ZBrushCentral

More Z2 work

Andreseloy,

Im not sure I understand you question??
What is UVMapper?

Dave

Skycastle, I’m curious to know what is your computer configuration …?

UVmapper is stand alone application witch can do or redo the mapping coordinat on a 3d model.

At home
2.8 p4 with 2gigs ram. At the studio
two 2.4 p4 with 4gigs ram each. Zbrush runs
faster on the dual proc machines.

:slight_smile:

i guess my biggest concern dave is how would a studio see a demo reel if the user uses zbrush alot, for example my work i think really has improved since Z2 i can get the detail i have always wanted. i always start in maya making sure i have my edge loops and such for defomation etc. but Would you look down at a reel yourself? or would your co workers?

Good question. Zbrush has just come out
so Ive never seen any reels with work of this kind of detail. I can see that some
modelers would be better than others at this
sort of thing. When you take a model to the
level that Zbrush allows you it requires extra skill that most cg artist have not had exposure to.
As far as getting a job in models. Look at the most incredible cg or physical model you can find and then match the quality.
Do two “organic” models and one “hard surface” model. Do UVs for all the models ( and show that ) .Then do blend shapes for facial and then some muscle blend shapes
( like for the shoulder, chest neck area ).
Render everything ( including displacements ) and show wireframes for everything. Send that package out to 10 studios of you choice with a proper resume.
If youve done everything well( and they need people ) you should get
some positive feedback.

(Look at all your models. If one is not as good as the top stuff youve scene out in the movies games or whatever throw it out and keep working.)

Good Luck

Hi Dave,

I don’t own Zbrush 2 yet but am interested in the Zbrush/Renderman workflow. Can Zbrush export models in Renderman’s RIB format?

It would be really nice to have an ‘external renderer’ button that would allow users to test render their creations with a production renderer while working on them. Do you use something like this or is the Zbrush renderer close enough to provide good feedback?

Thanks,

Eliot

As far a feedback, I dont need to render anything out. What you see is waht you get.
The high res geo gives up all the feedback I need.

You can set up a simple shell script to
convert maps to .tex then just assign
a shader then render.You can even have a shader made to consider multiple maps in a
directory that are to be assigned.

Thanks Dave for your answer, is complete and very stimulating¡
Andreseloy

First class modelling work,very realistic human figure. :+1: :+1: :+1: :+1: :+1: :+1:
Dave

hey dave i know many people are really doing the majority of the models i see on the forums directly in zbrush or starting with a very very very low rez box figure with edge loopes established for facial animation etc. however my question is how does that differ from say weta, how detailed were the “cages” before they were brought in to zbrush? im just thinking how this is incorporated in the real world.

<BLOCKQUOTE>quote:</font><HR>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.<HR></BLOCKQUOTE>

So you say it’s better to do your UV in your 3D apps (maya, max, xsi …) than using the AUV from zbrush ? Why is that ? to paint the texture in photoshop or re-touching you texture in photoshop or any 2D apps ?

by the way great sculpting you got here :slight_smile:

Its not that its better. You may have something particular to your pipeline where
you need to paint textures in 2d space for
example. The AUVs from Zbrush are not laid
out in a way thats friendly for 2d Photoshop
type texture painting. If your plan is to paint in a 3d projection type painting system like Zbrush the UVs are great.

Dave

thx for the quick reply … :slight_smile:

and I was also wondering when you said that your base mesh was around 6000 faces would it be possible to see a snapshot of the mesh to give us an example of the complexity of the base before starting zbrushing the displacement map :wink: