ZBrushCentral

JaySuS Sketchbook of Love

more fiber and nanomesh kitsch…
even the backdrop mountain range was a nanomesh…
not very happy with it tho…
but then, its pink…
grass really eats performance…

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Attachments

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…mood! :sunglasses:

a speedy boat draft
Model A Version 11





technique used:
dynamic subD

self critique:
-island look rubbish (undergrowth missing, ground texture mere polypaint and not affected by objects on it)
-boat has a few edges i dont like which are derived from edgeloops that are needed in one place but create creasing control edges elseweyr,
an option to ignore edges, inverse to creasing them, would help here
-not enough time spent on composition, colour and light
-no real concept what to achieve, kinda grew out of a doodle

Shape exploration of an unstable subsonic aircraft, Firefly, and a small sonic jet, Butterfly.


making really simple low poly parts like wings, cockpits and fuselages, mixing em, shaping them into a rough shape, judging the overall feel;
either putting it aside, ditching it, or working on.

these 2 shapes looked best from the last batch, slapped some camo over them, might work on em further at some point, but currently more into general shapes than detailing fuel valves, landing lights and whatnot…

full on Zmodeller and dynamic subD, very few individual parts, tried to keep the fuselage and wings as one piece where possible.
quick ‘n’ dirty UV master mapping, just some randomly splattered triangle alphas with some noise for the camo.

one of the harder parts of using low poly to subD workflows is geometrical logic,
its very fascinating, can be frustrating, but is very good training to develope a clean modelling practice where geometry works and doesnt just vaguely look ok.
a shape like this engine for example, where two half cylinders have to fit curvature and size, two plates having to adapt that curvature, and also having to keep it upon subdivision, are exciting :smiley:

it is somewhat akin to spline vs pixel or drawing vs painting

it is less flexible and you need to put much more thought and planning into your geometry than simple sculpting, but the result is so much cleaner,
produces a proper low poly for realtime and becomes much easier to manipulate later

but ya, i probably advocated clean zmodeller usage alot lately lol, looking foward to do some relaxing monster sculpting again hehe

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oh damn… 10 years anniversary of our relationship :open_mouth:
wohoo hugs ZBrush intensively :slight_smile:

since it came up during my own google search and it seems there wasnt an answer to the problem, let me offer a workaround:

how to make a wide Fibremesh if the coverage of 5000% bananas is not enough:

1.
create a cube or something thats vastly larger than your fibre object

2.
merge them into one subtool, tada…

now you have tiny fibreobjects that interpret 5000% bananas properly into thicc leaves or whatever you want. just make sure to remove the huge cube afterwards

edit:
if you still got trouble try masking a single, very large polygon as spawn object and set the “by mask” and the “by area” sliders of the fibremesh to the max
-the mask determines the area and at 5 it only spawns only on the mask (weirdly enough in a clockwise circle if you only mask a single point),
-the area slider determines how much the spawn object’s geometry, aka the huge polygon, affects the size of the fiber

i assume that its basicially the good ol ZB max voxel size of your object that affects your sliders and all,
if you build a thin tree for example, or a hairy tower maybe, then theres not much width the 5000% can work with

when you show your latest pictures to a pretty lady and she says she wants to walk around in it a bit… and youre simply a tryhard pleaser…
then, somehow it all comes full circle.

i just picked up the unreal engine again… first time since mmmh… 2004 or so…

and im impressed how it improved,
so after getting the basics down again, coding movement and clouds and weird stuff really, like a rainbowroad, yup as in a rainbow thats a road, i started the ZB to unreal thing…

and woha… ZBs semi procedural fibermesh trees and grass work d… very well! and it was suprisingly easy to implement.

-trees are a single fiber mesh for the trunk and a few more for the leave crown, buildt low then subDed once or twice
you gotta do the trunk with only 3 sides as it gives you a different polygroup for the top cap, if you have more than 3 its a hole and you cant mask all trunks you created at once by selecting that cap.
make sure to give them a greyscale gradient from root to tip (can set that during ZB fibermesh creation) as its needed for wind effects and other dynamics one might be willing to code
(lotsa wind for white and none for black or vice versa)

-grass are fibremesh cards with a simple photoshop vector grass blade texture on it as mask

-music is once again from ST.OT, i just dig what he does with that guitar

-that video is meant to quickly demonstrate how ZB fibermeshes can indeed be used for such projects, please dont take it as a final product…

-.-
when you suddenly realize that those fibermeshes simply spawn on an imaginary plane, similiar to how dynasubbing works, a mysterious, interpolated surface between its spawn polygon and those next to it…
not just affected by its actual spawn, but just as much by its neighbours, its environment…
and even if there is only the void, no polygon at all, it tries to wrap up and make sense of the world… by interpolating its spawn surface like a sphere around its singly origin polygon…

what that means in less romantic words is that fibermeshes bend awkwardly at the start because they interpolate their origin rotation to be some tangent on a curve to the neighbour polies… voxels… or somin…
what that means is that my whole, crazy, truly crazy, workaround to straighten out the spawn fibers of my skyscrapers, as described a few pages back, is totally not needed…
just add a control edge around your spawn and kill gravity, revolve and all that… :roll_eyes: :laughing:
aww, fences, such a versatile solution… the ancients knew what they invented… yep…

downside is your fibers become smaller, but just resize em afterwards i say and enjoy beautiful straight curves… as paradox as that sounds…

yep total fun the way how fast realtime game engines render lol
some more Fibermesh to Unreal stuff

the flower could need more blossom cards i think, and its getting tight with fps… should reduce individual bamboo leaves into whole branches i guess… :confused:
and ya… the ocean aint ready lol… just like woha… i like the feel and colours and how fast this spills out a render clip… not even a minute O.o

music again by st.ot, the mysterious guitarist

another quick fibermesh to unreal animation doodle… with magic, in pink

https://youtu.be/i21SvHQkYxY

Fog Island Beat

https://youtu.be/-cCw1YGaLXU

ZB 2 Ued4 Test Run 4

audio ST.OT
visuals JK.OT

oh the miracle!
i finally found out how to embed my videos here! heureka!
now this looks much more sophisticated than an orange link.

went on exporting some models over into unreal and kept on toying around with things, ST added some tunes…

<iframe src=“https://www.youtube.com/embed/xdTM-nbHksg” allow=“accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture” allowfullscreen="" width=“919” height=“517” frameborder=“0”></iframe>

<iframe src=“https://www.youtube.com/embed/4eRL4xs0lMQ” allow=“accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture” allowfullscreen="" width=“919” height=“517” frameborder=“0”></iframe>