I’ll try my hand at a little wrapup.
First on the table, Glen Southern gave an excellent overview of process for making a detailed figure beginning to end in ZBrush (with a bit of edge loop tweaking in an outside app).
In brief, he showed his process for positioning ZSpheres, constantly switching back and forth between the sphere view and the adaptive mesh and he talked about the relationship of the various ZSphere settings on the end result. From there he demonstrated the build up/smooth down technique of adding mass to the form. Then talked about and showed using a brush with a very low focus (hence, with very small falloff) to make sweeping strokes defining muscles at very low power. He rounded out his presentation with a succinct and very clear method for painting textures – start with a dark texture and lighten, frequently grabbing sections of painted texture and then reapplying them with the deco brush. Very, very informative.
Before taking a 5 minute break, Ryan introduced the guy from High End 3d (sorry I can’t remember his name!). He talked about the new ZBrush features that they’ve added to www.highend3d.com including script and alpha repositories as well as tools for building and distributing tutorials. Sweet!
After the break, Antropus showed us a huge variety of his work. We got to see very high res versions of his award-winning images, cool animation tests and sketches. From there he went into ZBrush and showed us his layering techniques, a very cool method for painting trees, using ZBrush depth maps as alpha channels in Photoshop and just exactly what a GREAT BIG CHEATER he is with his mutant kangaroo.
He rounded out his presentation with a short, sweet introduction to his super-awesome photo texturing trick and by showing us a really cool triclops character he’s working on with ZBrush and Maya.
Due to running short on time, there was no second break. Taron was rushed into the room, he quickly installed his After Effects plugin and jumped directly into demonstrating it.
The short version is that it takes ZBrush depth information and lets you do stuff with it in After Effects (Adobe’s compositing and effects program). In more depth, it allowed him to visualize in realtime things like soft-shadowed lighting, refraction, caustics (though those were still a little crashy – it was only a prototype of the final software, despite appearing very solid) and some very nice layering and manipulation. The final, extra cool bits were his demo of interactive image-based lighting. Very, very cool. Now I want to get After Effects.
In between presentations, people won stuff, culminating in a full copy of ZBrush being given away.
Throughout the night people chatted with people, drank beer and ate pizza. I showed some folks how ZBrush runs on my Tablet PC (A Toshiba Tecra M4) and a generally good time seemed to be had by all. As seems to be indicative of ZBrush users in general, it seemed like there were a lot of effects industry people, a lot of game development people and few people using the program just for the sheer joy of it.
I’d really like to thank the folks at Gnomon for hosting it, and the folks at Pixologic for being there. I learned a lot, had a great time talking to people and just generally enjoyed the feeling of community.
And now, I return to ZBrushing.