ZBrushCentral

Diary of a VSWIP (Very Slow Work in Progress)

The polygons are smaller! Take a good look, and stop hyperventilating, model a paperbag and breath slowly into it… 1… 2… 3… 8-))))))))))))))))))))))).

I am sure… I’d almost BET on it that your tool->display->smooth is to high now!. Also check the display subd level. To high and you have problems. With a mesh that dense… you almost need NO smoothing or subd level setting at all. Lower that Jazz and all the detail goodness will come back! If not… I have to eat a hat and have to come up with something better.

Greetings!
Lemo

PS: Make a small sphere and ‘best render’ that with different smoothing settings. So you can see what’s going on!

PPS:Where is your orange ;-)…

the polys on the new model are 50-60% smaller from what i can see ;] Meybe the modle is just to small, make it 5x bigger. tool>def>size ;]theres no way you got less polys to work on when you got 5x better base mesh :expressionless:

Hi Guys,

You’re right, the polys on the new model are smaller, I’ve must of have express my self wrong… what I mean is that even the new model has almost the double of polygons I’m still not able to get thoses good old details out.

Aminuts
Thanks for the kind words man, I appreciate it
The thing with the old model is that in my initial steps in ZB I deleted the first SudDiv levels, so I can’t remember wich was the lowest poly count but it went up to 2.5 millions. The new model started out with 4265.

lemonnado
Paperbag… good idea… but it doesn’t resolve understanding my modeling clumsiness
Thanks for the advise but the thing is that the Dsmooth was at all time at its lowest (0)
I did the sphere test at best render mode

Dif Display.jpg

So I’m still lost with the detailing

slocik
Again, you’re right

Thanks guys for helping, I’d be lost without ALL you’re insights I really appreciate it

PS.
Lemo, a orange is more nutrictious than the hat I’ll try to make it and post it

Attachments

Dif Display 1.jpg

Very nice thread, elarcanos questions and his attitude are damn close to mine. So, it seems I have to learn from this thread and maybe Ill get some answers to questions literally tormenting my mind in the past months.
Im laso new to 3D and Zbrush is the only program I use therefore I really want to know the answers for the questions popping up here. Like why does almost everyone make the base mesh in other apps? Is it possible to get the same results in Zbrush? Is it a matter of time, is it more efficient, easier or is it a must? I can do quite decent sphere models, at low subdivision levels they look promising, they seem to have a future but then they go into oblivion as I see that nothing works well at around 1 million polys (I dont even hope for more with my crappy PC).
Waiting for this thread to progress and hoping that more and more questions will come up and get an answer.

Elarcano, the model is promising.

Oooook… between family and romantic duties I haven’t been able to get some work on Ezequiel -not that it makes much of a difference progress wise -

silvaticus
Thanks for the interest and you are more than welcome to make any questions that you feel are left aside
Regarding the base mesh issue I’m not the best person who can answer that question but I’m sure someone will anser that one

Ok, here’s a very small update. Just changed some proportions: hands are bigger -there goes the lighter-, torso’s larger and I finally got rid of that stupid grin

Update.jpg

It seem that the resolution isn’t enough or that I shouldn’t quit my day job… wait a minute… I don’t have one

I know it might not be new news but when making your bump map in ZB you can use Zapplink to do so in another app. I have a better control with PS than with ZB’s tools -thats just me anyway-

I think bump maps are the way to go from here with this model. A great example of this possibility is Fo0d’s model -excellent by the way-

So if you guys have any info about my little bump map problem… just jump in

Attachments

Update 1 copy.jpg

Dump map copy.jpg

Make a 8k,12k or 16k map in photoshop and import it in zbrush as a base. Hope this solves the problem.

Soyseitan:
I sent you a pm asking you give me some more insight regarding your advise If you want you can post it over here. If not, I’ll post what you said so that others that are as green as me can get it

Ok, Since I’m stuck -again- I’ve been doing some test just to understand some things about the way things work, but one of the things that came to my attention was that I separated the head to see the possibilities with a multimesh. The head alone went up to al most 4 millions and detailing was better -modeling wise- With a grey texture at 4096.

So I did a small test -bump map vs modeling- And it seems that the good old modeling came out with better results…

Bump vs Modeling copy.jpg

although I’ve been told that bump maps have better results in a render than displacement maps… so there is still a lot to understand and to learn… Oh the hell with Ezequiel

:+1:

Looking pretty good man! This fella is constantly improving!!! :wink: Oh yeah, you’re doing pretty good as well… :lol:

Out of curiosity,

did you use an imagealpha that had been compressed earlier?
The bumpmapped dots seem to have “a *.jpg artifacts sub-pattern”.
Not the most technically correct term ever chiseled in stone, I know…

In a nutshell, it could be that the alphaimage has a bit of noise
translating directly into the bump, which would actually be a
proof for the delicate quality of the bumpalgorithm used.

In contrast, painting displacement is softer or just filtered more to
avoid cracks or jumps that would be felt disapointing 90% of the time?

At least that´s what I figured sofar from my own fiddlings with ZBrush.
You´re right, could also be a complete bogus but only Pixolator knows…

Cheers

tim

obviously, taking your time yield great results :+1: :+1: :+1:

Jason Belec

Oh yeah, you’re doing pretty good as well… :laughing:
Aaaaah… nothing like sarcasm my friend… it’s the breakfast of unemployed champions :wink:
Good to “see” you around :+1:

Tim Leydecker

did you use an imagealpha that had been compressed earlier?
Nop -or not that I know of- I created a gray R128 G128 B128 texture -for my Dump map- and took it into PS and exported it back to ZB as a PSD -native PS format- So as far as I understand that shouldn’t affect the quality :confused:
I’ll try to do more test and reseach -since modeling is of limits for now :D- I’ll keep in mind the “*.jpg artifacts sub-pattern” issue :+1:

doron
Thanks a lot buddy :+1: -that’s exactly what I try to convince my self late at night when I cry my self to sleep :p-

No image to share yet, but I just received Soyseitan’s answer…

Re: Bump map question
Quote:
Originally Posted by elarcano
Hi Soyseitan,

I was just writting to you first of all to thank you for your post on the possible bump map solution and because to clarify it with you.
When I take the bump map to PS I should make it either 8k, 12k or 16k… by that you mean that I take it to PS and in image size I should get it up to 8 or 12 or 16 points in height and width with a 72 resolution and then import it to ZB as a texture?

Thanks and sorry for bothering you

Fidel

NP.
Yep, that’s what I meant…except that 16k is a resolution of 16384 pixels x 16384 pixels, 8k is 8192 etc. My laptop with 2 gb ram crashes mostly at 16k textures while testing, but 8k should go fine. Good luck.

Well, after doing some deatil test to use Ezequiel with a 8192 in PM and then snapshoting it to change the the texture to 16384 -so I can compare detail qualities- ZB goes bonkers. It just crashes. I’ll try to see if Sophia (My PC) can handle a 16384 texture alone in the canvas.
I’ll try to post later.

Thanks everybody for posting :+1: It really is the difference between getting some good insights and just staring at the computer wondering if you were born in the wrong time :D. I think I would have done well in the midieval times being a blacksmith… although I would probably be sending messenger pigeons asking about what temperature to use, about metals and which is the best anvil to use… ok… I probably would have just died of the bubonic plague :o

PS

Sophia (My PC)
Oh yeah, I’ve got that kind of time on my hands :sunglasses:

:slight_smile: Have fun with this amazing app!

ok my plagued zblacksmithing friend…

don’t worry you’ll get it…less time thinking negatively and more time pulling hair out should get ya up and running in no time.

…one question…does she talk back?