakin' awesome!
Imagine how free sculpting would be with no polygons. You could make anything from a sphere without worrying about the limitations of topology. THEN, you could translate, or export, the sculpture to polygon geometry for use in other 3d apps and animation, with various subdivision levels, etc. Just an observation.......
Thanks.
Yes, I'd love to see that too. It's so quick and easy to come up with 1000 base mesh variants by pushing around sliders in GroBoto.
I decided to put UHF Head aside (who am I kidding, just no time -- getting ready for SIGGRAPH). But I stole a couple of hours to whip up a brother for ol' UHF. He's pretty rough, but I see potential.
Same procedure, but I'm able to move pretty quickly through the tiny fragment of ZBrush methods that I've learned thus far.
-Darrel
... a few tweaks -- starting to bring hardware and head together.
D.
Last edited by groBoto; 08-04-08 at 07:55 AM.
Reason: Update model progress & image
That's awesome, man! Good luck at Siggraph! I'm sure, with Meats incorporating Groboto into the main Siggraph image, "The Mother of Animation", you'll get great exposure and recognition.
It was great meeting lots of ZBrush artists and the Pixologic folks at SIGGRAPH.
I'm finally working Z3.
I was amazed & thrilled with the improvements -- both in the variety & quality of the sculpting tools, and the ease in handling high density meshes.
I reworked the 'cyberSteer' model. I used custom alphas and the displacement brush to tie the skull & mechanical elements together.
I plan on uploading some of these alphas as freebies here (I'm creating them in GroBoto).
Also see my 'Other' forum posts for some new Z3/Groboto hybrid work (most recent posts at the end of the thread). GroBoto Lab Work
As I was playing with this, started thinking about cephalopod's incredible camouflage abilities -- able to alter their shape as well as color... how about a fish that mimics it's predator?
Started this with a GroBoto Boolean. You can see the progression in the first two images. The piece is splitting into two versions -- one more organic, one possibly sculptural or mechanical (bottom two images).
I imported a GroBoto mesh purely for testing purposes --before I knew it, this guy showed up...
Still very much wip -- I'm trying not to get sucked into detailing -- just beginning to learn ZBrush sculpting.
The upper left corner of the 4-panel was the first incarnation -- liked it ok, but wanted something more stylized. The other 3 panels, and the rest of the images show a move in that more stylized direction. The last image takes it a bit further.
...as long as I'm here, thought I'd show the genesis of this piece. Imported GroBoto mesh (left), messed it up with the displacement tool and a complex alpha (right... shown with the copper material).
As I mentioned, I was really just testing and got sucked into sculpting.
Playing with a high-density GroBoto UniMesh (small Red Wax image).
Holds up pretty well -- a few Z tools don't get along with these meshes very well, but most do. I find I am able to selectively soften the very crisp original edges for transitioning from mechanical to more organic.