ZBrushCentral

mostly interested in ZB modeling: question

Is this the sort of thing you meant, because if it is this was just drawn onto a 3d disk tool with decent resolution… :wink:

I am not a great modeler, but I have seen some pretty detailed models that could get the results you are looking for. I just did this real quick with a couple of models I had saved. Not as detailed, but the effect is close…

Kaz, are these exportable 3D objects?

Yes. They are full models that I have used in other projects, just squished. They can be exported as .obj or dxf.

I tried modeling like this in Amorphium Pro and it was NOT GOOD, although again, I am a rank beginner. I got all sorts of triangulation from the deformations and my machine got all bogged down (2X 1.2G dual AMD with 512 MB SDDRAM). Is ZB better at the push/pull and masking than Amorphium Pro, in your opinion?

The only answer I can give you is that I have never been able to model anything before ZBrush. At least not to my satisfaction. It just feels more like a tool for an artist rather than an engineer.

Then I am going to pursue it. I am an illustrator, not too technically inclined. Thanks.

one of my occasional posts

Have I missed the boat here?

These models are flat exportable tools low res. They are also quickly done, I could have added more detail, and modelled a little flatter. I have no knowledge of other 3d programmes…nor wish to have…or knowledge of exportable procedures, so I can’t see the problems associated with the question asked.

Ed! :smiley: :+1: :smiley:

nice models and welcome back ED!!!

A simple solution…beautifully modelled…You da man…Ed!!! :+1: :+1:

Ed, that was so cool.

“uh, like this?” - I love it…

:cool: :smiley: :cool:

It is possible to achieve much higher polygon resolution in ZBrush by using “primitive” objects created in another 3D application (although the upcoming version 1.5 may overcome this limitation).

I have successfully imported an OBJ file of a meshed, flat plane with 2,500,000 polygons (yes, 2.5 MILLION!!!) and used a greyscale bitmap with the INFLAT function to modify the surface into a bas-relief. The exported OBJ was triangulated, doubling the polys to 5,000,000. This OBJ was over 200Mb in size.

I did this on a 1.0 Ghz laptop with 512Mb of ram.

While I have not tested anything with more polygons, I think ZBrush could handle it!!!

Although I cannot post any pictures of what I am doing due to the proprietary nature of the work, I would be happy to elaborate on the technique.

Hello Framingham; I moved from Quincy to Southern Ontario in February. I miss the salt air. I worked for the Globe.

I would be happy to get a rundown on what you briefly explained about. My flat grid shapes (with paper thickness) will be created in Amapi and brought into ZBrush, btw. Suggest a poly count for these Amapi shapes when you explain how you do what you do. Thanks!

Hi Shokan,

One benefit of this method is that if you create your primitive plane object at a certain size, in real world units, it will maintain its original size when you export it from ZBrush, unless you alter the scaling on export. Note to other Zbrush users, this method is great for making VERY large terrains! Note that I have only tried this with plane objects, but it may work with others, like spheres or other 3D shapes, as well.

I just got Amapi as part of the Carrara Studio upgrade, but I have not worked with it enough to tell you how to create your object. If you can export the mesh from Amapi with quads, instead of triangles, it will make the file much smaller. As far as grid resolution try 1024x1024 for starters. This is double the current limit of ZBrush’s resolution of 512x512, and will also give you an idea of how well Amapi handles large files. (Note that the object can be rectangular instead of square if you create the mesh that way.) Creating the plane in the XY working plane should make for less work later on.

My highest resolution object was 1375x1750 (11”x14”), although I feel certain that ZBrush could go larger, if you have the RAM and a fast processor. I create a resolution that maintains square mesh divisions. (I use 0.008” for my mesh divisions, so 11”/0.008” = 1375 and 14”/0.008” = 1750). I also use OBJ format because it makes smaller files.

To import the object into ZBrush, go to the Tools palette and choose the 6 pointed star icon. This gives you the import options choices. Choose import and open the object.

At first, you may not see it in the small preview window. Try the FLIP button to flip the normals, or alternatively, go to TOOL / MODIFIERS / DEFORMATION / MIRROR, and choose a single axis to mirror on, usually Z. (You will need to click on the < > arrow symbol at the top right of the DEFORMATION palette to get the mirror option.) One of these methods usually works. Although your object may show up if you hit DOUBLE to get front and back faces, DO NOT do it … this will double the memory required for your object! Go back to Amapi (or other app) and swap on a different axis for export.

You may also get it edge on in the view, in which case you can rotate the object in the preview so that it is facing you straight on. Try using the shift key to snap to exactly 45 degree increments. It is important to get the object face forward in the view for the next step!

Go to TOOL / MODIFIERS / TEXTURE and hit UVP for planar mapping. Now save this tool! Now you can reload this tool whenever you want to start working with a fresh plane, and you have already done all the difficult work of getting it into Zbrush and prepared for work.

Now you are ready to use an alpha bitmap to apply a bas-relief to the plane. It is important that you create your bitmap in proportion to your plane object, or the bitmap will be stretched to fit the new proportions. Also note, the resolution of the bitmap should be AT LEAST double that of your plane, so that if your plane is 1024x1024, your bitmap should be 2048x2048 minimum. If you don’t use at least double the resolution for your bitmap, you will get random lines or other artifacts in your bas-relief.

Import your bitmap into the ALPHA palette, and rotate it to match the orientation of your plane in the preview window if necessary. White will result in the highest point, and Black will be the deepest, but you can reverse this by hitting NEG. Using MAX increases the range of greyscale values out in your image to use White and Black, for better contrast. For some uses, it may be better to turn MAX off.

Go to TOOL / MODIFIERS / SELECTION and hit ALP to transfer the alpha bitmap to your plane. Then go to INFLAT, turn ON Z axis (turn OFF X and Y) and TYPE in a value. I say type because in with working large objects, there is a delay with moving the mouse to change the value. You’ll have to play with different values to find what is appropriate for what you want to do. Larger objects actually require smaller values to achieve the same level of surface variation. For example, if I have objects that are 406x633, 598x848 and 973x1223, I would use INFLAT values of 57, 43 and 29, respectively to distort the surface by the same amount. The INFLAT values for a single object are proportional to the surface variation. Once you have got the INFLAT level to your satisfaction, you can hit CLEAR in the SELECTION palette to get rid of the alpha bitmap mask.

Now you are ready to export. Go to TOOL / INVENTORY and hit EXPORT. You might have to export a few times, flipping and / or mirroring, to get the object to show up in your application. I have to mirror the object on the Z axis in ZBrush when I am done with it (it doesn’t show up in the preview window after you do this). Then when I export as an OBJ, I hit TRI button to save as triangles, hit TXR to turn OFF textures (I don’t need them for what I am doing), hit FLP to flip normals, and hit MRG and GRP to turn these OFF as well. You may need to adjust these for your application.

Good Luck,
Chris