WOOOOOWWWWW Amazing work. You gave me the Z inspiration…
Yong
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
Many many thanks for all the kind replys! 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
[]
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)
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
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!
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
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!
greetings
froyd
Thx Froyd
Bye
Leo
Really were both¡
1.-I review the tutorial Partial Selection Mesh and i understand taht when you press Point Selection Mode you get very precisely selection
2.-And also as you mention the way to have respoligroups require first select… the hideen the rest and press autogroups or visible…
Thanks and again very instructive your tutorial
Andreseloy
Thanx Froyd . that’s a great tut i like the fact u can separate the various parts. if i understand well, hands , head and parts of the body are all separated pieces so that u can detail them more. and easily great for a posed char like this. i’m wondering if with new z2 features we could rig and move/pose it as well.
marciani: its a pleasure! Did it work for you? I know, thats more a makeshift solution, but its not too problematic. Scaling it back to the original size is very easy. Takes much less time to scale it than tweaking the Topobrush settings.
andreseloy: Im glad to hear that you solved the probs!
Nemoid: Yes, thats exactly the reason for splitting a model into parts. It seems obvious to go that way when youre out of polys, keeping the max polycount per mesh in mind. The only question was, how to bring them back together - blessed be pivots and markers =)
greetings
froyd
yeah i have to say that this possibility is a huge problem saver, and makes details easier to make as well despite the part borders little problem . as i said i hope this will work fine also for rigging the final char with new upcoming features and so for posing it differntly this would be really really great.
thanx so much again for your tut and keep up with the good work!!
I suppose that it´ll be not possible to rig the different parts with one ZRig, once they are seperated. But you can pose the full model before dividing it into parts. Maybe you can rig every part itself, too, but I guess thats much more complicated and can produce problems at the seams.
I hope we dont need to wait too long
greetings
froyd
yep i thought the same thing that’s why i was wondering about this. maybe a good process will be possible. as separated pieces problems will present at the seams showing some openings i guess.well we will see.
great technique however . can be very useful.
hope that rig features will come soon, as well as (blasphemy?) great animation possibilities for this wonderful program.
This is cool! Its got some flavour and I’m telling you, u gotta keep going, get the anatomy on the legs and eyes. Or not, no need to break your back; in any case, nice work. Propers,
Josh
As always, your work is worth taking the time to look at closely. I’ve always liked what I see from you. This character is great, and I really love the fabric textures (or material??) Anyway, I am going to watch your zscript after some more browsing…I have almost a year of catching up to do! I can see that I have a lot of re-learning to do in ZBrush as well, and looking at your threads will be a big help. Also, I downloaded your natural wood materials and can’t wait to try them out.
Thanks for sharing,
Slosh