ZBrushCentral

How to create smooth, detailed wrinkles?

I’m trying to get some smooth, detailed wrinkles on my modelled head, but I just can’t get it right. I followed this guide for modelling your own Picasso, but there’s not enough information how he gets such great wrinkles.
http://www.highend3d.com/zbrush/tutorials/project_walkthroughs/18.html

I use the following settings:

  • Division level 8
  • Texture 2048.2048
  • Zoom in completely
  • Drop to canvas with projection master (color, material, fade, deformation and normalized checked)
  • Use a decobrush (default settings)
  • Use the full alpha (1?) and a square stroke
  • Set tool to: zsub, no material, no texture
  • Draw size 8, z intensity: 10

When dropped to the canvas the wrinkle appears smooth, but when I pick it up it is completely aliased. Here is the difference:

wrinkles in PM mode.JPG

Although the rest of my model is very detailed and smooth, the wrinkles always turn out completely aliased (and thus useless).

1 - Does it matter at what division level I drop it to the canvas (with PM)?
2 - Does the size of the texture matter?

Any help would be greatly appreciated!

berco

Attachments

wrinkles after pickup from PM mode.JPG

It might be your canvas size, I’m not completey sure cause I’m still learning Z myself.
Whenever I try to texture small details in a high-res model, I like to work at a canvas size of about 2000 or 3000 x 3000 pixel size. The amount of detail resolution that gets added to your texture is directly related to your document size. The bigger your canvas, the more detail you’ll have in your texture.

when u rae in projection master u are working with pixels, not with poligons, so it will always appear nice and smooth, but once u get out of the projection master it will try to project what u have done in 2d into the real model, so depending on the number of poligons that u have, u will get better or worse results, and yes, it matters in which level u are, again, it depends on the number of poligons…

Like metamesh said it is all about the polys, althought you said your sub-d level was 8? Most objects subdivided 8 times should have more than enough polys. To get the detail that antropus has you need above 1 million for displacement anyway. Have you tried the material bump viewer? You can get far greater detail if you load in a nice 6k medium grey texture and just paint in the rgb channel.

hope this helps

Try to read this pages:
http://www.pixolator.com/zbc/showthread.php?t=875&page=1&pp=15&highlight=cardwell
And here is a practically explanation:
http://www.pixolator.com/zbc/attachment.php?attachmentid=19447

I think this tutorial will also help you, it was written by Aurick:

http://pixolator.com/zbc/showthread.php?t=27680

this should also be of help to you once you start painting your textures. I had the same problem with projection master, not being able to pick up what I had drawn in the canvas. The scale of your model has a lot to do with it, after following this tutorial I figured out the scale that I needed my model to be in order to get fine details to get picked up as I had drawn them. It work great for me and I love the wealth of knowledge in this forum. All you have to do is search and you will find usually :smiley: And thanks to Aurick for the great tutorial!

ps this tutorial was for color but it also works great for displacement, you still need a high SubDivision level, hope this helps.

It seems like the problem you are running into is that your pixols are becoming stretched across the forehead area because you are doing most of your detailing and alterations at a high division. Try molding most of your features at a low res, and then dividing so that the pixols/polygons are distributed across the surface evenly. When you mold and smooth at high levels, you are just taking that same number of polygons and moving them around. It makes for stretched looking areas.

if yah computer can handle it try out some high def sculpting!!! it works for me!!!:cool: