ZBrushCentral

the wrestler (WiP museum_scene)

Thanks!
Let’s make it a little more advanced now.

  1. You have to subdivide much more before applying displacements. Till then, you only previewing bumps or displacements.
  2. Under UV editor panel you’ll find something like Hrepeat Vrepeat (Create submenu). These are the UV tiles. 2x means twice smaller the tiles prejected on your mesh, twice the details.
    Fine so far. But when you’ll try to apply as real displacement (though your preview looks fine) Zb will still insists to project the untiled version.
    If it is a bug I can’t say. The workaround: export this subtool, (exprt options - disable Grp button please) . Export the obj and ask zbrush to import it again, as you are. As you are, because zb will automatically replace the selected subtool with this obj, keeping all other parameters as they are.So, go to UV panel, Hrepeat Vrepeat at default 1.
    Now after subdividing the mesh, (a lot) apply displacement. Voilà.
    I hope these will be helpful.

Thanks for the welcome home !
I love what your doing with your displacement techniques.
Very cool… Deke

New displacement map,
a fast one, just strokes on a subdivided plane.
Free to use, have fun. An AO map also included, both as 16bit Tiff format.
A simple BPR test of the map:
NewDisplZBStrokes.jpg

Simply epic! Speechless. A true eyecatcher!

Ciao,
TM

Too kind of you, Maximus, Thanks.
Oh, a few very fast, dynamesh doodles. Just trying to feel comfortable with my new large wacom.
Screen Shot 2013-08-07 at 12.58.37 AM.jpgScreen Shot 2013-08-04 at 8.35.41 PM.jpg

great sculpts.
seems the wacom fits your workflow.

thnx for the nice displacementmaps too.
i am making my own now too in zbrush,
but for learning and testing purposes i still use the ones from you and one from lvxifer.

also mealea helped me with creating smooth grouploops.

this is a wonderfull forum.
and you guys are a great help.

thnx for all the stuff.

grtz p

Very cool , for an alien DJ consolle…just put a vynil on it :laughing: :+1: and cause we are on “theme” check on youtube Alien a Biomechanical Symphony and also the band Shine (album In the Centre) , some infos on Giger official site - ambient music inspired by Giger landscapes perfect during sculpting :smiley:

Hey thanks,
So, joining the loop club.
I mean, only loops of a sphere extracted, no displacements. Rendered in cycles.
Screen Shot 2013-08-08 at 4.20.44 PM.jpg

Very Nice piece Michalis … i hope to join the loop club soon myself! Thanks to Mealea! :smiley:

Cheers, David

Very beautiful ! That looks so natural, as grown.
I repeat: There must be a viable construction underneath, then this is a perfect habitat of aliens. :smiley:

Ciao,
TM

Those sculpts are wonderful. I missed your doing things like this and its great that you started doing them again.

I wish I could deal with Blender, its so great what you do with it…
Your renders are stunning.

Thank you , David, TribunMaximus, Mealea.
Only rendered in blender, right? Though not a big deal, as the same principles on loops.
I don’t use loop tools after all, just simple sculpting and loops happen via zremesher. Select loops (hide) extract, subdivide and select more, extract etc etc Or jump into blender and follow exactly the same workaround. The extract command is called solidify there :laughing:
New work!
Screen Shot 2013-08-08 at 8.47.03 PM.jpg

Nice quick figure sculpture doodles there Michalis :+1:small_orange_diamond:)…New tablet hey:+1:…I still have my small and very old tablet…wore out two pens on it so far…it’s starting to look like Willie Nelsons guitar…oh well, I never look at it anyway…:smiley:

Thanks for the simplfied explanation of how you did the effects on the last one you posted…I have yet to try the loops look yet, but getting curious :D… by the way ,great pieces lately Michalis…:+1:small_orange_diamond:)

:)Glenn

Oh my, I would like to see breakdown/process of the latest one <3 it could be nice chest for an alien body

Thanks Glenn, it’s this looplism disease, I have to concentrate on my real sculpting studies.
Thanks zethrix. ZBrush has everything we need except one. A real advanced UV editor. One of the best I know is in blender. So, the maps have been created in zbrush (sculpting on a hi subdivided plane). A chest, good eye, because I fast dynamesh-sculpted a chest form, z remeshed it, selected some loops, deleted the rest. Extract and UV them. (this last needs sometimes extra control so I did it in blender. Then I moved the UV islands, selecting the appropriate pattern on the displ map. Indeed, I have to write a ZB brakedown. I did it already for blender (though the basic principles are valid under any other 3d app) Here the link

THAT one is GREAT!!!

Thanks Mealea, do you think such a result could be possible under zbrush only? How to control where UV islands gonna be placed? Maintaining the appropriate precision. It took me half an hour to figure out how to manage it in the blender UV editor. And, these are good news. I guess so.

Yea, I agree with the speaker above. Could be part of a sci-fi skeleton, looking awesome :+1:

A little different approach.
I did paint a mask on a dynamesh sphere, extracted and smoothed it, spiral and move brushes, dynameshing.
I tried to avoid thin parts because z remesher did a fine job on it. Selected and extracted loops.

Attachments

tuBR.jpg

toBRLoops.jpg

great, great, great.
the combination of dynamesh and zremesher makes zbrush an incredible tool.

grtz p