ZBrushCentral

Greeble Pack for Zbrush 4R7

Well, Glenn, I finally got all the modeling done, and I think it turned out pretty good - although I cheated on the radar dish! :slight_smile:
MyArtifact2.jpg

I went ahead with the greebles and displacement, but by the time I got the SubD up to around 11 million polys, I could barely turned the model on the screen. It would take a minute or so just to turn a tiny increment, so I thought I’d rest my brain for the night. I also think I’m going to rework the greebles. It just seems to be too much. Too busy, if that makes any sense. Not nearly as nice as yours turned out. So, I’ll get back to generating some new, less ‘busy’ ones tomorrow, and have at it again.

Great fun at any rate!

I went ahead with the greebles and displacement, but by the time I got the SubD up to around 11 million polys, I could barely turned the model on the screen. It would take a minute or so just to turn a tiny increment, so I thought I’d rest my brain for the night. I also think I’m going to rework the greebles. It just seems to be too much. Too busy, if that makes any sense. Not nearly as nice as yours turned out. So, I’ll get back to generating some new, less ‘busy’ ones tomorrow, and have at it again.

Great fun at any rate!

Looking Great! Glad your having Fun. I think your sluggish performance issue might be the fact that quick 3d edit is disabled, after you displace go to Transform Pallet and click quick 3d edit, you might get some better performance. Have you tried the 64 bit Zbrush, your memory issues might clear up for you.

…after you displace go to Transform Pallet and click quick 3d edit, you might get some better performance. Have you tried the 64 bit Zbrush, your memory issues might clear up for you.

Thanks! I’ll try that tomorrow!

No, I can’t run the 64-bit. I’ll have to wait for ZB5 on that, assuming they still support my OS in the next release.

When 4R7 was released, they had to write a patch specifically for my Mac Pro1,1, as some part of their coding was not recognized by my hardware. The fix for that was incorporated into the first update they released, but still not for the 64-bit.

I really need a newer Mac, but being retired and on a pension kind of prohibits that, at least for another year or so. In the meantime, I just have to make do. You’d think 16 gig of ram would handle anything ZB could throw at it, but if ZB only makes use of 4 gig, well, that’s that. Strangely though, I can run multi-million poly models in other 3D apps with no problems, so it may just be something I’m doing wrong, or a setting somewhere.

Anyway, onward and upward! There’s always a work-around lurking 'round the corner.

Thanks, Glenn! I’ll be back when I re-Greeble to my satisfaction! :wink:

Morbius! Watch your “6”! Something is approaching from the southwest! =O

6.jpg12oclockHigh.jpgtailgating.jpg

ps- it’s a Krell :grimacing:

Thanks! I’ll try that tomorrow!

No, I can’t run the 64-bit. I’ll have to wait for ZB5 on that, assuming they still support my OS in the next release.

When 4R7 was released, they had to write a patch specifically for my Mac Pro1,1, as some part of their coding was not recognized by my hardware. The fix for that was incorporated into the first update they released, but still not for the 64-bit.

I really need a newer Mac, but being retired and on a pension kind of prohibits that, at least for another year or so. In the meantime, I just have to make do. You’d think 16 gig of ram would handle anything ZB could throw at it, but if ZB only makes use of 4 gig, well, that’s that. Strangely though, I can run multi-million poly models in other 3D apps with no problems, so it may just be something I’m doing wrong, or a setting somewhere.

Anyway, onward and upward! There’s always a work-around lurking 'round the corner.

Thanks, Glenn! I’ll be back when I re-Greeble to my satisfaction! :wink:

I’m sure they’ll take care of you on the Mac, they’ve been getting better at it. Hopefully they’ll get that work around for you.

megacal Morbius! Watch your “6”! Something is approaching from the southwest! =O

Looking Good. Cant wait to see that one animated.

In this Video we will take our models we created in Zbrush from the previous video into Substance Painter. Youll learn the Basics of Camera Control. Generation of your Normals, A/O, and Curvature Maps. Along with how to use the new Smart Material Functions and get into the Particle Brushes to create some Awesome Materials for your Model. Let’s Have Some Fun!!!

Part 1 (Zbrush)

<iframe width="960" height="720" src="https://www.youtube.com/embed/DGnpn3AfPJc" frameborder="0" allowfullscreen

Part 2 (Substance Painter)

<iframe width="960" height="720" src="https://www.youtube.com/embed/qCEAAp-Mvgo" frameborder="0" allowfullscreen

DEMOsubstance.jpg

Attachments

DEMOsubstance.jpg

Morbius! Watch your “6”! Something is approaching from the southwest! =O

Oh no! Not the Krell back again! We’re all in trouble now!

Nice work, megacal! I was just wondering what you were up to lately!

:wink:

Alien Artifact Tutorial Part 2

Cool! Thanks, Glenn! Downloading now.

I’m alittle behind the curve, but hope to get to the end of Part 1 today.

Who has more fun than us!? :slight_smile:

Who has more fun than us!? :slight_smile:

I’m Pretty Sure Nobody Else Lol.

And btw, they DID fix the 64-bit version to run under my current OS!! I just didn’t know it had been fixed in the first patch release, since I understood that I could only run the 32-bit version currently.

I just tried launching the 64-bit just out of curiosity, and it opened fine! Use to be it wouldn’t even launch! I applied the texture and depth map quickly and SubD’d up to around 3 million, and it rotates smooth as can be!

So, after ‘domestic chores’ get done, I’ll get back to re-Greebling and finishing up Part 1!

I HATE domestic chores. They get in the way of my fun! :frowning:

Okay, I re-Greebled, and found that previously I hadn’t turned off one of the ones that you had, which probably added to the ‘too busy’ look - not that this one isn’t. However, it looks MUCH better than my first attempt.
MyArtifact3.jpg

Now the problem I have is the dreaded ‘jaggies’. I’m up at 11.2 million, and don’t have the nice, clean, sharp edges that you show in closeup in your tutorial. I must have missed a step somewhere along the way, but don’t know what.

Any suggestions as to what I might have done wrong?

Thanks!MyArtifact4.jpg

Great stuff guys! :):+1:

Morbius,
glad you got your Mac running better…that makes life a lot easier.

Glenn,
thanks for the cool tuts! I haven’t had time to go through the latest yet, but
will tonight.

And work on another Krell cruiser…actually, that was just a small scout ship. :stuck_out_tongue:

Any suggestions as to what I might have done wrong?

Dont think any thing is wrong, its just a edge thats not Antialiased. Your Displacement looks fine. Zbrush doesnt apply Antialiased to edges of the model until you render it. Do quick BPR and they should disappear. They will return when you go back to editing it. The videos on YouTube are compressed so things arent as sharp as they were recorded, I pulled up my Model and the same thing happens to mine. So, No Worries, you got This :smiley:

So, No Worries, you got This :smiley:

Awesome!

Duh. Posting a screenshot. I’m must be getting punchy. Yeah, I’m thinking rendering would help. Geez. I should have warned you you’re dealing with a total ZB-idiot here, but I’m sure it’s painfully obvious to you by now! :wink: I’m learning!

Looks a little better…… :wink:
BPR.jpg

I feel much better now, thank you!

I’m so used to straight poly modeling, getting my head around these new ZB tools is a bit of a job, but you’ve made it much easier with your excellent tutorials, and your patience with my dumb questions!

Okay, as addictive as this all is, I suspect it would be a good idea to eat something today, and THEN back to finish off Part 1!

Thanks, Glenn!

Geez. I should have warned you you’re dealing with a total ZB-idiot here, but I’m sure it’s painfully obvious to you by now! :wink: I’m learning!

No Worries. Your Doing Well.

I’m so used to straight poly modeling, getting my head around these new ZB tools is a bit of a job, but you’ve made it much easier with your excellent tutorials, and your patience with my dumb questions!

There isnt any Dumb Questions, its better to ask then beating your head on a wall trying to figure it on your own. Zbrush isnt your ordinary 3D program and takes a bit to learn all the ins and outs of it. Thats why this forum is Awesome, 99% of the time you ask someone how they did it, they will tell you. So Keep up with what your doing.

Zbrush isnt your ordinary 3D program and takes a bit to learn all the ins and outs of it.

You said it!

I’ve never seen so many pulldowns and submenus in my life! Thank goodness for Shift-m, or I’d be totally googly-eyed and/or half blind by now!

I’ve no doubt whatsoever that there WILL be a custom UI in my not-too-distant future - as soon as I figure out where everything is!
(That itself may take awhile.)

:slight_smile:

I have files posted that may be a good starting point :wink:

Great job modeling Morbius! :):+1:

You’re way ahead of me…I need to work more with ZModeler to create a cool basic mesh.

Going through Pt1 & Pt2 tuts now.

Thanks, Glenn! ;):+1:small_orange_diamond:+1:small_orange_diamond:+1:

Just Exploring some new Shapes to Displace. Came up with this little Greeble Fighter. Enjoy :wink:

Going through Pt1 & Pt2 tuts now.

Thanks, Glenn! ;):+1:small_orange_diamond:+1:small_orange_diamond:+1:

Your Welcome

Attachments

  1. Subdivide a plane as needed
  2. Zmodeler / edge mode / spin. This changes the flow of a possible face loop.
    2a. deformation panel, smooth as needed. Now you have the flow of these loops.
  3. Select loops / extrude / hold ctrl to split them. Extrude them. Split into a new subtool.
  4. Start the usual workaround with displacement and AO maps.
    If is a little cryptic, (lol) I’ll post a small tut soon.
    All done in zbrush, except the AO bakingnewMachLoopsSplit.jpg