ZBrushCentral

The Pirates Begin (WIP)

This is are first test of using Zbrush in our production pipeline. The next phase will be to add a muscle system. The model and the textures are all Z2!! You can download Quicktimes at:
http://www.pirateproductionsstudios.com/nab/nab.html

Have Fun !!
Captain Grimm A.K.A. Eddie The Pirate :cool:

Neat charictor :slight_smile:

I love all the muscle work, this is an area where I need to learn more…

you would think that after 30 years or looking at naughty porn books and diagrams, I would be an expert on anatomy…

Great charictor :slight_smile:

Hope you like Z2 :slight_smile:

THANKZ ! Well post more as we improve him. :smiley:

Here is an update on Are “HD” character. The second image show how the 16 bit displacement map is used to bring out the veins and the subtle detail. Hope you guys like him.


:smiley:

I have seen the video :slight_smile:
What a musclor :smiley:
It’s a new technic for launch the disc for the next Olympic games ? :smiley:
Pilou

Nice work Eddie :+1:

Hi,

Nice work, i am evaluating the possibility of using zBRush in my pipeline, see:
Workflow post

I have a couple of question:

First, did you find more productive/time consuming, to model and texture in zBrush than in XSI, or Maya, etc…

And what are the main difficulties, rigging, animating, etc…

Exactly how do you implement this zBrush > XSI workflow…

Thank’s for any comments/tips.

ZBrush has become a permanent part of our workflow. It is used mainly as a modeling tool at this point but as we use it more we have begun to paint textures with it as well. The only weak spot we have found is the UV tiling. It has caused problems in other 3D paint programs. The spacing between UV’s is not wide enough. If your brush is set to a high amount of feathering or antialiasing color will bleed to other areas of your model. I hear that improvements are being made as we speak.

As far as are actual pipeline I can’t go into full details. I can tell you that we use a COMBINATION of normal maps and displacement maps. This allows us to have a much smaller poly count. The problem with this is alot of packages don’t supply the ability to use normal maps in there renderers. They are under the mistaken impression that a normal map is just a bump map or that it is only needed for OpenGL style renders. We will be putting further samples on our site in a months time. I hope this info helps. :wink: