ZBrushCentral

ZBrush 3 Beta Images/Character work, Chris Bostjanick

I know you’re probably a very busy guy, but I would love it if you could give some insight into how you achieved the wood texture on ivybarktest.jpg and polypainttest.jpg? I hovered my mouse over your images to get the titles.

I would say that this is definately my favorite model out of all that I’ve seen. The detail is extraordinary. I love the way the back looks with those stiches, and the head has that slimy look of the connected mouth which looks great. :+1:

XtremeAMX, I am glad you like it, thank you.

Slosh, this ones for you. I will give you just a taste. It is so easy. First I like to think what the model is intended for. In this case the tree and vines are ment for mid to far shot. Most of the detail we capture we can get get with just a good number of polygons. In this example this part of the trunk is around 38 million. I really just found some large pictures of bark on the web. For the texture I used polypainting feature. Basiclly you can just piant on the mesh. It is very powerful and super easy to do. For the bulk of the textureing I used the drag dot. But know you can detail in 3d. for the alpha I opened color pic in the alpha pallet. Sence I am useing this for a mid to far shot I just layered the bark on, not worring to much, I rotate the texture alot to avoid alot repetion. Second layer is the green moss bark just but that here and there. A lot of this workflow you can do in 2.0. Then add some foiliage and it doesnt look half bad. Hope this helps. Maybe I will write a more detailed one later. If this was going to be intended for close shot I would do things a bit different. treenotex.jpg
http://www.artisticdaydreams.com

Attachments

bark.jpg

barkmoss.jpg

render.jpg

Fantastic model. I would not like to meet this guy on a dark night though he’d scare the pants of you.

thanks, cbostjan. I hope my slow response doesn’t appear as disinterest…I just got bogged down in some other things and only just now saw your response to my question.

First of all 38 million polys! Wow, that is cool to be able to do that. Secondly, the trunk was detailed enough that I think it would have passed quite well in a closeup.

Wow, what a great piece!
Its MEAN, its DETAILED and it looks FANTASTIC.
Have you sculpted in clay before?
What are you going to make next?
-MFW

What amazing work you have done here.

Im interested in how long it would take to repose that figure with transpose. like say, change the fingers to a different position or put him into a running position. I remember from the very first Transpose video way back it showed it quite different to how its shown to be done now?

Whats up guys, slosh when I sculped this guy I diddnt have transpose yet. I really only use it to move small stuff around little tweeks and stuff. But I assure you it is as easy as you see in the next step. MFW I am finding lately work is making it hard for personal work. I really got the bug today to do a bit of work. I am working on IVY. She’s still rough around the edges, but more to come. IVY.jpg

Attachments

IVY_POST.jpg

hey cbostjan!

looks like a very nice start on ivy.
would like to see a smooth version of the frontview. she looks mean.

-r

Aah… all those leaves… all those poly’s…

Hi everyone, I think now is a perfect time to really see what Zbrush can do on a hs model. This is a B spline model I biult awhile back. Right now it is around 60+ subtools and many more coming. I might have to break the model up into smaller chuncks, we will see. I also messed around with matte cap for 10 min just to get a ruff idea of a shot concept.[attach=55870]matteCAP1.jpg[/attach] STINGER.jpg

Attachments

matteCAP1.jpg

Wow. ZB3 is handling those mechanical shapes really well … not too smooth, not too sharp. And so many sub-tools. The model is looking awesome. :+1:

Ah! Hardbody modeling. That’s something I want to see in Zbrush. Those subtools are so practical. Thanks for showing us this, and looking forward to what it will become! :+1:

Waiting the texture for a full pleasure :cool:

Awesome! Cant wait for the textures! What is the background image from or is it a work of your own?

…of this crazzy free Ivy generator :wink:

In Zbrush 3?

Hey guys, glad you guys like. billrobertson42 yeh man I almost always biuld geometry in other packages, So yeh it was biult as a b spline model. But at that time my workflow was very different than it is know. I did not feel Z brush 2.0 was going to be a good choise for detailing a model of this sort. But now I think it is, and will give me great results. Well we will see. I did a poly convertion before importing, and right now I am dealing with UV’s. Z brush 3 is very robust and I think it should do the trick. I will be useing it mainly for hi rez detailing on this one and I will be going back into maya for the animation, and I will be exporting 32bit d maps in the end. But details soon.

that’s one of the things I don’t see to much raving about…how good ZB3 is
when dealing with other packages ( is displacement map creation enhanced
and ‘easy’ for Max-Maya-XSI-C4D? same with normals, AO, spec, etc.). It
seems there is always the necessity to ‘fix’ maps that come out of the
sculpting process from within PS before they are actually usable…

It looks quite luxurious to deal with all these 100s of millions of polys, but
I’m eagerly wondering about how ‘seamless’ the model creation (and map
creation) pipeline will integrate with the software that needs to render it
in animation or for use with game engines.

Guess I’ll be finding out soon enough. :smiley:

cbostjan - sure wouldn’t want to be staring down any of the barrels of your ship
(yikes) :wink:

thanks for sharing your work.

rookie-z

wow, spectacular ndeed