I see there is already a icon above the forum congrads DigitalFreaky~!!
Do you plan on animating this type of rendering, I mean have the mesh morph its structure, not just the lighting and fx which is crazy enough by itself mind you, is this even posible without having to go to Zbrush to genereate a depth map each frame?
Hello impaler. I would love to animate this fella but I haven’t got the time unfortunately.
Maybe I could try to play with some AE’s Liquify but it would not be comparable to a facial rig animation obviously.
Maybe one day I’ll think of it…I am open to any ideas! I just need more time and this period it’s kinda heavy, cause I’m finishing my demoreel and working on some projects.
But hey, thanks for looking at it. I appreciate your interest
I’ll surely let you know if it will be animated.
All the best!
Fabrizio
P.S. Regarding Zbrush, sorry I didn’t understand your question:p
Hey I know how ya feel there is never enough time you can have ideas in your head but bringing them into reality around your life is another thing. A demo reel hey, well this Zborntoy should give it and extra limb or two!!!:D:D:D Its much more interesting than the usual quick render fly arounds of models that are done
What I meant with Zbrush was if you were to animate the mesh in an animation app, you need based on the “from 3d package into ZbornToy” movie a depth sequence, a normal sequence and a color sequence. How are these generated from an animation pakage. I guess you could could apply the normal map to the materials on the models as long as the uv maps are good “this is a guess”. A depth sequence seems to be a flat alpha in zbrush, in an animation package how would you generate it? There is no forum on the taronites site lol.
Have fun with your demo reel DigitalFreaky!!!
small_orange_diamond
This looks awsome- and is a motion graphics dream!
Anyone have any clues on how to set it up in DF? I’ve installed it…dropped the node in…and “kind” of had it “sort” of starting to work. Anyone care to share a flow?
Thanks…
hey Taron,
I love your ZbornToy… thats awsome…just tried it out… and loved it. however, i am running into one problem and have no idea if i did anything wrong…
i don’t know what would control the light to make it cast the shaddow like the pic below. The first one is the current render in after effect with ZbornToy…The second one is the one i want to achieve.
Thanks for your help.
Thao
Woh, wohh, wooh…what’s happening here! That’s great!
Ohm…ThaoLe, this is one of the drawbacks of it’s very nature. It’s a relief renderer, therefore the ball does not really have a backside! You see, it’s like a stonewall with carvings, but no backside. There’s a way around it and I still have to hook it up. It will come in a future update in a moment, but even that will be not perfect for this kind of thing. I have however ONE idea, which is rather radical, but that one will have to wait for a few months. It’s one of the far more revolutionary ones, really, and it will require a great deal of experimentation on my side, but the idea is really strong. A little proof of concept I have already done. Philipp added the idea of image-synthesis to make it even more crazy, but I have to leave it somewhat of a mystery right now.
So for now, you really have to work with the knowledge, that it’s a relief (2.5d).
I’m preparing a series of little clips right now, which will explain the entire workings of the ZbornToy piece by piece. Part 1 is already done:
I hope that helps a little and I will certainly announce the update!
I’m really thrilled of all the great response! Thank you all and Fabrizio: YOU ROCK!
Taron
Impaler, we are working on putting up a forum soon!
Also, it is really easy to render depth sequences and normal sequences out of 3d packages, particularely out of messiah:Studio! Whereby that has the silly trouble to export real depth values on the image, which means it is inverted from how ZbT sees it and on top of that they are perspective and not orthographic.
What this means is that the normals were best taken from a normal sequence, because the generated normals really translate it as orthgraphic, while the images tell something different. Not the biggest trouble, but odd. But it’s anyway more clever, when you do that, to generate normal sequence as well. Smooth normals have to get provided. Depth map is really the actual geometry and just as smooth as the amount of subdivisions used!
In Lightwave or Max or Maya or XSI you might just use a black fog on white luminous objects (without shading). That should give you perfect depth maps!
Taron
XSI has a button for a depth pass. Works like a charm… And there is also a shadow pass to overcome the limits of the relief principles.
Lemo
Hi guys! Here I am again with a new render of my character. This time it’s a close up. I added more surface details and zoomed on the face. Eye is painted in Photoshop.
What next? some sleep! girlfriend is pissed
Attachments
Hey man, great post dude! feels like a character from Pirates2! i saw Taron´s demo in Siggraph this year and it was as crazy as this post! gotta try the plugin man! keep posting!!
Superb artwork !
Speechless, congratulations !
Thanks for sharing with us !
Cheers !
This is really quite cool. Nice work!
hehe I just began yesterday using zbrush and I have a stupid question…how do you generate the z-buffer looking image in zbrush? Usually I try to find things by myself but here I’m stuck!
I show you my first zbrush WIP work ever> I would like to try it with zborntoy
and btw congrats for the great models, they inspired me for the colors of my character to come!
Hi Thomas,
sounds like you’re looking for “grab alpha” under the alpha menu (top bar).
This will capture your entire image’s z depth. You may then export it as PSD or TIF, whereby I recommend PSD if you want to use it with any Adobe Software, but with everything else I rather use Tif.
[ALPHA] [BRUSH] [COLOR] […
|
[grab alpha]
Your atomic mutation critter looks very cute.
You can also use the tool MRGBZ grabber which graps material, color map, and Depth map and stors them in the corresponding slots. Alpha and texture…
R
Wow thank you both for you super fast answer!
excuse the dig but dang this rox!!!