ZBrushCentral

More Z2 work

Im still having fun with Zbrush.
Im glad everyone is able to get there hands
on the software now :slight_smile:

Thanks Pixologic and everyone else who worked
on the Practical Guide. I was able to pick
up a few good tips there.

Dave

Very detailed model :slight_smile:

Nice :slight_smile:

This proves why you make the big money and I am still cutting lawns for a living :slight_smile: Outstanding modeling and render…but you then knew that of course :smiley:

Happy Easter,

Ron

OMG, nice!
Outstanding modeling as usual!

Jaw is on chin.
Color green is not good for me.
Total admiration.
Just don’t tell us under 5 minutes.
Leave us with a certain amount of dignity.

very nice modeling, you are a reference :+1: :+1:

is your model is entire or just body and head?

how many poly ?

Great work Dave, the head really looks like a clay sculpture. Do you have any shots to illustrate the progression? is this an imported model or entirely zbrush?

peace and respect

Like THE Ron Harris?

Thanks for the comments.

90% of the final look of the model was done in Zbrush.
I started the model with Zspheres and
got the proportions blocked in. I could
have done this in Maya but it was faster
to do in Zbrush ( Topology is not something
I want to waste my time on. CG tools in general are really poor at handling topology right now. Takes way to much time ). Next I pulled the model back into Maya to cut a few extra edges. I needed edges that flowed from the chest into the shoulder and edges that went up and around the nostril on the face. I also had to spin a bunch of edges on the ear ( and do full UVs for the entire character). My original cage was aroung 6000 verts for the entire body. The cage was very generic like a sausage man. It was easy for me to sculpt
in everything inside of Z once I had my topology and UVs sorted out. It took about
5-6 hours to do the entire thing. It took 4 painful
hours to do the topology and UV ( thats the silly part ). Then I only had about and 2 hours to do what I came to do in the first place. Sculpt. Its fun anyway :slight_smile:

One workflow I would recommend for people
is to build a small library of properly edge flowed/UVed meshes. Then just use Zbrush to create variations. Its way faster
than any app I know of right now for the
sculpting part.

Thanks

Dave

Fine modelling and sound advice; what more could you want in a thread :+1:

very nice :slight_smile:

was this rendered inside of zbrush? also if you dont mind being that you work for a big co. how has your experience been with the displacement maps in renderman.?

Great organic modeling :+1: I am very envious of the shape and volume you are able to sculpt. Much more practice for me I guess, or maybe I should just stick with the alien/monster heads :slight_smile:

Thanks for the extra info/advice.

:sunglasses: yeah! you did a very nice job :+1: :+1:

Great skycastle¡¡¡¡
Andreseloy

Thanks guys,

Elfufu yes these are just rendered inside of Zbrush. As far as using the displacement maps in Renderman, they work very very well.
Over the past year myself Tibor Madjar and others had the pleasure of working with the
pixologic team on getting production ready results out of Zbrush. Right now with Z2 there is something for everyone to be able to use be it for Games, Film or at home fun like Ive done here. We used Zbrush beta for work on ROTK as Ive said many times. All I
can say is that Zbrush works well and allows
one to do things that you cant even think about doing in any other software!

If you need more info about rendering let us know. :slight_smile:

Dave

Skycasttle In your authorized opinion which place have Renderman and UVMapper in the context of this ZB2 version?The benefits, the complement…
Thanks in advance
Andreseloy

did you render this in maya or zbrush?

great work skycastle and i hope to see more of you soon.

Wow! Amazing work! And you did all this in only 5-6 hours? :eek:

takes a moment to catch his breath

If it’s not too much trouble, I’d be curious to see earlier stages of your model (the ZSphere, low res topology). Thanks! :smiley:

I have a question about rendering in renderman the results in zbrush I wonder is normal mapping better solution for realistic rendering and fast animation can the detail like pores and small wrinkles be recovered with normal map in renderman and only with custom shaders???