ZBrushCentral

Dragon and Pterodactyl test subjects

So this weekend I took my first stab at Zbrush.

First off, what a crazy cool program. Took a while to wrap my head around the UI, coming from a 3d animation background. The docs and demo movies/scripts are an insanely good way to teach a software.

First I tried bringing in a pterodactyle mesh I had made in maya. Basically just scupted the muscles to bring out the definition some more. Simply as an atomy study. Focused on above the waist and below the neck.

I loved how I could move up and down the subdivition levels.

Now I need to learn how to texture it. And I’m wondering how to paint a bump or displacement map, or is the idea to just subdevide like crazy and paint the wrinkles right into the mesh? I thought I saw a way to use the ‘alpha’ of a brush to paint a bump or displacement, that would be great. Back to the docs and movies I guess.

Next I started with a sphere while watching Sunday nights showing of the good the bad and the ugly. It inspired a dragon-like head. Couldn’t figure out how to convert this to a poly mesh so I could use the different levels of subdivision.

Starting with sphere is no good for me though, can’t stand the pinched poles.

Next to learn the wacky world of zpheres, that’s a part of the ui that still has me stumped, though I haven’t read about it yet.

here is a directory full of test images
Sketchbook

and my main site so that I can stroke my page counter ego when you all go visit it
TheNerdery

cheers!
g

ps the leather scales bump map is just a lame procedural in maya, I haven’t figured out how to texture in Zbrush yet…

You can modify the Sphere start :slight_smile:
Look here and there :slight_smile:
Cool dragon with crocodile skin :slight_smile:
Pilou

Aw, very cools links, thanks. I’ll have to play around with the unified skin. I like the idea of starting with a cube better than a sphere. But mostly I want to dig into zspheres. It’s tempting to just import a basic cage with good edge loops, but I think I will use zpheres lots in the long run.
Most of all I want to learn how people are getting those crazy fine high rez details. I assume it is a bump of displacement map painted on, becasue the shapes look like they use an alpha brush and not just the simple brushes you have a available while sculpting. Becasue you can’t use an alpha with that brush right? I have found how to use the noise, which is cool.
g

One other question that has arisen is how to continue on a model. I exported the mesh but when I reimopr the mesh and devide it I get a line or seam right across the nose where the simetry axis is. Like maybe the polys aren’t welded together there or something. I also see that it make more sense to save the tool, not the mesh. I’ve also thankfull learned how to convert a sphere tool into a polmesh3d tool.
g




Good job, nice model dragon

Ok, I learned how to use the projection master. It is all becoming clear. This is a very powefull tool. I had wondered how people got the really fine details.

Another new image…


sketchbook

That previous image is from Zbrush with photoshop touchups for the glow. Importing that mesh to maya reveals 500000+ polys. Wow.
g

Have you delved into the Z2 Practical Guide yet? You’ll learn a lot about texturing, ZBrush sculpting, creating and using displacement maps, etc.

Regarding saving models, you should always save them as a ZTL (Tool>Save As) if you intend to continue working with them in ZBrush. This is because the ZTL format stores the subdivision levels, while OBJ does not.