ZBrushCentral

Ryan Harrison: 2010 Sketchbook (Possible nudity but I'm not promising anything!!)

Recently I began doing some freelance work for a start up 3D printing company here in town (http://zverse.com/). They are doing mostly “Photo Relief” type work where an existing photo is used to build up the surface and then is also used as the texture. It’s then printed in full color sandstone. Hoping to go full time soon if business picks up for them. Anyway, here’s some examples from the last few weeks projects. Just ZB screen grabs ATM…

A Take on the Success kid Meme

Marcus Lattimore

Kate Upton SI Cover

The Rock

The Wife and I

A Series of Robert Ariail cartoons




Brick example for USC Alumni Association

like the relief work. I assume you start with the texture ?
if so that would be kind of a different way of working .
do you use the mask to block out shapes .
Id like to try some relief work myself ,Maybe a copy of a classical relief .
good work man .
I love the zombie chick, the missing jaw really sells it .

ps. go ****s

Thanks pygmalion!

Yep, everything is based on the original image to be used as the texture. It makes you walk a fine line between pulling out the object and not stretching the textures.

I will initially create a B&W mask (or sometimes masks) to completely isolate the sculpting areas and protect the rest of the card.
For the cartoony ones, I pretty much just begin sculpting at this point. Also, for these types I may also make a few different height maps to better separate the different elevations before I start sculpting.

For the figures and busts, the workflow I’ve been using is to match my ZB document size to the texture image and then load it into the background. I’ll then create a mostly rough (but accurate to the image) model keeping in mind the actual positioning in space relative to the image and once that is matched as close as I can and has a nice low to medium detail level, I’ll render with bpr and grab the ZDepth map. Then using masking and the deformation sliders I’ll pull out the initial sculpt and have a very good starting point for the relief. It might seem a bit overkill to do it this way but it is very easy to distort the texture image while sculpting so, semi-automating the bulk of the initial relief really minimizes this.

Then it’s just a matter of finalizing the sculpt and cleaning up the areas where the card and sculpt meet. It’s very easy to pull the background up with the relief so some time needs to be spent cleaning this up. To help with that I will usually make a morph target before I ever begin at the highest SUBd level and then I will use a mask and the morph brush to knock some areas back to flat.

I need to get more photos of the printed models and share those as well. One I have posted above can be seen here: http://zverse.com/product/marcus-lattimore-adversity-quantz

Thanks for the interest and comments, man!

And yes, Go ****s! <—I also find it hilarious that this is auto censored :slight_smile:

Just AWESOME! I always wanted to do something like this. Well done :slight_smile:

Awesome results!
Relief is something i just can´t achieve as clean as i wish. Could you share a breakdown please.
Will be very apreciated!:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:

Yes, please please please :slight_smile:

Hey, all!

Just wanted to share an animated short that was recently released by Make Visual. I was responsible for the character models and their displacement maps (no textures) and of course, I used Zbrush :wink:
Make did and excellent job with this and I was thrilled to be a part of the project. Hope you enjoy!

<iframe src="//player.vimeo.com/video/86526267" webkitallowfullscreen="" mozallowfullscreen="" allowfullscreen="" height=“281” width=“500”></iframe>

Attachments

Meyrl.jpg

Nice animation and models, perfectly done!
Can you share some renders and screenshots to see more the models?

Thanks Totyo. This link to the Make Visual page is all there is currently: http://makevisual.com/site/_pages/taag.php

I need to get the original models together and post them here when I get some free time…hopefully soon!