ZBrush 4r7 Cs3
ZBrush 4R7 Cs3
Note on the Gizmo
Attachments
This image shows my “making pipes” workflow.
Complex piping networks can be made this way.
This image shows how you can make complex-looking objects just by adding
a NanoMesh to a simple base mesh.
I have two basic ways of generating “bunches of 3dcubes” (Base mesh).
I can either created them directly into ZBrush or generate
them using Structure Synth (I write my own code).
Adding a little Photoshop…
Nicely done, better than my attempts with Structure Sense…
Very nice texturing and displacement work, Like it a lot.
Hello Blueferret, I’ve been following, over time, your many and varied use of various tools/features
in ZBrush resulting in an amazing array of images which are a great deal of inspiration to us all ZBrush lovers.
I was to introduce and elaborate on the subject of Structure Synth and ZBrush at a later date but since you
you are mentionning it here, I’ll do a little introduction here.
As you probably know, Structure Synth has only one purpose and that is to create an array of transformed cubes
in 3D space ( it does spheres also, but I don’t do spheres ( I did once…)). Once you create a bunch of basic cubes
in 3D space, you need to totally reorganize these into a coherent set and ZBrush is the perfect tool to do this.
The marriage of S. Synth and ZBrush can truly be extraordinary and something to behold.
I the first image, the central cubes were generated in S.Synth, reorganized in ZB and with the addition of a simple
Nanomesh to all faces results in an interesting image I think.
In the second greyscale image, again a simple Nanomesh was applied to a hole bunch of cubes generated in S.Synth
resulting in the CityScape-like image below. ( I did this twice and assembled them in ZB ( and Photoshop)).
In the other images, I separate the Nanomeshes with different materials to distinguish them from the base meshes.
Note : all images are rendered in Keyshot.
Attachments
By all means do a process description using SS and Zbrush, I for one will be very interested in seeing and maybe learning it a bit better
Deke (blueferret) :idea:
Very interesting to see this type of construction!
@Totyo Yes, interesting, loads of fun and with great potential.
Here’s the average thing I do with the cubes I build in S.S.
The first set of cubes ( sent to you as ObjA ) is a simple set of randomly transformed cubes.
The first image shows a Nanomesh applied to all faces of this set. ( Door1 from Imm Train, available in 4r7 )
( This is how I made the first image in post #11, above).
From here you can vary every parameter inside the Nanomesh Palette to get different results.
The alignment is also an important parameter to vary to get different/interesting results.
Replacing the Nanomesh with other available ones will, of course, result in different effects- Zillions of possibilities here.
As examples, the next image shows two gizmos quickly made just by changing the Insert/Nanomesh.
Don’t forget, you can also modify the base mesh for different results ( duplicating parts, stretching, rotating etc…)
You should have fun with all the possibilities here.
If you are interested in more, in my next post I will show you how to make pipes from a simple base mesh, as seen in this last image.
Have fun.
Hey there.
Thanks for posting your work flow, appreciated much
I also posted an answer on my thread about coding
I see your work is much more involved, while I try to work more with organic stuff
I envy the ability to do complex hard surface structures, great creations in your portfolio _ Deke
Thanks for sharing! This is very inspiring, seems like an interesting alternative to greeble…
I often use Structure Synth to generate basic cube patterns in 3D Space.
These are then reworked/regrouped in ZBrush then rendered in Keyshot.
I’ve made dozens of these patterns and the following are 4 examples.
An example using " outdoors "/skylight…
Structure Synth, ZBrush 4R7, composition in Cs6.
Attachments
The program KeyShot gives amazing results!
I could not apply SSynth, too many difficulties with retopology and unwrap.
@Gutalin I tend to agree with you.
Sometimes “simple” objects from SSynth contains too many cubes making it difficult to remesh.
Example : the first image = 10,000 cubes! No remeshing here but you can use Box mapping in Keyshot for texturing.
In the second image, the object on the left was totally remeshed using Dynamesh and Box UV applied in Blender.
In this Keyshot example a texture was not applied and I use a Glassy type Material.
Thank you for your interest.
Thank you.
For these purposes, I tried to use the option Unified Skin with a subsequent Zremesher.
Unfortunately the tool is buggy at right angles.
Here is an exercise in transforming a set of undivided cubes, only using functions in
the Transformation Palette inside of Zbrush.