ZBrushCentral

My first model in zbrush

Hi to everyone,
This is my first attempt on modeling with zbrush, i watched the “blackguy modeling” in one thread in this forum, so i started to model one head too:)
Can some one help me to get a more realistic look?:slight_smile: how can i get wrinkles or some detail?

Thanks very much:)ù
[ATT=]Zbrush_test.jpg[/ATT]

Attachments

Zbrush_test.jpg

Looks good! :smiley:
Personally, I love using the Claytubes brush, sort of building up the flesh “around the wrinkles”…not sure if that makes sense?
Standard and slash(with weak intensity) can be used if you rather prefer to carve the wrinkles. Experiment with the brush curve.

For detail… well, Skin brush or surface noise, there is a cool tutorial here
http://www.pixologic.com/zclassroom/homeroom/tutorial.php?lesson=noise
showing how to use noise and clone brush to paint the noise detail.
( but since everyone are downloading ZB4 now it will probably take awhile before the pixologic pages work as usual…seem to be slightly overloaded :wink: )

Must admit that I don’t have an indepth-knowledge of ZB, might have used 10% of it’s capabilities. Previously I only used the standard brush for everything…then when I found the claytubes…well, I started overusing that instead :wink:

Thanks very much! tomorrow i’ll start experimenting Claytubes brush, and watch the video!:slight_smile:

Make sure to save your tool before experimenting with surface noise and be prepared with the undo button. :wink:
Havn’t read the manual (only looked at the video) so I’m not sure how the curve editing actually works… on some occasions when I edited the curve the preview looked really good, but when I applied to mesh it became inflated. So it might take a couple of attempts before you’re satisfied.

Also, the save button in SurfaceNoise only seem to save the curve, not the scale and other settings, so make notes of them if you want to use “the perfect noise” again.
(havn’t used it in ZB4 yet, not sure if changes has been made)

Another note: Creating pores and skinstructure will require rather high density meshes.
Depending on what you want to do with you mesh you have different options.
If you only want to work inside ZB it’s mostly your hardware that limits amount of density.
(you can also look att ZB’s strange HD-geometry functionality)
If you plan to export model for use in external rendering software, you might need to take a look at tutorials for generating the fine detail as displacement maps or bump maps. I, for example try to keep export polycount below 500k-1million for MaxwellRender and use Displacement for fine detail.(for animation you might need to go even lower, check out DecimationMaster plugin)

Thanks LMMagnusson for the answer, in fact now i asked to my self “what’s the next step??”, so i’m asking you how can i do with this model, how can i get the skin color, the eyes, the uv’s ecc??becouse i was thinking to render it in another software, but i don’t know how to proceed for bump, texturing ecc…So if you have tutorials or simply your personal experience i appreciated:):slight_smile:
There’s the WIP:)
[[attach=209577]WIP_testa.jpg[/attach]]WIP_testa.jpg

Ps:if i did some language mistakes i’m sorry:)

i’m working on:) thanks so much:)

Coming along nicely I see! :smiley:

The great thing about ZBrush is that the horribly boring thing called UV-mapping can be done as a late step and almost automatically.
Hm, one thing I should have asked…what version of ZBrush are you using?
ZBrush3.5R3 and Zb4 have what I’m about suggest…don’t remember if earlier versions have it.

The free UVmaster plugin on Pixologics download page is amazing!
That type of UV unwrapping previously had to be done in external softwares.
I found the downloadable PDF to be the only thing I needed to understand how it works.

Tool-UVmap , set the size you want for your UV map. 4096x4096 is usually enough, some external rendersoftwares might have limits on mapsizes, you’ll have to test what they accept.
( AUVtiles is also good, BUT you can’t edit such a texturemap in a paintprogram, tex texture will just look like a mosaic of tiny colored squares)

To paint the model, the simplest thing is to go to Tool-PolyPaint, turn on Colorize and start painting on the highest subdivision level.
(since you basically paint the tiny square polygons)
In the top toolbar, turn off Zadd/Zsub, you only want RGB on so you can paint without deforming your model.
You should also change the basematerial in the left toolbar from the redwax to for example Skinshader (white with some glossiness)
In the left toolbar, experiment with the Brushstroke “Color Spray” that gives a slight color variation, and also test different alphas.

NOTE: You don’t need UV mapping to be able to polypaint, but you must have UVmapping before making a texturemap out of the polypaint.

When you have created the UVmapping and Polypaint, you generate the texture map.
Tool-UVmap , check what size is set to, because when you create the texturemap it will get this size.
Tool-Texture: “New from Polypaint” (note: if all icons here are “dimmed” except the NewTexure, you’ve forgotten to create UV, either use UVmaster or Tool-UVmap-AUTiles or similar)

Now comes the tricky part. To be able to save texture. Press “Clone Texture”, now you can find it in the top Texture meny, ready to be exported.

NOTE: For some reason ZBrush handles texures different than most other softwares. I’m 90% sure that you will need to Flip the texture vertically to be able to use it outside of ZBrush. It can be done in Texture menu before export or in whatever paint program you use…Photoshop, PaintShopPro, Gimp etc.

Displacement. Depends on external software, before I got MaxwellRender I didn’t have software that could handle that. (since it’s a method where the renderengine adds subdiv levels during render and alters the shape with the disp.map)

First, decide which subdiv level of your model that your external software can handle, for example if you have a subdivided up to lvl 6, and subdiv 3 is ok with 200k-400k polygons.
Then you export your model at subd 3.
NOTE: First check Tool-Export (bottom of the Tool menu), make sure that GRP is unselected. ( I wish I know how to permanently turn it off because with that on the exported OBJ file split my creation into multiple parts…)

To create the displacement map, make sure you’re at the same level as you exported, for example subdiv 3, enter Tool-Displacement,CreateDispMap.
And CreateAndExportMap. Default it will be a 16bit TIF. 32bit button can be switched on if your render software can handle it.
Note the displacement map also needs to be flipped vertically if your software required the texturemap to be flipped.

Bumpmap…ok, I havn’t used that in years since I love displacement…maybe the displacement map can be used for that. If the external software don’t support 16bit you might need to lower the bit/channel to 8 in a paintprogram.

Normalmapping…ah, don’t know how that is done in Zb anymore…last time I used that it was a plugin…but I think it’s easier now. Check tutorials or search the forum.

Eyes, easiest is to actually place them before sculpting :wink:
But you can Append them as subtools… usually a bit tricky to get them positioned correctly. Still, easier than when I started with ZB and Subtools didn’t exist :confused:

First of all thanks very much for the tips you are giving to me:)
I have the 30 days trial of the 3.1 version of zbrush, i’m at the 3th day of use:) so i have to improve very quickly, after that i’ll decide to buy it or not.

Back to the work, today i did a test using a free plugin named Image plane, that i found here http://www.pixologic.com/zbrush/downloadcenter/zplugins/

those are the results:)
[Head Mode3l.jpg](javascript:zb_insimg(‘209663’,‘Head%20Mode3l.jpg’,1,0))
I did the eyes in photoshop, there are some tutorial for the eyes?
For the UV’s thanks very very much tomorrow i’ll try the steps you suggested to me:)

PS: sorry if i did some language error:)

you might want to also open up the document in double the size you want it to actually be viewed then use the half A-A button to reduce the pixelation around some of the features. and im assuming this was a comp done in photoshop since you said that you had used it to do the eyes post render, so a good idea is to also to a flat color render just paint over everything in 1 color that you wont be using in the picture i usually use a highly saturated green and you dont have to really render it or anything you just paint over everything in that color then export the image to where ever you want it, but make sure its still in the same exact spot as all the other render passes or it will be worthless really. so when your in photoshop put that flatcolor image at the top on your layer pallete and im not sure about newer versions because i use CS3 but for cs3 you would go to Select> Color Range, then change the slider to whatever you need to but usually turning it up to 200% works for this. but make sure you have the selection button clicked so you can click on the color directly. then when you have the selection now made you just right click using like the magic wand or the lasso tool whichever you want but right click and choose Select Inverse so that way you have the background now selected and you can then delete the background off of every layer and create a new layer with a custom background to throw in all the way at the bottom. and that should fix your issue of missing parts of the layers, from what i can see anyways. and if you already knew all of this then sorry for wasting your time but maybe someone else can get some use out of it lol

brother ur first model look like pro…:D:D

Thanks arsalanali :D:D i’m also very glad of my first try:D

For doodoorocks: i used a similar way to get the right corlor of the skin, the steps i did are: 1) Give a standard skin material in Zbrush
2) Position the texture whit image plane Plugin and render
3) Export to photoshop
4) Used the pen tool to do the contour of the face, than
transformed it to selection in the path palette, than selection
inverse and delete the background
5) After that i did a color correction whit shade and saturation
tool
6) In the end i did the eyes

That image turned out great! :smiley:

Only Zbrush 3.1 ? Wasn’t there a later version for trial? Hm, can’t even find the trial download section to check it :rolleyes:

Make sure you look at all the ZB4 news and take them into consideration for the future purchase, for example:
http://www.pixologic.com/zbrush/features/zbrush4/sculpt-and-productivity/
http://www.pixologic.com/zbrush/features/zbrush4/paint-and-show/
Especially all the videos here:
http://www.pixologic.com/zbrush/features/zbrush4/feature-list/
Since what you did, using ZBrush as a renderer and combining that with work in Photoshop has been greatly improved in ZB4!

I would say that another extremely good and possibly overlooked reason to get ZBrush is the nice way Pixologic handles their customers!
I purchased ZBrush in 2006 ( version 2 I think?) and since then all upgrades have been free for registered users and I now have ZB4. :smiley:

I can’t of course guarantee that Pixologic will always give upgrades for free, but so far it has been the best purchase I’ve done! :cool:

Hi to everyone!:slight_smile: i didn’t write becouse in this 2 days i had some problems with my internet!!:slight_smile:
thanks LMMagnusson,
“I would say that another extremely good and possibly overlooked reason to get ZBrush is the nice way Pixologic handles their customers!
I purchased ZBrush in 2006 ( version 2 I think?) and since then all upgrades have been free for registered users and I now have ZB4.”
THIS IS FANTASTIC!i’m really thinking to buy it this winter ecouse is a powerfull item!!!:slight_smile:

Now i’m trying the demo so i’m modeling a lot:)
i’m trying to do my own avatar:)it’s a girl…
Some one know tutorial about making eyes?and how to render those in zbrush?:slight_smile:
and how can i model some braid in the same file?:slight_smile:
thanks a lot

Here are the first tests:
[1_avatar.jpg]2_avatar.jpg

Are you using the symmetry tool? If not, I would highly recommend it. The hotkey is ‘x’.

yes i always use it:) but the test images are with the model slightly rotated:)

A little update of the test i’m doing:)
[avata7.jpg]
I need a step by step tutorial for the eye balls:)

Wow, you really use the trial period as much as you can! Nice Avatar! :smiley:

Eyes… the simplest thing would be to add them as Subtools, in the subtools menu there’s an Append button so that you can add the sphere or an eye that you’ve sculpted. (save before trying)
( NOTE: since subtool functionality came I think most people started to use that for eyes. If you try to search the forum, most eye tutorials are from the time before subtools…then it was really a big pain!)

Not sure of the best way to get them in the correct position though.
As a recommendation, try to place the eyes before to much detailing has been done. Should make it easier to sculpt the eyelids around them.
Hm, with ZB4 it’s finally possible to render transparant/refractive materials so there you could probably do the “white + iris” as one subtool and cover that with a transparant cornea. (you don’t seem to need that though, your photoshopped eyes look perfect!)

And, oh, if you buy it I really hope that Pixologic don’t change their free upgrade policy… I’d probably be chased by an angry MadMaxxx if they did :wink:

cool start! be careful of uv stretching!

Thanks Verde:):slight_smile:
I’m trying to model another human figure now,
someone can explain to me how to get the UV map without Uvmaster, becouse i have the 3.1 demo version?? and how i can paint it?? and then how i can apply it to my model in zbrush??:slight_smile:
Thanks!!!:slight_smile: