ZBrushCentral

Fiddle

Thanks for the comments folks, and thanks for the pic divideandrender. Here’s the first part of the neck, starting from a spiral 3d tool with some setting adjustments. Next deleted some polys, offset, mirrored it and finaly morph target, create difference. From that stage it was simple box modeling.

fiddle-neck.jpg

Steve 8)

Parts are looking great Handlebar. Cant wait to see how it all fits. And am pretty shure the result will look spot on. :cool:

Handlebar - I’m not familiar with using ZB to create reflective symmetry.

Would you perhaps attach a simple zscript (any basic form or example would do) so I can see what it is your doing here?

Out of interest -I wonder if you could have got a scroll effect by also polymeshing a drawn scroll mesh created by the deco brush?
e.g http://www.zbrushcentral.com/zbc/showthread.php?t=26397

These posts are a real inspiration to revisit ZBrush for modelling solutions.

Sure thing boozy, will have to be tomorrow though as i’m just off out down the pub. Here’s a little update, i haven’t sculpted the form yet, still adding details.

fiddle-3.jpg

Steve 8)

Here ya go Boozy.

Your a gentleman Sir. enjoy your supping and many thanks for the explanation:+1:

select tool>make polymesh>draw new polymeshed tool onto the canvas> Edit Mode>Geometry =reconstruct subdivide if less polys are required >Geometry=hide unrequired polys>MorphTarget-store morph target>Geometry=delete hidden polys>Deformation = offset slightly in x axis >snapshot component(shift+s)> deformation =mirror x axis>MorphTarget=create difference mesh>clear canvas>now draw the new difference mesh tool onto the canvas et voila.

Very nice :+1: Looking forward to the finished product.

Thanks for posting the script and thank you Boozy for making it easy to understand.

this looks great, although I have to point out that you’re insane since this would take far less time in a traditional modeling app :slight_smile:

Hehe. Embrace the madness!!! :lol:

Umm… Faaark!

That is some serious mastery you’ve got going there Steven… You’re bursting the bubble of limitations here man… congrats on yet another mindnumbing workflow made up of a series of clever forethunk steps

You’re inspiring me even more to dig into this insane lil app:beer:

Thanks for the kind words folks, this crazy old fool certainly appreciates them :wink: .
Here’s the machine head modeled in about 10 mins which included saveing out the files for the walkthrough. I certainly wouldn’t compare zbrush with conventional modeling apps, but i wouldn’t say it’s slower, just a different workflow, it all depends on your requirements. Deformers are your friend in zbrush.

machine-head.jpg

Steve 8)

Steve, I never thought this could be done inside Zbrush but you are making clear that I’m wrong. The curved shapes are working really well.
I once started building a lute in 3D, but never got through because of some of the more complex shapes. Seeing this I’m thinking I should try Zbrush to help me out. Many thanks, and keep going! :+1: :+1:

BTW Steve good sir, my ZBstudents flipped when I created a topologised head in Zbrush using a combo of your workflow and a few others that posted in the topo thread… Your method of looping around the central poly of the eye is great mate:+1: Thanks again

Thanks Plakkie, Daddymack.

Here’s the fiddle with most of the elements in place, 100% zbrush modeled, need to do a little work here and there but i want to get on with the main character of the scene.

fiddle-dee-dee.jpg

Steve 8)

Umm… Is this a silly question H? How did you get all of those individual components into the one tool?

Top knotch work and flow mate but waaay over my head atm…

This is coming together nicely Handle. Nice to see modeling like this in Zbrush:+1:

Yes, that is very nice work, no matter what package used. It’s nice to see someone using all the tools available in Zbrush in productive ways. :wink:

Daddymack. In zbrush you can mark your tools, select the multimark tool, redraw the marked objects, then under the tools/modifiers you can make a polymesh 3d to group the objects. I personaly prefer to export all the tools and put them together in cinema4d because it has true perspective and will be where i render out the final image. I still haven’t got to grips with zbrushes renderer and materials, but will give it a good looking at in the next release.

Steve 8)

And here’s a little tip from our dear ol’ Bonecradle posted many moons ago that will also give you a few tips on fine tuning the placement of objects within a created polymesh using masks and tool deform xyz settings.

http://www.zbrushcentral.com/zbc/showthread.php?t=3731

Handlebar.

Your threads on box modelling are superb. I have been following them closely, and I will post my model soon (perhaps tonight). I have not had this much fun with ZB in a long time. I have been trying to create complex faceloops that I originally thought were only possible in highend apps… but the more I play, the more I think that I may very well be possible… it’s all about the order in which you create the loops (at least that is MY thought)

Anyway… that is off-topic for what I wanted to ask.

You mentioned deleting polys. That REALLy made me listen. Can you explain the process? This would really open some doors for me.

Thanks in advance.