ZBrushCentral

fun with zbrush

Some really good tips, especially on dealing with large poly models, thanks. Yes, I think my sampling was only 30 just to get a halfway decent image. For your final renders what number do you normally use? I saw someone on another site gave a user the tip to set it to 1000 and go to bed - then wake up to magic!

You gave 32gig of RAM?! Yikes, I have 8… and no GPU. Making matters worse is the fact that my machine is one of those all-in-one jobs with the CPU built in behind the monitor. Terrible design for those working on CPU intensive jobs. I had to remove the back a few years ago and install an exterior fan to keep it cool, otherwise on rendering multiple times - even just in ZBrush - it would literally shut off without warning due to overheating. Time to upgrade, I think.

Thanks again for all your help.

Motorcycle, very cute modeling, you really have lot of fun with the new tools. :+1:
About polypaint: It is also possible to export the polypainting information by using VRML format. (Do this under 3dprint plugin)
Import in blender or elsewhere as VRML2. An alternative workaround. (there are options for scale and xyz coordinates)

Thanks, michalis. Being so new to Blender I had no idea one could import VRML files… Something to keep in mind if the ZB to Blender GoZ is too slow with large models.

lensman, oh, yes, with 8 gig you might hit some limits… my 15 mill scene needed 23 gig of ram for render :wink: … i have also an all in one, an imac, so far i had no heat problems… toi,toi,toi that this stays so …
about the samples, no 1000 i think i have never used so far… the motocycle had 400 … usually i make testrenders of a small part of the image, and try out which sample size gives desired result. i start with 200… and increase until fine, then i render the complete image with that…

thank you michalis. yes i enjoy the new tool. today i noticed zmodeler can also be used for defining nice clean polygroups to be used as mask in painting or sculpting :slight_smile: … ah, thank you for the reminder of vrml, i always forget this option.

OK, just tested the vrml,
It looks broken, probably an r7 issue? Can you check it please?
On the other hand, GoB works perfectly here.

Back again, kokoro… Trying some hdri lighting and doing something wrong. I am using the exact same node setup that you showed. I have a hdr image loaded (tried a few) but no matter what image I use the result is always the same; grey background and muted main object (the same cube as above) with no shadows. Tried moving the lights with the z rotation in Mapping node. Tried changing the background colour in the Background node. Nothing. Everything produces the same result with no changes.

I added these nodes under the Camera (render) icon in the right hand palettes (sorry if terminology is wrong). Not sure where to go from here…

Edit: To be specific the nodes are actually entered after I clicked on the Lamp. I figure that’s wrong? Here you state “you do not need lamps then, just the world lighting” so where do the nodes get entered?

Edit again: Disregard, kokoro, I found a tutorial that got me using the right hand panels with some success. Had to delete the light and lost all my node work. Can’t seem to find how to use the nodes here, though.

michalis, i just tried. vmrl exchange between zbrush and blender works fine on my mac. it is slower though than goz/gob…

lensman, ah, the grey is the standard wolrd light that is enabled. you want overwrite that with the nodes i provides. you instead apparently wrote the nodes into a light… no, you need put them into world setting, see image. you can select all the nodes you put in lightsetting (press b and then drag a rectangle around them, then copy via usual shortcut) and then paste them into the world settings. you should remove the light then, except you wish to have it for a effect…

Attachments

world.jpg

Good grief! - THAT’s where the Node button is! I was looking over on the right hand panels where there is indeed a Node button for many items… but not the World. Anyway, got it working and now hunting around the world wide weirdness for some great HDRI’s I can use. Soooo much easier than messing around with creating, positioning and forever tweaking individual lights.

Thanks again for all your help. I think I would have once again given up on Blender if you hadn’t helped to point the way. It is now going to sit on my desktop for render use only!

I’ll try not to take up any more of your thread with additional questions…

new work, just 4 days about, blender and zbrush work, 50-50 about. postwork photoshop.

young_lady_03_small.jpg

Oh Doris.
She looks really beautiful, and beautifully made. :+1:

Wow! Das ist einfach nur wunder wunderschön! Sensationell! Ganz großes Kino!
Epic! Sunshine flooded my heart. You`ve got a heart of gold!

Ciao,
TM

Very nice work. Rendered in Blender? :slight_smile:

thank you michalis :slight_smile:
tm, sonnenschein im herzen, that is great compliment! thank you.
yes, lensman, rendered in blender. like i showed you with the motocycle. no additional tricks, besides the net effect, which is also done in blender via a modifier…

more zmodeler fun… learned what creases are made for, never used them before …lol…

funny_car_02_small.jpg

funny_car_03_small.jpg

That’s a nice little model. I too, never really used creases before 4R7…

thank you, … yes this is the way i like learning new stuff, by playing around with it, without worryng what it would become…

my first fully rigged character :slight_smile: blender, zbrush, substance painter and photoshop were used to create these images. i hope you enjoy. i know they are not perfect, but i learned a lot and it was big fun …

princess_16_small.jpg

princess_19_small.jpg

princess_20_small.jpg

Move over, Degas! :slight_smile:

The dress is very nicely done.

If you had a moment, you might want to look at the calf/ankle volumes again. Also, a bit of re-modelling of the elbows in their posed form would take the model to a new level.

All the best,

R

The render quality and the dress are amazing! I am very curious on how you constructed the dress; which I am assuming is a similar workflow to the piece you did earlier of the woman in her Sunday dress with her stylish hat.

There are some anatomical anomalies in the girl that can lead the viewer’s eyes astray, but in retrospect, we ALL have the differences in people’s bodies riding on our side, and some of the anomalies make the girl appear more realistic. That said, there are a few things I am sure fresh eyes could adjust if you wanted (or have time).

Overall, pleasing piece, the girl looks like she has character, which (IMO) is difficult to pull off

Teach me how to make a dress Kokoro - it’s fabulous.
A very deep project of investigation and technical exploration in creating this piece.
My admiration for maintaining a tenderness to the work.