ZBrushCentral

New to ZB ,First Model WIP

torso.jpg

Attachments

3ViewRed.jpg

ViewTopRed.jpg

ViewUpRed.jpg

I worked at pulling more of the piece of the puzzel together .

I put some time into the alpha texture and worked on ZB MatCap Materials as well as new eyes.

gave me the best result in bringing them to focus. I have attached the pattern if anyone would like to play with it.(512 square I tried 1024 square but could not get it small enough to attach) .

I apologize for the size and breadth of this post , any CC and insights are appreciated

Attachments

Ape18.jpg

ZGrab01.jpg

JSal_512CompF.zip (254 KB)

interesting idea on using moire pattern to detect pixol size. My question is the area with moire effect has to scale up more in order to do good ratio painting?

Snake

I think in its present state it’s far from optimum and perhaps a starting point to the development of such a texture.

It did help me to get a much clearer handle on the reletaive scaling of the UVs as shown by the two jpgs.

Because the underling model is not flat and the map on the model is not only streched but could be in perspective, as well as the nature of the graphic engine in interpolateing the map as it changes in size with an emphasis on contrast the moire is of limited use. I tried working with color shift as evident in the two stripe color circle. But the most promising seemed the read(focus) on the AlphaNumeric Characters which become readable as it enters 1>1 threshold. I developed the screen pattern to help break the persistance of memory in the number sequence and by moving the screen position to different numbers on each of the Circle Groupings.

To try it;

Set the document size to 512 by 512 and draw a flat plane with the fast shader and provided texture. Now zoom the plane to full document size you are now at 1:1 If you zoom it in and out you will develope a feel for the moire’s behavior and the 1;1 ratio.

When I start poly painrting I’ll see if I can develop it further . If anyone wants to try editing and devloping this idea further I’m happy to post the Illustrator and photoshop files.

Just as a note the texture on the chimp is a 4096 x 4096 tiling of the graphic.

Also on this subject is this excellent thread by aurick on precision texturing
http://www.zbrushcentral.com/zbc/showthread.php?t=27680&highlight=precision+texturing

I came upon this UV editor . It seem quite robust for anyone who does not have a 3D package but still would like to unwrap UV for painting programs or just in ZBrush. Seems perfect. It’s called RoadKill. You can find it here:http://www.pullin-shapes.co.uk/page8.htm

I got a block of time today to try and figure out how to pass on the higher level sculpting to a new Mesh . I was so surprised at how easy it was with the project all button. It gave me sometime to work with poly painting.

ZGrabcomp copy.jpg

I would like to try to animate the head in Max does anyone have a good tutorial for ZMapper? Any and all comments are welcomed.

hi ,theres a good tutorial for zmapper on pixologic"s site!

Thanks I forget to check “their” site I tend to assume this is it.

I like the texture job. How is the topology on the ape? All quads? Have you done re-topo? It will matter if you plan to animate, and you want to do it before you start making displacement maps. Also if the are any tri’s at all in the mesh, it will cause artifacts when displaced in another program.

They are all quads . But some were ambigous, Max symmetry was creating alot of these as well as Tri.s . I was able to catch all the tris by using the non Quad checker Script for max.
( For anyone interrested in the script ,I got it from Scriptspot:http://www.scriptspot.com/3ds-max-top?page=6 Look for “nonQuadMicroScript”

put it in the max script start up folder and then I set it up in my UI right click quad poly mod interface).

To date have not tried retopo. So far I have Tried capturing higher level subD on a cage that I edited using “Project all” successfully. But after I cleaned up the UV (found I had some inverted) I got mixed results with the importing OBJ. So I’ll try to clean that up tonight.

Thanks for your comments

All Zbrush no compositing, preview render, poly paint on Fast shader. Quite remarkable software. Mostly worked on cleaning up the mesh and polypainting the face
ZGrabFix2 .jpg .

Will continue on body and animation. C C welcomed.

Attachments

ZGrabFix1.jpg

ZGrabFix3 .jpg