ZBrushCentral

(DownLoad .ZTL Tool) slightlySuperMan

Easy is the one thing it is not.
I think I understand your questions/thoughts, and I’ll try to elaborate on my workflow to give you a better perspective.
For me creating a good sculpt, human or otherwise, is about weight, balance, form, rhythm, and all that other formalist crap (before it’s about the placement of ears, nose and eyes). I’ve found that creating a boxy, low-res mesh in Maya, that includes the basic proportions, gives me greater freedom when it comes time to truly develop the form. When I sculpt, if I’m thinking about my edge-flow or predefined placement of a specific muscle, then I’m already limiting my abilities to create/change the flow of the musculature and the gesture.

There are differences between sculpting in Clay and Stone. Typically if you are going to carve a figure from Stone, you have already made a maquette for it in clay. So, think of your ZBrush mesh as the digital clay maquette for your Stone sculpture. In our case, the Stone sculpture will be the version of our model with proper edge-loops, and polygon placement. Remember, clay maquettes are created to capture the form, and gesture of a sculpt, and our digital clay maquette should do the same.

Additionally, if you need to start from landmarks for eyes, nose, ears, ext., don’t you still have to “establish” those landmarks in some other software? If you are using another mesh as reference in a different software, I would recommend taking your ZBrush mesh back into that other software to see how the two meshes differ. In ZBrush, sculpt the eyes, ears, and nose then export that mesh, import it into your other software, and compare it to your other (landmark defined) mesh. If landmark placement is off, you can then go back into ZBrush and make those changes. By taking this approach every time, you are teaching yourself where the proper placement of those landmarks should really be. Eventually, you won’t need to go back to your other software to check their accuracy.

That was a good thought, and I hope this explanation helped.

The download problem has been fixed. If you have further difficulties, please contact a moderator so that we can take care of it.

Ok, Let’s have it! What are you beta testing :slight_smile: ?
NDA be damned!
~Mike D.

Thank’s for your explanation zpetroc, to me its difficult to sculpt details in
Zbrush , like fingers,toes,and so on , and not to make them blobby.
I’m trying to find a ballance between what to model in polygons in another
program and what to model in Zbrush, i was higly impressed by the detail in your
model, some of its skinfold in the face and hand area looked so crisp and made
without hesitation!
I was also surprised by the sharp and well defined border between nail and
skin on the fingers, your low polymesh did not show the amount of detail i had
expected from the end result. There was not mutch difference between the the
mass of the lowpoly mesh and the Zbrush model, and most the Zbrush models
tend to be a bit lumpy and more mass then detail. I know it is all abouth expierience with the human form but to me Zbrush is more difficult to handle
then most people believe, if you are not making a superman sort of man ,that is !
And yes your last sentence did make it look like you know something abouth
Zbrush 3 :slight_smile:

jantim

I understand a bit about where you are coming from Zack. You said eventually we will not have to worry about edge-loops on the Zbrush hi-definition model, but I can’t see the “low-resolution” model changing that much in other software. Plus it’s nearly impossible to get hi-polygon models into the “highend” packages without having them shut down unexpectedly. It seems like Zbrush would be the “perfect” tool if it had the ability to be able to use any sort of approximate mesh to make displacement, or normal maps. If that happens, then Zbrush will have all the tools it needs to make the low-poly base sculpting mesh. No need to even go to an outside app for that. Maybe that will be a Zbrush 2.5 feature? :smiley:

I am taking this into Maya and creating my low res cage object by Making the Z mesh LIVE and snapping polys to it, works pretty well, nothing new but thought I would share non the less.

I rebuilt part of the torso quickly to test out Maya 6.0 for creating and displaying normal maps, seems to work pretty well so far, the high res mesh was around 500,000 polys, just enough to capture all the form and structure, without worying about the super high freq detail.

Hi zpetroc
I just got the dvd - its GREAT!!

However, the only shrinkwrap script I can find is (on Highend3d) is from 2002 - any newer ones out there, or is this the one that you are refering to?

Thanks for sharing the .ztl as well!

Solidblueshirt

Thanks Zach!:+1:

Putangina ang galeng pare. thanks for the .ztl

Hi - ive just finished watching your DVD and im very very impressed. Could you make the skelton model you model over available please ??

Zac,

Just got the DVD in at work and took a look at it. I had a smile on my face the whole time! It’s great to see someone with traditional sculpting skills applying those skills in an application like Z Brush.

It looked like you were really sculpting.

Thanks for the wealth of knowledge,

Nick Z.

wow anothomy wow work

Hello Zack!

I just got the DVD, and watching each lesson in detail.
I must congratulate you for your talent! Your knowledge of anatomy quickly shines through even the lowest resolutions of the model! And anyone can have a clear view of what it means to call ZBrush “Digital Clay”!

I am also a PRman user, and I have noticed you do not touch the topic of Maya/Renderman settings in the DVD.
Though I can really see this was not the focus of this particular release, I am wondering if you could share with us here your Renderman workflow… You have managed to keep all the exquisite detail of the model in the displaced version, and I’ve been facing some dificulties in setting PRman to reproduce the fine details of the maps… and I’ve been using a 4K map I generated from your posted tool.

I’ve tried to use the model you posted here as a ZBrush to Renderman test subject. I am still unable to reach settings that reproduce all the subtle features you have in that model. My renders just look like a “melted” or smoothed version of your original guy. No fine creases, veins or hair…

There’s been a lot of info shared here on how to set Maya/MentalRay to faithfully render ZBrush maps, but there’s little specifics on PRman. And, I wouldn’t really like to move to MR, Turtle, VRay or some other renderer to get a good “ZBrush to Maya” pipeline… Your renders look GREAT! You could probably point me - and others - to the right direction!..

Thanks in advance for any help on this!

Thanks Zpetroc got ur dvd saw it,Loved the work,I tried out some stuff inspired by you and a dvd from Tareq Mirza,would be great if i could have the skeleton you used for modelling.gym.jpggymback.jpg

renderd it with hdri

![men.jpg|1024x768](upload://rXNIOWsFdzNVKCeOOO0dqbhwMZU.jpeg)

that is one small guy :wink:

hahaha! or one huge coffee cup!

Hey whats up! I like a lot how the reder came out. When I first saw it, I thought it was a sculture. Very nice render, i like the style of how it came out!
Again, very good work. Keep it up!:+1:

Javi.

Hey Zack,

This is basically what I was looking for. I was stating the form fairly well but I was getting hung up on the edge loops for a good topology flow of the character model. It seemed the higher I went in polys with more definition when stating the form the harder it became to come up with good edge loops. I was modeling a base mesh in XSI to bring into ZBrush. At this point I feel as it I am better off going with lesser detail before sculpting up in ZBrush. I looked at your file and a lot of things started to make more sense as far as topology goes. I was wondering if you had any reason in particular for holding the arms with the hands turned out instead of straight down which is the typical rigging pose? I was wondering if this was a more relaxed position for the muscles?

Cheers,
Nate Nesler

Below is the rough poly mesh before I brought it into ZBrush. The character at that point was around 7,000 polys.


Wires: That I feel just are not working for me.


I feel your wires are much better than these do to better edge loop placement. I would be curious to get your thoughts on this if possible.

Cheers,
Nate Nesler

Jeck666, nice render.

Nate, I think your edge flows are a great start. The main thing to keep in mind is that you want your polys to be as evenly spaced as possible. You will want them denser (but still evenly spaced) in areas with more detail, i.e. hands and head. Almost every company has a different approach to laying out their polys. Depending on their pipeline they will need/want more detail to be carved into the mesh regarding structure and musculature. Some things to look for on your mesh that you might want to change would be places where the mesh gets complex but will not move much during animation, like the middle of the shoulder blade. Hope that helps.

later,