ZBrushCentral

Fantasy hero torso blocking

Just an animated script I put together.
I was making this illustrate some projection
master techniques. I got scared at the potential file size of the script so I stopped early. I will show that stuff in a later post. I thought it may be interesting to show how to start something like this from zspheres.
WARNING: Before you start the script make sure ( if you dont have 20 mins ) to turn on minimal updates in the Zscript menu. It will make things go much faster.

Two updates. Meshes used for blocking in general forms.
body.zip

realy good torso, I like it, especially your work on arms… Thx for sharing your techniques,
skycastle :+1: :+1:
(very, very small critique on breast muscles and fingers only, may I?)

A Dave-Cardwell-home-bred zScript? Like a dream come true! :smiley: Thanks man! Please, do it more often! You’ve just made my day!!! (Or should I say my night :stuck_out_tongue: )

when you say you then import it to maya and trace it like a scan, doesnt your system just snail on you if you import such a dense mesh?

and as for the last two models you mentioned did you also work the topology after in maya or do you ever take it from beginning to end within zbrush?

I run Maya on Linux and the memory management is much better than my Windows box.
But the imported mesh is only 200-400k polys. The goal of the blocking mesh is just to give you a good idea of where you
need to head with the mesh. Clay sculpters will sometimes do the similar things to get a good 3d feel of where they need to go with the final piece.

Duplicate the imported mesh then make the
copy “live”, hide it and the other a ref layer. Then face by face trace a nice topology over the reference mesh. This can
take a day or few months ( yes months ).

I must rework the topology ( 5 -50% ) to fit my needs.It would be nice if I did not have to export the mesh at all ( hint pixolator :slight_smile: ).

nice script, I picked up a few things! thanks

WOW, many thanks! :slight_smile:

is this the approach you take on most of your models now that you have discovered zbrush or do you start usually with a cage from maya?

Well for the last two production models I have done Ive started with Zspheres. I usually
do a “cube up” approach but Im not a person who likes extra process for process sake.
I like for the character to take shape as quickly as possible. The faster I can get down the initial gesture the more energy the sculpt will have without feeling overworked. With this little demo the hands
under arms, back and neck all have crap topology that I would not keep in the end.
But the idea is that I can now use this mesh
like its a scan and import it into Maya
and trace a nice topology on. In my opinion
all digital sculpture should start with
form before function. The artist should not be focused on topology and form at the same
time. Its what makes many cg works look so reserved. When sculpting you should not be scared to say cut a scar across a figures chest and face just because its a nightmare to cut your"edgeflows". I really want cg modeling to move in a form first edgeflow later paradigm.

So yes zspheres are pretty good at getting me geo on screen fast. And I like that.

Dave

wouldnt you save time by exporting back to maya at level 1 or even 2, reworking the edge flow, loops and then importing back to zbrush? that way you would not have to trace it later?

when you say trace you mean the create polygon tool? also how are you snapping to the object when its live? i thought that worked only with curves on nurbs surfaces

You can make poly surfaces live.

My question is what method do you use to create the disp map after after tracing the high res version.

Thanks.

This is fantastic Dave!
Thanks so much for posting this.
Watching you work, you can really tell how important knowing your anatomy is to this process.

~Mike D.

Reboren,

You can use maps to redisplace your new mesh
and recapture your details.
But at this stage the mesh done in Zbrush is just for reference. You dont want to detail it to much. This might sound like a long way to go but remember it only took 20-30 mins to get a really good 3d concept sketch. With this model then its much easier to focus on just good “edge flow” inside Maya or what ever your software of choice may be.

So its a little back and fourth right now.
( hint pixolator :slight_smile: )

elfufu,

Yes I make my reference mesh live. Then create a single face with the “createPolyTool”. And continue extruding edges around until I have a new lowRes.
After adding UVs I then import the mesh into Z2 and refine and add details. From there the
rest is in the Z2 docs.

but in theory you could just set your edge loops prior ? ,or just not use zspheres… honestly the idea of tracing the geometry in maya sounds daunting and maybe its cause i dont have a technique for this as of yet but it kinda kills me inside to think of it.

anyways great demo.

skycastle in terms of topology forgive me but i havent much experience with rigging so i dont know but check out this model. besides the obvious lack of edgeloops around the joints, would you redraw thie from scratch in maya to redo the topology or would you just add the detail needed at the joints from this?

Ahhha I understand your reservations.
But when you see how much better your sculpts can be if you dont have to worry about topology you may change your mind.

I have seen many examples of creature details
that I would never think to try in cg
( traditionaly ) because I was trained to worry about topology at the wrong time.

Test yourself on your next cube up model.
Pay attention to how much time you spend on
cutting edges and “flow” vs how much time just worring about the form. What Ive found
is that you cant think about form for most of the time untill you get enough polys on screen. In my opinion this is working against
the final quality of the sculpt.

yes i totally agree with you how about the model i posted here in terms of deformation?

should i redo the topology or is it ok if i add the loops around the joints?

I really really appreciate your help on this. :wink:

It is a good technique.

I don’t automatically think in ‘mesh’ yet though, so I have found it useful to draw edge loops on the model in ZB as a texture before exporting to Maya. I think the only problem with this is that you need two instances of the template in Maya because a model ‘made live’ can’t have a texture applied - I have been experimenting with old ZB models that are pretty poly dense and have slowed things down somewhat.

Gesture in the digital age? Could we have an equivalent to the vinyl vs. CD ‘debate’ for 3D modelling now? I hope so :wink:

<BLOCKQUOTE>quote:</font><HR>
You can use maps to redisplace your new mesh<HR></BLOCKQUOTE>

Yes i know this, please forgive me i think you misunderstood my question.

I was wondering what method you used to create these maps considering zbrush cannot create maps from arbitary low-poly to hi-res.

Do you

(A) use a utiltiy like ati normal mapper, a method ive used in the past.

or

(B) use maps from the actual Zbrush sculpt level 0 to sculplt hi-res. Then making the UV’s on the new low res match the UV’s of the level 1 sculpt.

I havenet tried (B) but i kinda get the impression that this is what do do from this thread. http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=016269

In thiat case can you explain how close the UV’s have to be and how you go about lining them up.

Thanks !! :slight_smile:

About the model. Of course the topology needs
may differ depending on the application.

Nice effort on the model.
From what I can see here you would need to change the flow from the shoulder to the chest
for example (amoung other areas). But please
allow me to make another point with your model. At this stage you should not be worried about topology. Thare are still many
issues with the design and proportions that
need to be worked out. This is on its way to becomeing a nice model but your effort should now be focused on the areas the will improve the character. My point is that edges have nothing to do with that. :slight_smile: