ZBrushCentral

project Humphrey

WOW, how impressive, I love this piece!!!

Great Froyd!!! Love the character. I liked the head before it got too detailed, the large image of it seems to have a certain Muppet quality that is believable. :wink:

Wow Froyd you never cease to amaze. I love that you take what you see and learn and run with it…shows what a great talent you are!

Also like the black and white version of the character before the extra detailing. I think it more fits his personality than the close up shot but am not sure what your plan or vision is here so will happily wait to see where ya go with him.

And a huge thanks for sharing your tips here! Lots of useful info, ty to tknyc too, some I have forgotten and some is new to me so I really appreciate your giving us your experiments and tips on what to look for!

hi Froyd, your work are everytime going better.
Me too are working about a project start in Silo…
Bye
Leo

hello froyd!
an absolut fantastic projekt and tutorial!
thanks!

Great post Froyd :+1: …and if it wasn’t for you Meats would hijack the entire toprow :laughing:

jantim

nice character :slight_smile: :+1:

I love the materials for the B&w image. The body material looks like fossilized bone. The cloth is excellent.

Hi froyd:

This is absolutely fantastic. I like your method of using Silo to put together the different parts of your character. I have been using Rhino 3d for the same purpose.

The last image of the character standing in the grass is amazing.
Thanks for sharing your great art.

WOOOOOWWWWW Amazing work. You gave me the Z inspiration…

Yong

Very nice work.
Im a noob with Zbrush, can you tell me where i can find this very nice DecoBrush to download ?

hi nex,

it’s in your tool menu, its the tilda kinda looking one if I remember right…just hover your mouse of the brush looking tools til ya see the name.

zbcentral just wouldnt be the same without the works of froyd:+1: :+1:

Many many thanks for all the kind replys! :smiley: That makes me really happy!

Svengali: Thats too much, mate No need to be jealous! To be honest, I am jealous of your great ZScript skill ;)

Jason Belec: The head-detail is just temporal, it will change alot till the fninal. 

 aminuts: its great to hear that some people can get some practical effect from my work. So it makes my happy that i can give something back to the forum, where i got very much inspiration, many tutorials, tips and response. Thanks!

 andreseloy and everyone, who is interested: I have recorded a [ZScript](http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=5046&stc=1) and hope it explains the steps that i did. If you have any question, dont hesitate to ask.

There is one thing i want to mention. At the end of the script i talk about a problem that comes up during that proces: If the parts are seperated and you divide them for further detailing, very spiky corners at the edges can be smoothed although the edges are cresed (see inside ZScript). There are different ways to work around that problem. Once you can divide the full model before you seperate the parts. That reduces the holse you get to a minimum. Or you hide the seams under overlapping polygons or at other hidden places of the mesh like under sleeves.
At my model i imported the model into Wings3D. I found out that if you mark different parts of a mesh (like head or hands), assign them a material and export it as .obj, these “material-groups” will be polygroups after reimporting it into ZBrush. That was very useful, because i had problems in ZBrush during assigning polygoups. So I placed the seams between different materials under the cape, under the sleeves - all at more or less hidden places. That trick does not work with Silo. If you assign materials there and export it as .obj, you dont get them as polygroups back in ZBrush. Maybe thats a useful tip for one or the other.

Here is a Silo screenshot, where i used the topobrush to rebuild the head. I did this because this was a very old head and it was made from a Sphere3d, with poles at the top and the bottom. No way to get it connected to the body in a nice way. And now I hope I can use the topo-tools of the new ZBrush version very soon!! I´m looking forwardto rebuild some of my 1st-days-models :smiley:
[]

I hope i can provide you with some updates soon! Thanks again! :)

greetings
froyd<a class='attachment' href='/uploads/default/original/3X/1/f/1fbf6905bff2cb328ceb560e4264d1598d298b96.zip'>multi.zip</a> (24.1 KB)![topo4.jpg|600x435](upload://lj7qevNfvqcRF2b2jpALinBugDq.jpeg)

oh cool you made my day!!

thanks for the script! am gonna really enjoy watching you work!

Hi Froyd, just said above , very well done and instructive.
Could you share some setup info about topology brush? look here:http://www.silo3d.com/forum/viewtopic.php?t=2731
Thx bye
leo

P.s. you can reply directly on the silo thread

This is really great, you’re really a master. A good tutorial also. I was wondering how did you archieve to make this look like it’s almost drawn by pencil, like the grass, and the color of this picture?

I have to say sincerely that i never have used this approach¡¡¡ that ilustrate for me the importance to see “the how to of the artist”, beside my art limitations or ignorance and the lenguage barrier¡¡
Have no words to appreciated your effort froyd:+1: :+1:
Andreseloy

Thanks again, im viewing your tutorial many time because i feel you have helped me a lot to open eyes to this wonderful power tool¡¡¡ Definitevely ZB2 is a superb applicattion¡¡¡
The implication of this procedure including (if i understand well) the fact that you can export each part with material and reimported with poligroups to reconstruct the whole model is a great jump to model as you have demonstrated also could be the texture procedure, will be in this way very precisely¡
I have been done some exercise with your own model but when i try to select the different part are not so precisely as you do. I see that each part you select is only from an unique color(subgroup) how can you do this?

Again i want to thank for your attitude to help¡¡ you know i am actually very happy because in this days in the forum we have the honour that great artist like you, Thèo,Meats and the tremendous and powered tutorial by our frined MalhikusTheBlack among other artist here have gave to the forum your knowlodged and your tips¡¡
Thanks to all of you
Andreseloy

Hello and thanks for kind response! :smiley:

marciani: When I was using Silo (I only had the 21-day testversion) I didnt spent much time on getting to know hwo the topobrush works. I only had a short look at the quickstart how-to and started some tests. I had some problems that the black lines were not visible after i made my strokes. I think i read somewhere about that, not sure, but i scaled the head much much bigger and tried again. It wokred much better with a bigger model. I gone that way because changing the stettings didnt gave the results i wanted. So I just scaled the mesh up to a size where it worked fine, where almost every line was visible. I would be interested if that works for you too, I also hope it :slight_smile:

andreseloy: I´m not sure if I understand your problem correctly. Do you have problems with selecting the polygroups or do you have probs with creating them? Usually ZBrush assigns the polygroups automaticly when you create a ZSphere model. You can also assign them for yourself by making the mesh partly hidden. Then you can assign a polygroup (a color) to the visble parts by clicking tool>polygroups>autogroups or tool>polygroups>group visible. Just tell me, if that not solves your problem! :slight_smile:

greetings
froyd