ZBrushCentral

GDC 2015 Next Gen Pipelines (starring ZBrush!)

Hey Michael! Thanks for the new video, you are the man! :D:+1: My hard surface is improving thanks to you. Your work is very inspirational as much as it is educational :sunglasses:

Hi Michael,
love the creative possibilities you’ve demonstrated there with quicksketch. Very inspiring - you are a special fellow indeed.

I bought your video ZBrush 4 Character Production from Eat3D some time back now (the fab cowboy dude) . After working in 2.5D your video brought me up to date with the ways of working with ZBrush. Such a fabulous tutorial for getting a well rounded oversight of core functions and I will always be grateful for the hard work you put in that project and the relaxed manner in which you imparted your knowledge.

Is that an actual tool freely available? or already in Zbrush or unreal? Cause I’ve wanted something like that for a while.

Thanks guys!!

Is that an actual tool freely available? or already in Zbrush or unreal? Cause I’ve wanted something like that for a while

No, the process is laid out in the GDC video, but there’s no glue-tool out there yet; what we have is proprietary to Certain Affinity. But I’m sure some enterprising TA could take the steps and run with it, and/or software companies themselves might start moving in that direction. We’ll have to see!

Right on. I appreciate the reply and I’ll make sure I take notes from the video and slides you provided. I also feel the same about the direction that 3D is going. I’ve known it since I was 12 playing Doom and watching star trek and seeing technology chase those ideas. Any how, thanks for all you’ve done and look forward to the future work you do. Take care.

Great presentation, thanks Micheal! Very cool stuff! I love Kuadro.

I was curious, when you are bringing your Sketch characters into the game engine to test, how are you rigging the characters? Is that process also automated or are you using a previously made rig with animations?

Thanks Again! Love your tutorial videos!

No problem!!

Last few videos! Making a quick character sheet with a 3d model silhouette:

charsheet.jpg

https://www.youtube.com/watch?v=IN9K-NRQzs8

…aaaaand taking one of those sketches and refining it on its own in quicksketch:

charcallout.jpg

https://www.youtube.com/watch?v=XZ4-328kIUY

Also, my girlfriend wanted me to post her creation…I only supervised, but apparently zbrush does some super interesting things when you turn the pen backwards and use the eraser end with some of the brushes. Never would have found that out!

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Attachments

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Hmmm…reminds me of Akira.

That was an excellent & entertaining presentation. Really enjoyed the funny bits as well!

Hey everyone, resurrecting this thread to plug Kuadro. :roll_eyes:

A few of you have asked, so I just released an OSX version. It works with OSX 10.9 and up.

Grab it from http://kruelgames.com/tools/kuadro and let me know if you run into any issues.

Thanks for the support, I hope you guys enjoy!

Also, there was a question about rigging that Pav didn’t see, but currently the plan is for you to be able to select an existing skeleton archetype and the tool will rig the new mesh based on the archetype and transfer the rig and weights accordingly. The theory is that once you do the sketch step, you would transfer the weight from the basemesh archetype that you started with, and after that you would just keep transferring the weights on the same mesh. At any point a TA (or you) can go in and adjust bones location or skin weights and that information would non-destructively be passed on to future iterations of your model.

  • Luiz