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More Zbrush Beta Results

Re: Off Topic

Yea i love Miyazaki’s works.

Is this the 1.6 beta, or some later version? Thanks

P.S. Very impressive model! :eek:

well considering 1.6 will be the public released version that hasnt been announced officially yet.( usually companies announce products 1 month before release )
id be willing to bet its a version prior to 1.6. but i could be wrong.

btw. dave, once again killer models :smiley:

ps. when the final zbrush is released, id love to see you release a zscript to the public that shows your workflow on building up fat and other details.

Awsome! Congrats to Pixologic! :+1: :+1:

And nice creature, Skycastle. :slight_smile:

Hy 50Kid what is “for Xmas”
Thanks.

Beautiful work, Dave. Can I ask, what was used to render the displacements? Is that also ZBrush?

Sean.

Hi Dave,

Great modelling work and workflow example.

For those that are interested in more examples of this type of workflow (low res from Maya -> ZBrush -> Displacement and normal mapping), feel free to check out my research page at my web site:

Direct link: http://home.pacific.net.au/~phourmouzis/research.htm

Mu homepage: http://home.pacific.net.au/~phourmouzis/

Regards,
Zendoftheworld…

For workflow, here’s a tutorial by Ken Brilliant using Amapi 6, Zbrush, Lightwave 7.5 and Normal mapping.
http://www.brilliant-creations.com/amapidemontut.htm

Hello everyone,

I was wondering, I use Maya and I model with polys. I’m real interested in the workflow to get these type of results in Maya. I have a model that I’m currently working on that I would like to use z-brush to generate a displacement map that would in turn be used at render time in Maya. Here is another question. If I’m using polys in Maya, can the standard Maya render handle this type of displacement. It seems every time I try to displace polys in Maya it totally chokes the render. Will I have to use Mental Ray?

Also, can anyone give the down and dirty version on how to import a model into z brush, sculpt on the model in various resolution or smooth levels and then have a normal and displacement map generated. It’s all I’m really interested in using the package for, but I think that alone would be well worth the purchase.

[attach=8109]face_pre_displacement.jpg[/attach]

Attachments

face_pre_displacement.jpg

Hi nickz,

The next version of ZBrush will be able to do what you’re wanting, and that is the version that WETA Digital has been using for their tests. It will be a free upgrade to all registered users of the current version.

The current version is capable of being used to create normal and displacement maps for flat surfaces (such as game environments). It is also an excellent tool for creating morph targets for use in animations, as well as texture maps. So you may very well find that it gets used a lot more than you expect. :slight_smile:

I would recommend getting the current version and becoming acquainted with what it can do and with its workflow. Then when the new version is released you will be able to more easily jump right into the features that you’re mainly interested in – you’ll already be over much of the learning curve. :slight_smile:

Nick,

The short answer is: Yes, using the current version of Zbrush you can do the Displacement Recovery technique. It follows these steps:

  1. Create Maya low rez, UV map it, export as lo.OBJ.

  2. Import into Zbrush, Divide it till you hit the current 250K poly limit.

  3. Sculpt it and export as hi.OBJ.

  4. Use NormalMapper from ATI to generate the normal map & displacement map.

  5. Use Olivier’s shaders to render in Maya.

Sounds simply, but there are serious gotchas sometimes.

Basically, the next version of Zbrush will automate steps 2 - 4 as I undestand it. It will also have a much higher poly limit, somewhere in the millions. Dave Cardwell (of Weta) has been using the beta and raving about it.

I just bought Zbrush for this very purpose. The workflow works even in the current version, though the 250K limit does hurt you. My biggest concern is getting a clean Maya shading network.

There are some out there, but I am keeping my fingers crossed that with the release of the next Zbrush the good folks here will make some clean shading networks for Maya.

(I know I was probably way too vague here, but Dave Cardwell’s gallery here is a good starting point if you want more details.)

Hi there akhromov,

I’m in the process of writing shaders and a tutorial on how to use them in Maya, mentalRay and renderman.

That said, the development of shaders is the most difficult aspect of this technique.

This tutorial will be printed in an upcoming issue of Highend Magazine, which is actually a follow-up the the article I’ve already written on this technique (due out in a few weeks when Issue 3 of the magazine ships).

Regards,

Zendoftheworld…

Zend…

That’s great to hear. Just keep in mind that the shaders need to use Tangent/Point space vs. the World or object space that others are using. (Vertex level deformations screw up unless in tangent space.)

Anyhow, I doubt I’ll be getting the HighEnd mag, as I have yet to find a single store that has it, so posting something here would be a great help.

Andre Khromov

I love these characters. The pig is awesome. and Nickz character rocks as well.

Boy, am I out of the loop! I didn’t even know that there was a newer version in beta testing until a few days ago. Looks like it could do some really neat things.

hey, any idea when v2 is due out?
i am still trying to figure out 1.55. wondering if it is lacking in general, or if i just have no idea what i am doing. heh
i am doing the whole, model wicked high rez thing, but in nurbs patches in maya, and the overhead hurts. i can’t wait til i can get a hold of v2 so i can use zbrush instead of maya.
-pete
an example of my latest:
process
final

zeebit
Your model are so impressive¡¡¡Is a masterpiece modeling to me¡¡
Congratulations

I’ve been reading them on cgtalk and now they begin to infect this place, it amazes me how closed peoples minds are to the challenge of learning Zbrush’s interface. They expect service, they expect answers, they expect way too much. Screw them, I say. They have lost the ability to learn by themselves; they expect special treatment, and in rancid arrogance they lay the foul stench of thier judgement on Zbrush, something that is greater than they are.

Such people deserve contempt.

So says me.

Glad I got that off my chest.

Impressive work in this thread. Well done all involved.

i wouldnt say they deserve contempt.

while i personally dont have many issues with the interface, i can see room for improvement in areas that could make it easier for new commers.

Agreed. It’s a new app with a different interface, and a lot of people will find that difficult to absorb, especially after years of using a specific program. However, the benefits to be gained from zbrush, in terms of time saved, and quality/quantity of potential output made my choice to learn it a no-brainer. I’m always on the lookout for new programs with new features - anything that has the potential to make my life easier at work is worth checking out.