ZBrushCentral

Greeble Pack for Zbrush 4R7

Working it, and will have the animation in ~2hr.

One problem I keep having…the displacement is ragged, even though I use the tiffs, and divide to ~6 million polys, decimating to 200k polys.

BTW, Dynamesh is working now, i.e. control-drag (away from mesh) to smooth…probably something I did wrong earlier.

Modeled in ZBrush using your symmetrical displacement tutorial. ;):+1:
(rendered in VUE 2014 Studio)
ship1.jpg

Modeled in ZBrush using your symmetrical displacement tutorial.
(rendered in VUE 2014 Studio)

Cool model!

Looking forward to the animation. Another Vue user, eh?

Thanks, Morbius. :slight_smile:

VUE…plus Carrara & Bryce…I like them all, and each one does
something better than the others. :wink:

Also want to try flying it over my home using camera tracking in Blender. :sunglasses:

Modeled in ZBrush, animated in VUE 2014 Studio

//youtu.be/pGExfFfeExA

ps…Glenn, how do you embed your videos? Mine should be 1000x426, but doesn’t display at
that res (?)

Hey Glenn,

before doing any more, I’m going to start over with page 1, set up ZBrush
using your GUI layout that you gave us (top of page 4), review all the videos & each page to see
if I missed anything.

Your displacements look great, but mine are messed up. It’ll be good to
firm up what I’ve learned already in any case. :slight_smile:

Also want to try flying it over my home using camera tracking in Blender.

Cool! Nice and smooth. What program did you animate in?

ps…Glenn, how do you embed your videos? Mine should be 1000x426, but doesn’t display at
that res (?)

On YouTube, click share/embed/show more/ then pick your size and copy embed code. Nice Video :smiley:

Your displacements look great, but mine are messed up. It’ll be good to
firm up what I’ve learned already in any case. :slight_smile:

Show me a screen grab of whats going on with info on poly count.

Here’s a new video of mine. Playing with another Greeble Model out of Zbrush in the Substance Painter update and Rendered it in Element 3Dv2

<iframe width=“1280” height=“720” src=“https://www.youtube.com/embed/e_ljgfZ7JNs” frameborder=“0” allowfullscreen

Nice materials! Great to see how a ZBrush creation can be used in other apps.

I’ll start a new mesh and go through the symmetry tutorial again, and
will put screen shots in a slideshow to see if any problems might stand out.

And will fix it on YouTube later. I’m retired but have list of “Honey Do” stuff. :lol:

Thanks for all the help! :wink:

Here’s a new video of mine. Playing with another Greeble Model out of Zbrush in the Substance Painter update and Rendered it in Element 3Dv2

Nice, Glenn!

I’ve been thinking about Substance Designer. Guess I should think about Substance Painter, too. Argh….

:slight_smile:

Hi Glenn,Thank’s for your tutorial,that’s great!:+1:small_orange_diamond:+1:small_orange_diamond:+1:

vaisseau 2.49-Récupéré.jpg

Attachments

vaisseau 2.49-Récupéré.jpg

WHOA! =O

chalian, very cool ships! I especially like the black & blue ones (renderer? E3D? KeyShot?)…can’t tell if they’re coming or going,
but either way, very impressive! And scary. Do you have any animations of them yet?

Kind of reminds me of the ship in LifeForce. :sunglasses:small_orange_diamond:+1:

How come Earth is always unprepared for an armada of alien ships!!!
It’s about time we created our own fleet to protect the Solar System!!! :stuck_out_tongue:

Use ZBrush with Glenn’s greebles to build the cruisers, fighters, behemoths, etc
just in case THEY don’t come in peace. No more tanks, helicopters, or jets against
humongous ships like Skyline, Battle for Los Angeles, Independance Day.

As the Boy Scouts say, “Be prepared!”

Who’s with me???

Here’s Another run through Zbrush/Substance Painter/and Element 3Dv2. Enjoy :wink:

<iframe width="960" height="720" src="https://www.youtube.com/embed/3iY_YkCm8GU" frameborder="0" allowfullscreen

chalian Hi Glenn,Thank’s for your tutorial,that’s great!:+1:small_orange_diamond:+1:small_orange_diamond:+1:

Your Welcome. Thanks for Sharing the Awesome Shots.

Keep the Shots coming Guys

Attachments

Great renders & greebles. :slight_smile:

I’m downloading Substance Painter to try out. :wink:

megacal Great renders & greebles. :slight_smile:

I’m downloading Substance Painter to try out. :wink:

Thanks! I tried Quixel when it was in its latest Beta and was going to get it and then Substance Painter had early Access to theres, after a hour playing with it I Purchased it. Its just Fantastic, the texture on the latest one only took me 20 to 30 minutes and its customizable, I can go back and change some settings and get a totally different look. The latest version now has map baking, no more beating my head on the wall getting Zbrush to get my AO, Normal, Curvature, just export high and low geo with UV’s and let Painter do the Mapping.

Here’s Another run through Zbrush/Substance Painter/and Element 3Dv2. Enjoy :wink:

Ho! Very nice, Glenn!

It’s arcane. It’s weird. It’s Lovecraftian.

Love it!

SubstancePainter vs Bitmap2Material…they look cool, but what’s the difference?

SP looks more involved, but they both seem to do the same thing? And cost the same.

I haven’t used textures and maps enough to understand the benefit, vs using ZBrush alone or
e.g. Blender UV’s. :confused:

And see that was my question. Quixel or Substance. Guess I’ll try Substance first.
Thanks for all this cool post Gmp! I really wanna play around with this stuff.
Soon… soon. :smiley:

megacal SubstancePainter vs Bitmap2Material…they look cool, but what’s the difference?

B2M is basically a Texture Seamless Tiler, but can also generate Roughness, Normal, and A/O maps from a single image you want to make into a Texture. SP is a Painting app that you can paint on your model in 3D space or 2D UV space, but when you paint you can paint in Multiple Channels, such as Roughness, Metalness, Normal, emmision and so on, creating a map for each channel. It uses the newer PBR (Physically Based Rendering) workflow that Marmoset, Element 3D and all the new game engines use, I hope Zbrush 5 has a PBR coming because they have a lot of catching up to do. The last video I did I used SP to create all the maps to plug into E3D, it was only a 10k model and look like millions of poly and it rendered a frame about every few seconds, no ray-tracing at all. PBR definitely makes a difference with my models.

Mahlikus The Black And see that was my question. Quixel or Substance. Guess I’ll try Substance first.
Thanks for all this cool post Gmp! I really wanna play around with this stuff.
Soon… soon. :smiley:

Dont think you’ll regret Substance Painter. I’ve tried both and SP blew me away. More bang for the buck in that one.

SubstancePainter vs Bitmap2Material…they look cool, but what’s the difference?

SP looks more involved, but they both seem to do the same thing? And cost the same.

Bitmap2Material is exactly what it sounds like it takes a bitmap (or image file) and helps create a texture. This is useful for taking photographs and converting them into a usable texture for models.

Substance Painter is a texture painting program. Meaning you’ll have to paint your texture.

They both create textures but are very different in how they achieve that. If you create a lot of textures based on photographs then you’ll find Bitmap2Material is very useful. If you want to create (paint) your textures in an artistic approach then Substance Painter is useful. Both can be used together to get the benefits of both.

I haven’t used textures and maps enough to understand the benefit, vs using ZBrush alone or
e.g. Blender UV’s.

UVs are different than actual texturing (painting, etc.), although it is usually a step in the texturing process.

Blender + Zbrush + Allegorithmic’s Toolset (Substance Designer + Painter + Bitmap2Material) is a very strong toolset. Add in Keyshot and you’ve got a pretty good arsenal at a very good price.

Glenn,
Ok, thanks…I think I get it…SP adds surface details but no displacement.

Is this the basic idea: it un-wraps the UVs, and you can rotate, scale, move the texture map around,
then bake it?

Later…
MentalFrog, sorry, must have missed your post earlier.

With SP, can you paint directly on the mesh without unwrapping?

I’ll read the PDF and try to do something with it. :wink:

megacal Glenn,
Ok, thanks…I think I get it…SP adds surface details but no displacement.

Is this the basic idea: it un-wraps the UVs, and you can rotate, scale, move the texture map around,
then bake it?

Later…
MentalFrog, sorry, must have missed your post earlier.

With SP, can you paint directly on the mesh without unwrapping?

I’ll read the PDF and try to do something with it. :wink:

Unfortunately SP doesnt create your UV’s that still has to be done in another app. It does take your UV info from your base Geo and Hi Geo and creates Normals, A/O, Curvature, and a couple other maps so you can use the edge masking filters in SP. I’ll try to put something together for you on how I go about using SP in a few days. Check out the Tutorials on YouTube for it, there pretty informative. https://www.youtube.com/watch?v=qv2su73jCrU&list=PLB0wXHrWAmCyJEDZLLQvusBxDbskFmh9K

Thanks MentalFrog for the added info on Allegorithmic’s awesome Toolset