ZBrushCentral

First Zbrush3 Doodle, Questions and my first Final !

At first, i want to thank Pixologic for this masterpiece. I am so exited in exploring all the new stuff, my girlfriend is already totally upset ! Well, doenst matter, today`s Z3 day :slight_smile:

Well, i got my first question here:

When i am working with sub-tools and have my model finished with all my details and props, etc…How to collapse the Sub-Tools Stack, that i can get one Mesh again ?

Regards,

Thomaskl

well, No one knows ? or is it me, who is simple too stupid to get the Sub-Tools merged down ?

Mhmh.

well, here ist my first Zbrush 3 Doodledleydoo…This red Wax Shader makes even the worst model kinda nice :wink:
first_z3.jpg

http://www.zbrush.info/wiki/index.php/Mesh_Insert_Grotesque_Tutorial

mesh insertion

Thanks for your answer, but i think, this is not the answer to my question. Mesh Insertion is not the same as working with Sub-Tools…
Regards,
Thomaskl

bake it in the layer panel
Andreseloy

Hey Andreseloy,

well, when it is baked, then it is droppend onto the canvas. I want to have a new 3D Tool with all of my Subtools inside, without having them as “SUB-Tools”…

Thanks,
Thomaskl

This is so cool. It has never been so easy to model Cloth onto your character…I am really amazed !

fix.jpg

On it goes…

fix_2.jpg

My first question is discussed here:

http://www.pixolator.com/zbc/showthread.php?t=44932

Well, i have an additional question concerning the import / Export capabilities of Zbrush. As i am working with 3D Studio Max i need to get my models over to 3dsmax. No Problem at all, but the only way to Render a >5 Million Polys Object by Displacementmaps or by using Vray with the *.vrmesh Format. I do like to use the Vrmesh Format which comes with Vray, but you have to import the Zbrush-obj into Max to export it there a Vrmesh-Format. This process is hell for max. As soon as you import a 5Mio Object into Max, it will just freak out and crash. When you make it to a Vrmesh, Rendering with GI, Caustics, BlaBla, whatever is not Problem at all.
So, my question ?
Does anybody know how to get such a big Obj into a Vrmesh Format ? I am currently asking in the ChaosGroup Forum, too, where this question belongs better…

Regards,
Thomaskl

I am soo jealous. I’m still waiting for the email.

Time to rename this Thread to “Pointing Gothic Guy” :slight_smile:

well, this is so much fun and its coming along nicely

fix3.jpg

Regards,

Thomaskl

Attachments

fix4.jpg

Really amazing! Looks like you are catching on really quick! Nice job!

well, another question, i hope someone can answer me.
Its about the preview window where you can set Tools Orientation. When i am working with my Tool (containing subtools) and i want to change the default orientation in the Preview Window, there is always that red star. How can i force Zbrush to my current model there ?

Thx,
Thomaskl

So, thats the my first Final Piece out of Zbrush3.
Its a tribute to a german gothic band called ASP.

asp_Boards.jpg

Finito !

Regards,
Thomaskl

Love the character, gesture, modeling and rendering; looks great all around!

cool , great one :smiley:
ZB 3 rock

Great character. Looks a bit like a guy from Prison Break :smiley: . The detail is great and I like the pose and expression a lot. 5 from me. This is really a great example of how z3 allows 3D artists to produce amazing pictorial material.
Put some more pics up if you can please. Maybe some wires, love looking at how people make this amazing compositions in detail.

Nice image Thomaski! You rock!

The final piece looks great.
stupid question: where can I learn how to do cloth in Z3? couldn’t find a tutorial anywhere.

Thanks for your words,

Well, i am so happy, i can work with this amazing software.

The base mesh was just a simple boxy something out of 3dsmax. I used the Extract Mesh to get the cloth and then started to refine the geometry.
Its just the Brown-Clay MatCap Material with some additional Cavity Shading. I even didn`t render the Image, istead i just took a screen-capture from the preview Shading. No light, or GI Shadows. The rest of the look is done in Photoshop with Levels and some additional screen-overlay.
Here some more views:
ASP_Mof_.jpg

Shading was done with Vray in this case. The Hand is modelled in max, refined in Zbrush2 and rigged by Surface-Deform to a low-Poly-skinned one in Max.

Regards,

Thomaskl

Attachments

preview_.jpg

awesome work :+1:

It’s nice to see all the steps how you got to a very nice model in the end.