ZBrushCentral

low poly girl how low can I go WIP

Nerd observation 1.
Ok in my hopes of finding out why I cant sud-d lower res I decided to take the mesh into another program to analyze the issue. This is my re-top mesh that never left zrush3 until now.

Can anyone see the problem hmmmmmmmmmmmmmmmmmmmmmmm

Other than Zbrush is displaying correctly but the mesh normals are inverted !!!

More nerd observations to come

[step8.jpg](javascript:zb_insimg(‘61939’,‘step8.jpg’,1,0))

ok so day 5
what happened to day 4?
science stuff mass experimentation test-tubes, hardhats the whole bit
After the day was at its end I managed to figure out the limitations of My workflow.
I was able to fully re-construct sub-d an object that I made out of subtools that was combined into a single mesh.
And no it didnt have anything to do with the enable UV button of masks being off.
Those 2 things need to happen but also System Ram!

I have 4 gigs of ram and ya I had to lower all the subtools to a minium of 1 million polys. And the whole object to 4 million polys once its combined. Anything higher (believe me I tried lol) would not re-construct.
So heres a picture of the mesh reconstructed and combined.

Ow why does she look like she was up all night in a mud wrestling tourament you ask?

Well even if you manage to lower your resolution and combine the mesh so you can pose the character with all the subtools. There is the small fact that Colorization and UV data does now flow well over your new mesh.
Which explains all the one material posed characters on the forums I guess;)
The ones I do see with full color are posed and rendered in a 3rd party app.
So thats where I’m headed;)
The familiar road!

Ow and a side note always check your mesh out if you make anything with the topo-tools in the third party app also before you go sculpting on them. Because the surface normals could be flipped! (which was fun to fix on every object I must say;)
[step9.jpg]

So after a few days of wondering what was wrong I figured out that the scale was WAY WAY to large. Under the deformation toolbar theres a button that is the most magical thing in the world UNIFY.
After pushing this button like every problem I had went away. I can now POSE/ Lower sub-d/ and my memory errors are 0. Not one problem since.

UNIFY

Anyway heres where I’m at. After you pose you can add all sorts of detail with subtools. (AFTER YOU POSE!) is the best method.
So still placing details and fitting things right now.
[step10.jpg]

Yes, I do know the meaning of the word in both real world and virtual world, but I’m not exactly sure how this solved all of your problems. However, a detailed explaination would be helpful. I ran into a similar problem in LightWave. It was the fault of a third party plugin. Everything looked right in ZB3, and at first glance everything looked right in LW. It turned out much more complicated (additional poly faces and lack of some polygons facing the right direction. So… any extra info on the “Unify workflow” would be appreciated.

BTW this is one of the best models I’ve seen you produce! I also really appreciated your workflow tutorials!

Well I guess I can post what and how the workflow should go thus far. This way you don’t run into any issues. But the UNIFY button Fixed alot of the issues only because as you develop with subtools it seems like every subtool gets more and more scaled. The transpose tool started not even working for me.

  1. Make a model out of Zspheres of a external mesh from a 3rd party app usually the scarecrow position helps.

  2. Sculpt and detail the character try not got go above a 4million poly limit.

  3. Only use subtools for symetrical things. (shoes, gloves, eyes) as far as my armor goes I could have saved alot of time not worrying about it till after the model was posed. It was just in the way half the time.

  4. Once you are done delete lower on all sub tools and combine the mesh by cloneing each part and insert mesh. Remember (4million polys is all I’m recomending) unless you have a very beastly machine.

  5. Once you have them combined make sure all masks are cleared and Enable UV is on

  6. Polygroups /AutoGroup you model

  7. UNIFY scale button under deformation

  8. Lower Sub-Level by using the reconstruct -lower res button

  9. Make a new Layer !
    10.Store a morph target this will store your T-pose

  10. Pose

  11. Make whatever Non sym. Model on the character at this point using the topotools. (I have many many many videos on the topic on my site in my sig)

  12. This is the stage im at right Now.
    Hope that helps.
    Sorry I did not post a more detailed thing last post but Mostly I’m still working on a very non linear workflow still. Every person will have to develop his or her workflow differently depending on the 3rd party apps and such. But As long as you keep it in Zbrush with the above steps you will be fine.

Once I get all done with the model I plan On trying to render it in V-ray for fun;)

I also recomend not coloring the model until the end because the reconstruct Sub-divide this will mess up your colors on the mesh

You know so much about so many different things,could you post a photo of your head size~ lol ! Just kidden,Ive learnt so much from you and cant say thanks enough.

cal

lol calum
I carry it around with me in a basket that way I dont hurt my back;) It also has a USB plug on the side.

Heres a perfect example of me say DUH to myself over the idea of my first hair design that was like 7000000000000 polys

This is a very clean mesh and very simple so that it will flow to another software packet. Made it in topotools.
[step11.jpg]

Well after recoloring now its time for the composition and the rendering faze.

Of course this is pure Zbrush render made with passes that were then composited in Photoshop. The only thing that wasnt made in Zbrush Mesh wise was the base only because it took like 2 secs in Maya to make;) Almost makes me think if Zray is really needed. I used an ambient occlusion pass to make the details pop. I will post a render breakdown for your entertainment here in a minute. [![step12.jpg|800x1051](upload://E8mufsX8gm2eaQxZPySzMjZSXS.jpeg)]![step14.jpg|800x1051](upload://w4Q2htbUmWVSuuA9TXzDIaVGTo8.jpeg)

Haha I think I broke the subtool posing barrier

Headache will be forever taken care of because when I solved why characters wont reconstruct. I now have the ability to take my low level combined mesh into maya and pose it all day long and even make character sets! Then Bring it in on my lowest lvl in Zbrush on a new layer!
Of course I’m documenting all this fun stuff to video also, in the form of simpler examples;) but heres a pick

poseing-in-maya-to-zbrushlo.jpg

Attachments

poseing-in-maya-to-zbrush2.jpg

Who’s the man?..Your the man :+1:

Friggin’ sweet beans of glory:D I’ve been have some trouble with re-importing. Lots of exploding meshes… it’s not pretty. I’m definitely check out ur tut.

Posing with subtools at low res would be nice. There was a guy who used “insert mesh” somehow to use the ZB3 rigging to pose his character’s clothing. The video was very brief and not instructional, but it did show proof of concept. I’ve got quite a few characters I’m making in Lightwave and ZB3, for a book I’m writing so posing is a real concern for me. I’ll gladly take any help in this area you have to offer. :smiley:
Let us know if you do make the tute!

Is she Jessi? The female model from Poser6?

heh wow
um no
you should look at the first post
shes a product of my Zbrush for Bipeds vids with better topology

Hello. You are teacher right? :slight_smile: I have some problems with rendered layers. In your post those layers are pretty easy to do but there are some advanced techniques to do good renders to combine it in photoshop. OK i understand how to combine it in photoshop but i can’t do all of needed renders in Zbrush. Can You or someone explain, step by step, doing render (backlight, diffuse, special materials, etc.), like in posts down bellow.
Is there link to quick solve this problem? I’ll be very thankfull

http://www.zbrushcentral.com/zbc/showthread.php?t=61036&page=2&pp=15

http://www.pixologic.com/docs/index.php/Tutorial:_Birth_3