ZBrushCentral

How to approach detailing in ZBRUSH?

Hi there,

I`m new to ZBrush, and I have to tell, that I have never been so impressed by a software thisbefore as I am now…(OK, the new XSI was the first…)

Of course, I have few questions, maybe you, more experienced ZArtists could help.

I have a character modelled in XSI ready for posing, etc. Id like to detail it in Zbrush, its OK for a while, but when I try to detail the head (facial bumps, wrinkles, etc) the details are blurred, or even too polygon like.

Currently the model is at 5 subdivs, and the total polycount is over 1.5 million. I need extreme detailing on the character.

How should I approach the problem?

Many thanks,

Jester

hi jester.
it sounds like the subdiv lvl is not enough for the model to pick up all the detail u sculpt.(even u got 1.5 million poly count)
did u sculpt the whole char as one piece?
if u sculpt the whole char as one piece , they share the (subdiv)poly count.
i mean if u want to detail some specific area like head u should separate them into different piece then u can devide (subdiv) it more for the model to pick up the subtle details.
u should watch out there would be a seam.
hope this help;)

Thanks, xsiFlasher, thats just what Im afraid of… :frowning:

Is it possible to make the overall body details (muscles, tendons, etc) do on the whole body, then separate the model into polygroups, and then subdivide more to make the fine skin details?

I think I need to fisrt do the mid/frequency details into displacement map, then separate the indiviidual parts and make the details for them separately. Maybe, that way, the mid frequency details will be used as displacement, and the high frequency details will be the bumps. Of course this apllies to XSI only…

OK, I see the start of the tunnel…the end is still far… :slight_smile:

Thanks,

Jester

i am afraid this thread will be move to other forum soon:rolleyes:
here is wat i would do …(assume u want the torso and the head different piece of geometry in ZB)
sculp them together for the overall shape (muscle definition etc…)save the tool
hide the torse area in ZB and delete hidden, this would be only the head left
then divide it to next lvl of subdiv and sculpt the details and so on.
u would be able to export the individual displacement map and model for each part(head in this case)
do the same for the torso
assemble them in xsi…this would be a seam bewteen these 2 geometry…
try to get around with it by adding some cloth or something to hide the seam

if some1 know better way to do this … please correct me

Thanks again, good ideas!

Soon I`m gonna post my experiments.

Thanks!

Jester