ZBrushCentral

How would you guys approach the sculpting of a patch of soil?

See this soil here: http://thumbs.dreamstime.com/z/organic-potting-soil-clay-pot-filled-white-background-33753862.jpg

I’ve finished creating the pot, but not sure how to approach doing the soil. I don’t need it to be hyper-realistic, as long as one can easily tell it’s soil. I was thinking of using a sphere3d as a base, but not sure how to go from there.

You could try nanomesh:

http://pixologic.com/zclassroom/homeroom/lesson/nanomesh

Hi tks, I’ve finally done it with Nanomesh. The problem now is: how do I export the whole thing with Nanomesh to an OBJ so that I can import it into C4D? When I try the “Export” function, it exports the thing without the nanomesh.

Tks!

Ok, some updates here. I managed to convert the Nanomesh to a real mesh using the “One as Mesh” button. Problem now is the mesh converted from the nanomesh has 48+ million polygons! I tried using Decimation Master to “Preprocess Current” before decimating it down, but it seems this “Preprocess Current” calculation is taking a really long time before crashing ZBrush (I’m using 64-bit ZBrush 4r7 and my PC has 24 GB RAM)

Anyone here who has worked with 48+ million poly nanomesh objects before? How do I fix this? I’ve seen people with more complex nanomesh but they seem to be doing fine (maybe they are using 4096-bit ZBrush running on supercomputers at NASA…).

UPDATE: Ok, I managed to bring down the polycount from 48 million to 300,000 using ZRemesher, but it loses most of the details and all I get are roundish spherical shapes…

I would suggest to optimize the meshes used for creating the nanomesh instead the nanomesh export. Because they are small there is no need of having that resolution. You could use decimation master to keep the detail.

Tks, you mean to decimate the original mesh brush first before using it as nanomesh?

Yes. But even if you have created already the nanomesh you can use the edit mesh button to check how the optimization affects the full effect. This obviously before baking it and converting it to a normal mesh.

Do you really need it to be THAT heavily detailed? Aren’t you going to have a plant in the pot that will be covering most of the soil anyway? I would just do a rough sculpt of the soil to get the basic form and then apply a displacement map in C4D. Or you might even be able to get away with a bump map, depending on how close you’re going to get to it when rendering.