ZBrushCentral

Rhino Skin

Skycastle incredible work.
Do you build models using the box modelling method or the poly by poly method?

Thanks for the stencil tip Dave, my productivity shot up %500 percent right there!

I like using the stencil, pushing in the skin cracks, then inverting it and texturizing the skin itself without messing up the cracks.

skycastle very excellent work.

I ran the zscript that comes with Z2 on the DecoBrush which has three parts to it I think and the last one shows applying the ZBrush logo to a lizard type creature that conforms to the contours of the model (least wise it looks like it to me)- would the DecoBrush add different skined type textures to different areas of the model over the main texture of the model? If you have tried the DecoBrush in that manner what was the results?

Your work is spot on!

But I too wish I understood this a little better. Got any scripts or tutorials you could share? :wink:

What did you do to get that skin? I’ve been trying for days to get almost exactly that skin effect and i can’t do it. Any tips?

Here is my general workflow with skin.
In this Z2 script I dont use any custom
alphas for texture but I did for the Rhino.
I recommend a trip to your local Zoo for
good skin ref( thats the ref I work with).
The better your ref the better the final look will be. When you do import your alphas
you can use them the same way that I have outlined in this little tutorial. Sorry its
just a plane. Maybe one day I can do a full
creature tutorial.

DaveskinTexture.TXT

yeah thats the next step i was thinking the zoo. wow if those are hand painted you have def spent a lot of time examining how those pores move and crack etc. the top of the neck is very nice. and i can only imagine the stencel for that area. i am trying to reduce the elements of the skin to a system of brushes that can be used together for a variety of skin types. long skinny cracks fat cracks non uniform bumps etc. but it migth end up that to get the variation of detail you just have to have a lot of large non uniform maps. but thanks for the info tho.

Dave,

I watched your script, and am confused. When I try to duplicate the procedure, and choose the deco brush, my object is dropped to the canvas. It doesn’t apper that your object is dropped when you use the deco brush.

What am I missing?

Hi SC,
Thankyou for posting an example from your workflow, it was very entertaining and I’ve learned or rather realised the virtues of utilising in different combinations zbrushes sculpting tools.

As for you Rhino…I some times wonder if your from Mars or Pluto :)!

Thankyou

Kircho

Thanks again for the comments,

Mike hovland,

Yes when I use the deco brush I do have the
mesh droped. It just may not show up in the
recorded script. So drop then deco.

You dont have to use deco if you dont want to. I just found that it allows me to draw with a bit more care and stick to a design or reference. The idea with your main character lines is to push the surface in then inflate the gap. I feel skin done this way has a lot more weight. Painted/Texture maped wrinkels dont have the same feel.

Thanks

Dave

Dave, I just saw your script.

Many thing to learn, I never use the stencil tool, and use it as a mask to modelise detail is very good.
thx a lot! :+1:

skycastle - ran your zscript :eek:
A very educatiional zscript - Thanks :cool:

edited- double post

WoW

When you etch a groove in the skin and then pull the sides together back over the groove to make the skin folds do you encounter any errors in the displacement maps?

I have made things the same way but when I create the dis map it wont calculate correctly because of the undercuts that have been created by the skin folds. I posted an example of it in the multidirectional displacement thread(moved to QT) but I dont think (based on the replys) that I was making myself clear about what I was asking.

skycastle, I haven’t looked at it yet, but thanks for the script

hey dave,

very inspirational work, thanks for spending the time to enlighten us. now i’ve got another notch in my growing zbrush arsenal - stencils.

a follow up to mike’s question: i’ve watched the script you graciously posted a number of times and i’m still stuck at the same place mike was. i’ve read you reply but i’m not sure if i understand. it seems you suggest that the decoBrush step can be skip all together, however how does one proceed if they want to use the deco feature as you did?

in your script, when you switch to decoBrush your model is definitely dropped to the canvas. which makes sense. however, after you add the detail you wanted, you somehow seem to pick it back up and are able to switch to edite mode. i’m very confused. how did you pick it back up? no matter what i try i can’t seem to replicate your process.

thanks

Use the “G” key to drop the mesh into Projection Master mode. This is perhaps the
most powerfull feature Zbrush has to offer!

Once the mesh is droped you just paint in float
color space. Because the values are float once
you pick up ( g key ) the mesh, the verts will be deformed
based on what you painted. Its in Projection Master mode where you can leverage the rest
of Zbrush’s 2.5D tools.

Dave

Very cool script. Thanks a bunch!

That is so kind of you to share such a nice workflow.I watched the script a couple of times.
THX alot again. You rock skycastle.