ZBrushCentral

the wrestler (WiP museum_scene)

This is gettin much better and opens a real door it could be used to produce architecture much faster with precise control
thank you for still exploring michalis

Yea If we could just figure out how it is done…I am at a loss and have tried different ways to achieve the same results with mixed results…
Michalis has certainly become a master of this technique… good going…Deke

Thanks
j0linar, blue
A friend uploaded a video tutorial on this. It explains the basics, though I have a lot more to say on the UV editing. It is a blender tutorial but similar technic can be used on all apps that have a decent UV editor. Importing such models in zbrush, applying the displacement map (under displ panel) is working and you can keep refining the sculpture. On the other hand, zbrush is very fast on constructing and baking such panels. (BPR export 16bit tif, depth pass). A question: though BPR renders a 32bit depth, how can I export such a file? I seems that only 16 bit is possible.

Looking Great, whatever the technique that you are using is Machalis.:+1:…It’s the end result that always trumps how you got there…:smiley:

Glenn

Thanks Glenn.
Please, not “whatever the technique is”, because art and techniques is the same word. Latins messed the greek words, leading ages of artists to psychonautic travels. LOL.
(art> Techni (gr) , technique=(gr) techniki (or techniqi (hehe q is doric k))
Our soul gives birth to a technique, for a purpose. To make art.
Talking about psychonautics… another masonry.

Michalis thank you very much, the video is fantastic blender I learned a lot
a hug:+1:

Even though I dont use Blender Michalis, I also learned. I also like your last Psyconautic trip :smiley:

@PFC666
@Tartan
Thanks.
It isn’t about blender. It’s about using the UV editor for sculpting.

@moderators
Why my thumbnails disappearing in one hour?

Great job on these last few works Michalis :+1:small_orange_diamond:)

Don’t feel too bad about only having an hour in the spotlight…They only let my thumbnails stay visible for about twenty minutes on average…:D…Was it something I said…:smiley:

I asked the same question in my thread about two weeks ago that you just asked …with no responce…Why are my thumbnails gone in a matter of minutes, while other peoples stay visible for days ?..I guess that the rules that are imposed on some, don’t apply to all…or it’s not what you know , but who you b… /know…:smiley:

Glenn

Thanks Glenn, yeah maybe 20 mins. I noticed yours had the same luck.
Maybe we post too often, this may be the reason. I think, Aurick said it once.
a sophisticated system that tries to give every artist’s work similar levels of exposure over time.

Hi,
Thanks for the vid, have watched it twice now.
Is it possible to scale the texture in the big poly areas in zbrush like you were doing in blender?
Thanks again, Russell.

ok, I understand:confused:

Thanks
i

s it possible to scale the texture in the big poly areas in zbrush like you were doing in blender?

I don’t quite understand. Scale the texture?
The only we can do with textures is to scale the UV islands On the textures. In the case of displacement maps, we can also increase or reduce the value of displacement, even on a specific area.

-Let’s put it this way:
Displacement maps are B&W “value” maps, can become “Factors” on some equitation…
So, as factors can be multiplied, or anything else, with another value.
Like, vertexpainting. (Paint some grey tones in zbrush and use it for controlling the displacement value (as factor)
It’s quite logical, unfortunately I don’t know a way to use it in zbrush alone.

-Scale of textures:
You need a full operative UV editor. To pick a UV island and scale it On The Map. Or change it’s position (meaning, change what part of texture you see on this island).
Unfortunately, this doesn’t exist either in zbrush.

-Align the UVunwrapped “Islands” on a geometrical pattern:
I know how to do it in blender (which I love in this case), I very well know that you can’t do it in maya UV editor. I don’t have much experience on other apps. (Yes, you can do it in 3dcoat UV editor but not that easily)

So, what we can do in zbrush. Lot of UV based tricks, UVs to polygroups, Loops on groups and real extrude. Endless possibilities leading to very complicated meshes. Not just displacements, “real” extrudes, real geometry.
Unfortunately again, (lol) these are against any multi resolution attempt on a low poly base cage. Leading to retopology techniques and baking. Results: a low retopo cage with baked displ and/or normal maps, depending on your needs.
So, this is my question, why all this complicated method? Why not just going for a low cage, multi subdivided, with nice UVs, displacements applied alreasy, etc etc … Why not?

zbrush has uv mapper. you can create the uv-islands as follows: you first create polygroups on your mesh in any way you like. these polygroups will become the uv islands. then you open uvmapper, click use polygroups, uncheck symmetry and unwrap. now zbrush creates the uv islands in the uv map. click flatten. now you see the unwrap. you can edit that as you can edit any mesh, rotate, scale and move single polygroups, or even if you wish move single vertices… when finished, click unflatten. now you have the uv edited, and can do same displacement as in blender… of course, the drawback is, you dont see the displacement map while you edit the uv islands, a plus you have in blender… maybe there is a workaround for this in zbrush, but i dont know…

Sorry, I didn’t make myself clear.
Kokoro, you’re referring to the UV master. It won’t work on cases where UV groups/islands have to be aligned to a geometrical pattern.
Use this UV master or any other z UV method on a tartan pattern / a shirt. Please do so. Good luck :lol:

For the cases I’m interested, for UV - displacement sculpting, under UV panel, it’s all we can find in zbrush. There’s a repeat x,y tiles of texture, some other goodies. But not all I need.
Of course I keep in touch with mealea’s and LVXIFER’s great threads, and the great Gutalin’s one.
I know the basics they are using, here’s a simple torus for instance, in some minutes.
I still find this zb method a little pointless though. It doesn’t talk to an external decent render engine very nice LOL. Think about it. It goes too complicated. On the contrary, the other method I mentioned, can be imported into zbrush for more sculpting, if you like.
toruszbrush.jpg

In zbrush,
displacement panel, displacement on subdivided base mesh, textured shaded and BPR render.
In blender,
box modeling, UV unwrapping.

Question:
Zbrush can repeat tiles of UVs by x,y under UV panel. Under displ panel, after previewing, ask to apply displacement. It will discard the multiplication of the UV tiles. A bug probably. Inconsistency with the preview.

zbloops.jpg

Very cool experiments michalis and thanks for explaining your UV technic :+1:

Thanks, @stone3d
Watch my 30 mins thumbnail, how quickly it disappears. It’s the “sophisticated” engine on ZBC. :lol:
So, I’m an old ZBC user. This means, better disappear myself too. Thank you. It is not fair. Sophisticated but not fair, by all means.

Thanks for the information.
Watch your utube vid.
Do you think its worth me downloading blender for its texture editing feature alone (For displacement). I was quite impressed by this and cant seem to see a better way of doing this in zbrush.
What do you think?
Cheers Russell.

Hi… If you have Max 2012 you can do it also, but it does take a little longer, at least for me…