ZBrushCentral

the wrestler (WiP museum_scene)

Haha! Yea, I know, but all the greeks I know use it in every second sentence when adressing eachother, like some in english say “man” or “dude” all the time :slight_smile: So its in the good way malaka :stuck_out_tongue: Btw, just bought a new PC so I can now finally give your tutorial a go! :smiley:

LOL, yeah it happens all the time.
Another test here, it’s all I can do these days, I’m out of the tablet. It was about time. It served me well for years.
All done in zbrush - bpr. Ready to export in blender for better rendering and more control over UVs.

without bumps - AO maps. A ~33 k mesh

this is really beautyfull.
thnx for the explanations

grtz p

That thing is terrific.
How are you getting ZRemesher to deal with thin areas?

Thank you Patpotlood, mealea

How are you getting ZRemesher to deal with thin areas?

hehe, I think you already know the answer. I don’t. Select the loops (lassomode , shift+ctrl+click), assign the visible as new group, and/or extract it as new tool. Use the smoothing brush to make them thinner, after.

What I mean is that when I use ZRemesher or even Dynamesh on thin areas they sort of melt together into a lump.
When I use ZRemesher of an extracted loop it fails and tells me it “failed due to an error” which is witty and informative but not very helpful.
I think that with those two problems and the Standard Shaders issue I need to zip over to the troubleshooting section…
Something is screwy…
It looked like you were doing this in that last thing and some of the others…
hmmmmm…

Mealea
About thin areas and re topology:
It always will be an issue for many many reasons. Not a zbrush only problem.
what we use to do is to make them fatter, do retopology and thin them after, under a mutli resolution sculpting.

However, I’m facing some other z issues.

  1. Displacement and bumps behavior is weird at least.
  2. BPR lighting issues. It seems that bumps don’t react well under lightcaps, does AO collaborates well with bumps? I doubt it.

Selecting loops, creating loops, extracting loops as new obj, UV mapping them etc is so easier in blender… lot of control there.
So. I better jump to blender and back in zbrush for the rest.

I’m referring to the displacement / bumps palette.
(GoB (lender)) ? Not working under OSX. Sorry.
But not a big deal. It’s exactly the same as exporting objs. Do not expect any magical, instant jump of a 5M faces sculpting or something similar. All will work via obj importing exporting.
Bump shaders? Bump shading is still an option on all the basic shaders, properties.

Hi Michalis, I am really loving that last piece! I have to get to some of your tutorials on this kind of work! :smiley:

All the best, David

Thank you David.
Another one, different patterns - maps. BPR (UV editing in blender)

ZBrush tr.jpg

Very beautiful structure with nice spatial effect! Gorgeous mystical!

Ciao,
TM

Oh my god thats great!

i love that gigeresk style.

grtz p

Thanks mealea, Patpotlood
Gigeresk, right you are.
Bio geometrical patterns and here we are. The modern version of the wonderful art nouveau style.
Bio by using distorted loops. How much geometrical or bio patterns? This is the difficult part.

that’s cool Mich, finally the Loops club is come back here eheheh:+1:

Thanks Daniele
Well, my wacom is off… so I use the mouse at this moment. Back into the loops club.

I wish to congratulate you on this method evolution. Very nice stuff.
I will try my hand at it and see what happens.
Keep evolving.

Thank you, rooflyer
This method, evolution, is not mine of course. Some years ago, someone posted a tutorial on this forum. Can’t find it now.
My idea, my contribution on these methods is: OK we did a nice heavy poly art piece. How to export it as low poly? To retopo and bake is too expensive on such meshes, if it is ever possible. Results won’t be great.
So, why not to first sculpt a relief, bake all we need on a single quad map(render is more precise than bake,in this case), (displ-bumps-AO maps), then sculpt something simpler (with nice topology, box modeling, extrudes loops etc) and then find a way to align the UV islands* on these pre-baked patterns - relief - panels? Then, displace and render. Or just export.

It’s rather impossible to re topo a grid like thin construction. However, duplicate the basic simple mesh, subdivide it a lot, apply subd. Then loop select a grid on it, extract it as a new mesh (tool in zb). Get rid of the subd base, you don’t need it. Now you have a nice topology.

*blender is good on this (follow active quad) . However zbrush’s equivalent method is GUVs.

Your thread is a real gem, michalis, from your precious antiquities to your majestic futuristic abstractions. gorgeous renders. Also thank you for sharing your techniques.

Wow, this last one is just great! :+1: