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Fantasy hero torso blocking

cool thanks again , i really appreciate it,

i know the proportions are off on some parts. will work on those.

thanks again. :+1:

couldnt you use cyslice to treat the same model as a scanned file and rework the topology on that?

also any good reference as to how to correctly set upi the edge loops for the body for deformation? i know theres many images on the head topology but not many on the body

Zendoftheworld,

Thanks for the comments. But tracing scans
is nothing new. And not my idea. I was just
expressing my feelings that most software
presents a point by point pull approach
to modeling that for creature/character work
needs to be updated. Z2 does give the artist
some options to help in this area.

elfufu,

I have not used Cyslice but I imagine you could use it. As far as edge flow and poly count, its SO dependent on pipeline. A Studio’s muscle system, sim tools, game engine, facial requirements, deadline…etc
can drive so much of it. Just follow the popular tutorials on the web and then consentrate on the design and form. If design is not your area of interest, just model something where you have some good reference.

Sorry to repeat my question but could you explain a but more about which dispmap you apply to the rebuilt low poly object. ( see my post 5 or so posts above)

If your plan is to add new geo to the mesh.
And If the UVs dont need to change to much you can create a set of disp maps BEFORE you
export the mesh you will edit. After you
have added edges or whatever you can bring
in the new geo ( it can have diffrent vtx numbers )
then re apply maps( have the map active in the alpha menu ) and use
tool:displacement set mode to 2. Set a disp
intensity then hit apply disp.

Okay thanks, ill work on making the UVs as similar as possible.

Hmm can probably transfer UV’s from the level 0 mesh with bad topology onto the reformed mesh, by some technique.

Hi everyone,

This is the single most interesting thread I have ever read on any board before.

The process mentioned by Skycastle, where you build your object form correctly with no regard to typology, was something I considered the the holy grail over a year ago, bot for some reason, dissmissed it and tried creating the form and typology in one step - which is too time consuming.

At the time, I was writing an article for Highend Magazine that featured an earlier version of ZBrush and Cyslice - and I saw the potential to use the two together…in fact I still have my notes that describes the very process Skycastle is talking about…

This has really opened my eyes. Thanks Dave.

Regards,
Zendoftheworld…

Thanks for the script, Dave. I’m all for workflows like this.

Here’s a link to for this technique for which uses spline patching to work over the ZB mesh. http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009488

This was done in Lightwave, but there is a plug-in available now that simulates the ā€œmake liveā€ feature of Maya.

Ken B ā€œthe returnā€ :smiley:
Pilou

Such a wonderful ZScript to display a fine modeling job. Bravo.

Here is something I made…just fooling around.
Something to show off the model. Saw there was a preview pick now but just wanted to share anyway. I am going to make a spot in my modeling aid section of my site for this baby.

Thanks a million Dave.

Wow a full zscript from Dave Cardwell! Sweet! thanks so much! top notch modeling as usual. very nice accuracy in anatomy, i especially like the abs in the larger picture. i wish i had a bigger monitor to vew that nice big pic. i would really like to s how you sculpt a head as well. thanks again!

artboy

I’ve done something similar to what Ken Brilliant posted many times over the years, specifically with NURBS models for animation in various productions. The process is somewhat tedious, but no less than modelling in NURBS for detail. That’s when we started using Zbrush - Wwooohoooo! Can’t wait to use Zbrush 2.0 (Mac User).

Zendoftheworld,
I just found this thread, so sorry for the late entry. I read your article in HighEnd Mag about your Cyslice workflow when it came out. It was very similar to a workflow that I posted on a forum a couple years ago using Paraform 3 to re-mesh a zbrush model. The advantage that Cyslice or Paraform have over making a model live in Maya for re-meshing is that the nurbs patches conform to the shape of the original model much better in these programs. Then when you import the patches into Maya, you can then go back to poly’s and apply your displacement map. I’ve long wished to have a re-mesher program like Paraform built into Zbrush, but Z2 makes this less necessary.

I have a question, I still dont understand how you can create a mesh in Zbrush and save off the dismap to reapply to your reworked animation friendly mesh, when you make a mesh in Z all your gonna get for uv’s are those tiles which is basically every poly stetched to a square, so when you bring in your new mesh and want to apply the original dis map ( the one that is a bunch of squares for uv’s) that wont apply to the new mesh with new uv’s, so what am I missing, I would love to get that down cause that would be an awesome way to work!!!

use your own uv’s from the low poly mesh by pressing poly groups>uv groups

This is pretty cool! I wish I saw this before I did my Unas character. I love how you did the shoulders, very nice.

Thanks for sharing this Dave!

look at the nice thread you miss when you go on holiday…

another method and again not for the poor, is to use freeform+ (sensable- phantom) and draw the surfaces onto the model. this can be a nice technique but as the export is Nurbs, it becomes pretty useless if your a 3dsMax user (ie nurbs are crap in max). Will probably work reasonably well in maya.

Zak (if you read this ) have you used this technique as I know you used to use freeform alot.

El-d

yes, I’d like to know more about this also. If you rework the original model’s UV in Maya and import back into Z2 (after you have created a high-frequency map for displacement or normal mapping), won’t applying the orig disp map from the orig high-frequency model screw things up on your new model? Isn’t there a way to transfer UV’s from the reformed mesh with new UVs onto the orig level 0 mesh with bad topology? Or am I missing a step? If i’ve done a lot of detailing to my original model and then find out that the model’s topology needs to change for our game, I don’t want to have to redo all those medium and high-frequency steps just because the initial model has new UV’s. I’d like to be able to use the final high-frequency shape that I had already generated, but just associate it as the new level 0 mesh. Help. Anyone? Bueller?

Wow this is great im gonna use this method for my very first model made in zbrush
monsterFB.jpg
What do you think?:wink:

To answer the question: Yeah, FreeFrom works on the same principle as Paraform or Cyslice. Its similar to having a live mesh to define your curve network over.

Dave (skyCastle) thanks for the Zscript. Very nice to see your workflow. So, the time to truly critique CG designs might be here? Maybe Fiorelli would have a few things to say about our posts.

Also, I enjoyed your smaller torso image. Very well done.

It takes a lot of confidence and humility to post a half-body, nude, self-portrait for all eyes to see. I respect that you put your work first and don’t worry about such trivial things.