ZBrushCentral

Satyr - not a funny guy

[testtete01.jpg]
First test of modelling enhancement and rendering in ZB.
There is no different material except for the eyes, but quickly painted after snapshoting the canvas.:cool:

I plan to play in ZB with this character (texture, displace) I have modelized in 3dsMax

So I do some test for the compatiblty, and the best workflow, and parctice a bit ZB before the big jump:).

Ps: forum moderator, typiing gray text on grey background is not funny;) for my eyes)

Hi Junk,

If you click on the small triangle between the underlined letter A and the
smily, you can pick a color for your typeface
that’s better eh !
Your model looks great and there is already a lot of detail in your mesh
in the future it could be interesting to model less detail in the mesh, just the
form, and sculpt details in Zbrush .
I say this because you are already a good traditional modeller and i would
like to know if Zbrush is a total new way of sculpting or a mesh enhancer:qu:

That is exactly the question I asking about;
how to introduce ZB in my workflow.
My mesh is a “medium ress” means, it’s enough to render well inside 3dsMax with a meshsmooth iteraton set to 2, and detail with bump map or displace.

The question is how to generate this map, traditionnal (Photoshop) or ZB
;;;

The All body is about 4000 polys, for the head I had to lower the geometry to about 1500 polys, so that I can divide in ZB to about 2 millions polys to acheve the kind of detals want ( wrinkles, veins
)
To do that i need to “exploded” my mesh into several differents parts, and that’s where big mess comes in:(

Plus in that test I use a mesh with half UV coordinates, means half the head as UV map and there is a symetry, once the Displace is exported it use that UV and inside MAx have an horrible symetry map
;;

Well no the way to do that.
About the question of definition, I unwrapped the all body into a single unwrap, even with a resolution set to 2048, each part only receive a small potion of the map and there is empty space, maybe I should set one uvmap for each part and deal with multiple materialos aftewards into Max.?

great model, you should texture him in ZBrush and forgetaboutit, then just do a material in max

Seems you get the best results (with characters) if you start out with a good mesh. Particularly if you are going to animate the result.

First thing I did was make a head in ZB and exported it to max and noticed straight away that I would need to correct the mesh for animation. This was taking so long that I eventually went back to constructing a mesh by conventional means in max to export and detail in ZB.

I don’t rekon you could beat ZB for real time ‘hands on’ detailing and texturing though.

Just some observations.
Kanga

[Satyrzb01.jpg]

First test on the all body, I lighten the base mesh, removing the detals around the eyes
, It is subdivided 3 times right now, most of the job donne at level2,.

Hi Junk,

There seems to be no more detail in the Zbrush model then there was in the
3ds-Max mesh, 
but it is a test so perhaps you were just testing your
re-sculpted mesh? I dont know if your planning to animate your character but
have you considered to use a program like Silo . The next version has the
topology brush, that could make it much easier to rework a model that you
have detailed in Zbrush !

jantim

Yes Jantim remove some polys around the eyes where modelised small details, but this mesh has been done in 3dsMax and is designed to be animate, I won’t rebuilt it another time, ths slo thing s “good” when you do all the job n ZB and need edge loop topology.

I wll do the render inside Max

test of textures done in ZB (diffuse and bump)

Satyr323fp.jpg](javascript:zb_insimg(‘940’,‘Satyr323fp.jpg’,1,0))

texture ZB

rendering 3dsMAx

The texturemap looks good in Max,
nice details on your model:+1:

jantim

LMAO!

Looks exactly like my landloard :smiley:

Love his can-opener too!

I give you 5 TU’s for you well hung goat dude!
:o:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:+

The + is for the Anatomically Correct features! LOL! I hope you animate this :smiley:

forgot to rate :D:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:+

Hehehehe
I am Goatboy! :smiley:

Sure this is not a posthumous tribute to Bill Hicks? :wink:

Great work! :+1:

[Satyr326montage.jpg]

I continued working on the textures using ZB, rendering in 3dsMax

I know ZB is not a 3d paint program, but in that kind of work it would be great to have both diffuse and bump displayed together, to allow fine placement of color regarding to the depht of the bump.

also I thought a baking feature of the texture would be nice, we could then bake cavity shader in a texture


Very lifelike!:sunglasses:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:+

Hi Junk,

Z2 DOES allow both texture and bump to be displayed as separate channels. To view the bump map, simply load it into the Alpha palette and then activate the Tool>Displacement rendering with bump mode. Pretty much the same as how you view a displacement map. :slight_smile:

excelente expresion
!!!amigo:sunglasses: :+1:

Junk check this thread out, maybe it helps : http://www.zbrushcentral.com/zbc/showthread.php?t=17180&highlight=cavity

Hi Junk,

Its getting better and better, nice liverspots on your model, great Zbrushing
and 3Dmaxing :+1: :+1: :+1:

jantim

I modfied the head a bit, textures, and added fur in 3dsMax
[NEW VERSION](http://junk1000.free.free.fr/forum/satyr337vrall.jpg)

Aurick, what mean is being able to paint on more than one texture at a time

on diffuse (color) and bump at the same time, so both textures matche each other, process I do in photoshop, but in this case, use the GVUtles so I can only paint onto he mesh in ZB.

Next time is skinning time;