Oh! I didn’t think to use the int button!
Awesome!
Thanks again Meats
thank you very much - !!!
(i thought of making with alpha and Alp button…)
Blimey, this is wonderful stuff! Thank you very much Meats!
Thanks Meats Meier!
Awesome tutorial!!!
This is great stuff.
Meats they say there are Gnomon DVD’s in the works for ZBrush. Will you re-create something as extravagant as the design shown above for the DVD’s. Then again I’d be happy with anything.
very very nice!
Nice technique!
always learn something great from you whenever i see your work. great site too btw, thanks for the inspiration
Can anyone who attended the meeting give us a summary of Bay Raitt’s talk ? Specifically how he has “gone native” ? I’m fascinated to know how ZBrush is used for building animatable models ? Are they (Weta) remodelling for edge flow over the top of a ZBrush model as Skycastle mentioned recently, using something like Silo’s topology brush or have they got some new beta ZBrush that does things we don’t know about
Cool! Thanks for the tutorial, like Mahlikus I never woulda thought of the int button either. Now I am off to play
Arrgh!
I signed up to attend that. I anxiously remembered it was coming up. And then the day slipped past without my notice. Was there an automated reminder, or do I have only myself to blame?
Grr.
…this technic was known before but anybody use it
Pilou
Hi Frenchy,
As you say, the delete hidden points technique was known.
Actually, the innovation here is a creative use of features unique in ZB2, the Morph Target buttons. Meats takes the polymesh exoskeleton created by deleting the hidden points, and stores it as a Morph Target.
Then, the polymesh as a whole is inflated (uniformly expanded) .
He then lets the Create Diff button capture the DIFFERENTIAL between the stored Morph Target and the inflated version. This gives the whole exoskeleton VOLUME. The result is similar to the kind of 3D objects we get when we use the Make 3d button under the Alpha Menu except here the result is a sophisticated 3D object enclosing the contour volume of the original model.
Of course that object can then be modeled further as he does in the final step of his tutorial.
It’s a new technique with huge potential for ZBrush modeling.
Sven
That is a very cool technique! Thank you for sharing Meats Meier!
…tricky use of the possibilities of Zbrush
And some are not yet explore
Pilou
Hey Frenchy! Remember that “almost boolean” post we were working on awhile ago… Kinda reminds me alittle.
eloop - though i wrote the article i make no attempts now to put words in Bay’s mouth. Bay used the words “go native” but it was not within the context, as i understood it, of animation. i understood it to mean that he no longer does the texturing or modeling of the base geo outside of zbrush, i.e. photoshop and maya.
since the texture, the base geometery, the displacement, and the bump all go together to give the model its look. he seemed to be saying that he completes all the elements of the character’s look within ZBrush.
as for the the remeshing of the model, it would be great to hear Bay or anyone talk more about this from a production point of view. Bay did touch on it but he did not go into detail. at least none that i remember.
r
humm indeed! Meats Meier thx for that new function, that work as “shell” in
other softs.
the morph > inflat>make diff is a good tip’s.
Fantastic technic !! Thanks alot for the tips Meats ! Your art is amazing… amazing…
Thanks for the insight into the technique used for this image.
Wish I could have been there as I am currently trapped on the East Coast.