ZBrushCentral

Now Im having fun

Note to self…
Don’t let MealeaYing hire me as a goon!

Sends friends instead.

Hi MealeaYing,
Lots of new tools to have lots of fun with :slight_smile:
Always enjoys your works my friend

Cheers,
~Tung

My first ZModeling, WoooooWwww! Makes me look like I know what I’m doing!
This is going to be fun…ZM.jpg

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ZM.jpg

Makes me look like I know what I’m doing!

A true advanced UV editor will make you feel this way.

Great posts mealea.
Having fun as always. The more important.
We have this in my country. Laughs better who laughs in the end. (sorry for bad english)

Michalis,

No doubt you are referring to Blender’s UV editor. I’ve had a good look at it ( including your tutorials ) and there’s no doubt about it - there’s a much greater control over the placement of UVs and Islands in this editor.

One day I will be using this for “better control” over UVs, but meanwhile ZB’s UV protocols I think can still do wonders…
Thanx for the encouragements ( and Displacement Maps ).

[ And I agree : Rira bien qui rira le dernier…]

PolyPaint from PolyGroups! Again, Thank you Mealea.ZM2.jpg

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ZM2.jpg

@mealea,
we’ll ride your wake & try not to fall off!
You lead the way as usual with your creativity and energy. :):+1:

@paleo3d,
great displacements…what file type displacement image do you use?
BTW, I was just getting to learn your method before R7 exploded on the
scene. Does it still apply?

Still need to try Vector Displacement in ZB.

@michalis,
I’m finally starting to understand your method for UVs in Blender, and hope
ZB will have that ability in ZB5.

I tried to use your .exr displacement image in ZB, but it doesn’t accept that type?
Butit can export a .exr?

Many thanks to the ZB developers for a truely awesome program! :wink:

An abstract I accidently created in R7.
(UV Master & displacement)horse1a.jpg

ZBrush 4r7 has significant improvements.
I’m liking the Keyshot render
Mealea: the post #1868 looks like either a virus or nano machine … is this perhaps zbrush 4r7 arrays ?
paleo3d: your post #1874 has lots of geometry …i’m guessing it is displacement
megacal: post #1878 crashing you 4r7 already! I’ve been trying the uv master to move polygroup islands with transform widget… still not as good as blender for uv editing

@mealea,

p.97, #1445Patpotlood Loops …(can you say it 10x in a row real fast???)
Does is still apply in R7, or is it a whole new workflow now?

I somehow missed it when going through the thread earlier, but printed it out to study & do,
and added it to my growing “Allmealea” folder of videos, images, and tuts.

How long did it take to render #1449 & #1453? Awesome images…like giant mechs in a huddle
at the Galactic Super Bowl! =O

Thanks for sharing the fun! :slight_smile:

@megacal

I tried to use your .exr displacement image in ZB, but it doesn’t accept that type?

Try to import displ(depth) map in brushAlpha palette. ZB r7 imports exr (OSX). Import the AO map in texture palette.
BTW, never use the AO map as displacement, avoid any editing such 32 bit maps, avoid any 8bit formats, avoid jpg as hell.

edit: just playing with bumps, AO, nanomesh. Total faces= 18k :lol:nanomesh.jpg

Jan, its a great thing for not only getting a lot of insane color in a big hurry, but also for having a nice vivid look at your topology.

:+1:

Paint Polygroups is one of my favorite features, of the new upgrade.

Been trying to make polygroups for fibermesh, and it’s so easy, with the Paint. :slight_smile:

Very cool upgrade – love your vivid topology!

Liking the cleaner renders from the Keyshot for Zbrush 4r7!
While this version of Keyshot was installing, noticed the installation of packages with Maya naming.
Therefore assuming these are features of Maya code are related to Keyshot materials etc.
Used the default Zbrush 4r6 render the following multi-ring, Keyshot for Zbrush for the single ring.ruby-crazy-rings-Keyshot.jpgruby-crazy-rings-zbrush-4r6.jpg

@megacal : Interesting art/Image you’ve got there… ( I personnally avoid UV Master, but that’s just me… Guv is my work horse in all I do here. )

@cgmystic : You are correct for the displacement at #1874, only the base mesh was done with ZModeler…
BUT : Don’t forget, you don’t need a high # of polys to get the details with ZModeler/Nanomesh.

In the attached image ( WIP ) the total # of Polys = 168 !!! and includes real displacements.
But I thank you for the observation, next time I will mention this kind of detail…

@Michalis Your last Image is truely awesome…ZM3.jpg

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ZM3.jpg

@michalis,

avoid jpg as hell.
=O
Thanks! I’ve been using jpg & png, but will apply what you said asap.

What app do you use for creating displacement maps?

I want to create a more organic looking displacement map,
vs using rectangles applied to an organic surface.

Create alphas in ZBrush and exporting the displacement map, best way?

Or create vector graphics in InkScape, export as bitmap, process in ShaderMap or MindTex
to different types of maps?

@paleo3d,

In the attached image ( WIP ) the total # of Polys = 168 !!! and includes real displacements.
Super cool!
I’ll try Guv asap, thanks!:slight_smile:

mealea is probably freediving deep in R7 right now, and will wow us when
she comes up for air. :slight_smile:

@cgmystic : I forgot… your KeyShot render is truely magnificient compared to the R6 one!

@megacal : You can unfortunatly only use vertical and horizontal lines in Disp. Maps. If you don’t then you will
see “broken lines” at the interface between Polygroups after you apply the Map… GRRrrrrrrrrrrrr…

@cgmystic,

I’ve been trying the uv master to move polygroup islands with transform widget… still not as good as blender for uv editing

didn’t know you could do that in UVMaster, but will check out asap. :wink:

@paleo3d,

You can unfortunately only use vertical and horizontal lines in Disp. Maps. If you don’t then you will
see “broken lines” at the interface between Polygroups after you apply the Map… GRRrrrrrrrrrrrr…

Bummer…what if you apply the displacement before creating the loops?

@mealea, a while back you said,

One more thing:
Try using ZRemesher on your object before you try this stuff, you can make AMAZING shapes as ZRemesher creates outstanding topology, seriously, its shocking how great this is.
One other last thing:
I have a bunch more tutorials in that thread, keep digging, you will also find references to Michalise’s and other peoples, they are all very very cool.

Where is “that thread” if not this thread?
I’m compiling a complete list of your tuts, tips & tricks to print out in a spiral-bound manual, “The Best of Mealea”, so I can study, underline, hi-lite, etc, to pound it into my neurons.

Still digging…but you keep filling it in faster than I can dig it out!!! :stuck_out_tongue:

ooo could you please link me to the thread of malea?
I could really use some tutorials!

Your on it
Just sort through the last 126 pages :slight_smile:

@michalis,

Try to import displ(depth) map in brushAlpha palette. ZB r7 imports exr (OSX).

I tried to import your displacementLow.exr, but it doesn’t show up in the Alpha palette (?).

BTW, thanks for that map! I DID use it to create a UFO in Blender. :wink:importProblem.jpg

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importProblem.jpg

Just experimenting with UV Map palette per mealea in an earlier post…don’t know the page or post#, but it’s in this thread.

After creating UVs with UV Master, added a blank texture (NewTxtr), added michalis’s displacement image as a png (or tif…not jpg!)…changed the HRepeat & VRepeat values (randomly).

Then keeping everything the same, just tried the different UV types(?), e.g. Uvp, UVTile, PUV Tiles, Uvc, Uvs, AUV Tiles, GUV Tiles.
(see slideshow)

It’s getting easier, poco a poco. :slight_smile:

@Tungers

126 Pages??? D:

Any chance you could link me to the best ones? XD