ZBrushCentral

Rhino Skin

dave,
thanks for the quick reply and sorry for the stupid question. i use the projection master all the time so the answer should have been obvious, i guess i got hung up on how i couldn’t pick up your object if i injected myself into your script. now i get it, thanks for you patience…

i doubt anyone cares, but… after some investigation i think there is a weird bug/hickup regarding scripts. if i start from scratch and reproduce dave’s effort, everything works as described and i’m able to drop objects in and out of the canvas. however if one tries to interrupt a script while its in “projection master” for some reason the object seem irreparably glued to the canvas. try to interrupt dave’s script after he’s placed the first couple decoBrush strokes (but before he switches back to edit more) and try to pick the object up off the canvas. at least for me it doesn’t work…

If you go to the tools palette the plane should still be there. Just clear the layer and redraw the plane.

Hi How did you manage to get that alpha detail of the Rhino Skin so sharp When I paint my aLphas and detail in my model It seems to get really blured when I project them and I dont get as much sharp alpha as yours…
Why???

Thanks:

TIO_MATT

Awesome work Dave!

I like the idea of learning without stencils then moving on to using them for things like this.

I have been testing things like wood, scars, cracks in rocks…all kinds of things with the deco…this is yet another tasty morsel.
Love it!
Thanks Dave.

TIO_MATT

As far as sharp detail goes. You can use
the bump viewer when using painted bump maps.
Or what I did here is to just subdivide the
model a bunch. Not right away but just when it was time to get into very fine detail.

There are almost 5 million polys on screen in the image I posted. That was plenty to get the detail I wanted.

Keep in mind thats 5 million total ( the full head ). What you could do for a character is just import a little over half the creature then subdivide the model. If your UVs are symetrical then
you can detail just half the model then use
the same maps for both sides. Then go back and modify the same tool to get a third set of maps that could be used for aSymetry.

Dave

Just incredible work, very inspiring. Can I ask what your computer config is to push so much polys on screen. Are you experiencing any slowdowns working with so many polys?

Cheers,

Sure

This was done on a P4 2.8 with 2gigs of ram.
I have an ATI9800 pro grfx card w/winXP.

No slow downs. When Im above a few million polys I use mostly projectin master. I only keep visible the areas that Im focused on. Zbrush gives a speed increase when
you hide part of the mesh. When I need to make
gross changes I toggle back down to a lower level of resolution. Its a good way to work
and is consistant with how you need to sculpt. Zoom in for detail zoom out for general proportins and the like.

Oh one more thing when you get 5million polys
Zbrush will think a bit when switching levels
to compact memory. But it does not bother me at all. No other software allows you to sculpt as many polys with the freedom that Zbrush does.

Dave

Hi Dave,

thanks for posting this, it’s certainly opened my eyes…

One (dumb) question - how do you reposition the alpha when you are painting a mask? All I can get it to do is to drag an alpha mask from outside the model, but I don’t see the menu that pops up in your script.

I’ve had a look through the practical guide and the keyboard shortcuts but don’t seem to be able to find out how I can just position the mask like that.

Thanks

What is your system specs? (thx)

When you create a stencil from the alpha
you can press the space bar to bring up
a manipulator for the alpha. In the stencil
menu you can turn on a “wrap” mode and toggle
the visibility on/off for the stencil.
With the manip you can scale and rotate the
stencil.

Got it, thanks - I thought it was activated when using the masking brush alpha rather than the stencil itself.

Cheers

Unless I import very big images to convert them into alphas I get very blurry results, even though I boost up the polygons subdivision. I tried a 570 pixels large on a model in a 1300 pixels layer, subdivided a couple of times but still, I’m not happy with the quality I get. I tested it up to 3.600.000 polys without success.
Your workflow is very interesting to take a look at :slight_smile:

Sleepwalker,

Not sure I understand your question.
I have my default document always set to 900x900 pixels (light blue color :slight_smile: my monitor res is 1280x1024 ( setup for Zbrush ). The stencils that I import can be 2048x2048 in resolution ( because I use diffrent parst of the image ).

If your mesh is dense enough and you using the stencil, a 570x570 image should work fine. Can post an image that shows your results?

Dave

Hi Skycastle, I was working on a 1365 X 1024 layer and due to very bad weather overhere :slight_smile: had to rely on small jpegs on the web, instead of chasing the elephant or the rhino at the zoo. The stencils I used were too small, 570 stencils large gave me pretty decent results in projection mode but not in 3d mode, I had to switch to 1024 stencils to get smooth pixols.
Thx very much for answering my question.

skycastle - can I ask you about your hardware?
4.5 million poly it’s a little bit to much for my computer :frowning: .

Luki: He posted them already. Look a ways up this page.

<BLOCKQUOTE>quote:</font><HR>This was done on a P4 2.8 with 2gigs of ram. I have an ATI9800 pro grfx card w/winXP.<HR></BLOCKQUOTE>

Remember, you can selectively hide/show parts of your mesh. This helps a lot. For example, I was able to play with a 3 million poly mesh today without too much trouble at all, P4 2.66 & 1GB RAM.

OMG, skyCastle your tutorial on modelling skin texture just got it to click for me, I’m gonna go practice now!

I am a fool, the answers are all in this thread :stuck_out_tongue:

Sorry to dig up and ancient thread, but does anyone have this tutorial anymore? The link here is dead :frowning:

-lild