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marvelous clay character :+1:

Clay face is awesome! I think he should be made into a full character, great potential.

Thanks, guys! :smiley: Clayface seems to be popular.

Jason–Thanks! I’m a big fan of the Dini/Timm Batverse.
piz–Thanks again!
Lil’sister–Thanks! Nice having you drop by.
nightwoodwolf–Thank you!
womball–Thanks! I’m thinking about it. :slight_smile:

In case some people aren’t actually familiar with Clayface:

http://en.wikipedia.org/wiki/Clayface

(he’s not my character)

An Ivy concept. Wasn’t too happy with where this was going so I hastily finished. Probably around 6 hrs (maybe why I got tired of it
)

I think the final touches helped though (I continued to sculpt it after I laid in the base colors). I reused a rose I had made too


ivy.jpg

wow,great! o live the last one

Alex Oliver

I like ivy. I really like all of your comic book models you have done so far. keep up the good work.

Very nice! :wink: :+1:

alexleia: Thanks! It’s great having you stop by.

Seavannah: Thanks! I love the characters so it’s been fun and challenging.

piz: Thank you!

I have to join the camp that likes your version of Clayface :smiley: But I think Ivy is your best of the thread yet, she really has character, 
I just saw her hair is a rose, nice addidtion :wink: .

I’ll keep visiting this one :+1:

Bimm

M-M-M-Masque! :wink:

masq1.jpg

Just part of something I’m working on. Probably won’t be finished for quite some time


Well its a nice start for whatever its going to be;)
her neck and collar bone is lovely, seriously beautiful.

Looks great Buddy! Very good! :smiley: :+1:

Thanks, spaceboy412! It’ll probably end up a bit freakish–I’m aiming for a dark/gothic feel in the final piece.

Thanks, piz! :smiley:

Thanks, Bimm the Stone! Sadly, I doubt I’ll be updating this thread regularly anymore. :wink:

A Tribal Chief! :wink:

This is just a silly character I made using a GroBoto mesh created by Darrel Anderson.

The next GroBoto will be able to make Unified Meshes from very complex geometry, which can make some really interesting base geometry to sculpt from.

You can check out a preview of the feature here: http://www.groboto.com/Exporting_GroBoto_3.html
And in this thread: http://209.132.96.165/zbc/showthread.php?t=60734

groboto_chief2_low.jpg

Thanks for looking!

you’ve been getting better at an impressive rate for a long time and nothing’s holding you back! i’d say you’re a zbrush master, hands down. thanks for sharing your inspirations and aspirations.

another great piece, is the base mesh that was made displayed here? all i see are the shapes that were put together. i can see how this type of modeling could lead to more interesting and creative ideas, its much like sketching out doodles and then trying to make something of it, a way in which i’ve always loved to work.
how does this compare to zbrush’s unify function, pros and cons.

smokebox46and2 – Thanks! You’re too kind. :slight_smile: I always feel I have quite a ways to go.

spaceboy412 – Thanks! I really liked your giraffe lady at 3DTotal, btw.

The base mesh is the funky shaped thing–the GroBoto unify is kinda like a super-boolean so it retains all the sharp edges of the mesh, whereas ZBrush’s unify is kinda like wrapping a blanket around the object.

The GroBoto unify does result in all triangles though, so the mesh looks pretty crazy and ends up sculpting a bit differently. You can see examples in the pictures below. After the first subdivide, everything will become quads but many end up having more than four edges, resulting in a sort of ‘built-in’ texture when you’re sculpting. I actually found it interesting though–kinda like painting on canvas; I loosened up a lot more.

There was a strange bug which kept cropping up that I think might be the result of using an all triangle mesh in ZBrush–every now and then, after changing subdivision levels and/or hiding/unhiding parts of the mesh, almost every other vert became masked, like in the bottom pic. It’s actually an interesting distribution for masking and I toyed with it when polypainting but it definitely needs to be watched out for.

I should also mention that you can make ZBrush automatically merge some triangles when importing an .OBJ file but I found that the resulting uneven distribution of verts with more than four edges actually made it more annoying to sculpt. With tons of crazy verts at least the ‘texture’ is more even.

groboto_mesh.jpg

hey marsyas!

very intresting stuff you’ve done with this last one. really like the texture job.
that ladys head you posted earlier on, is my favorite, though.

-r

Hey Marsyas! I love everything you have done here!!! The Tribal Chief is SOOO nice!!!

Hi Marsyas,

Very nice. Thrilled that you are diving in and playing with our test meshes. Thanks for posting this, and for your observations, and answers to the other members questions.

a bit of follow up


Right, our unified meshes are ‘aware’ of the actual features of the source model, and can better maintain all aspects of the topology when unifying the elements into a single mesh. That also means that we will be able to go further – like offering the option of converting those perfectly sharp edges into perfectly rounded or beveled edges. ZBrush’s Unify function can be pretty destructive, especially with highly detailed/fine-featured GroBoto models. ZBrush’s Unify has a nice blobby/organic feel. So the advantage with the GroBoto Mesh comes from the fact that you can always – more selectively – create those organic effects afterwards , but you can’t recover the details once they are lost.

This is the first iteration of this mesh code. By the time we release, it will produce somewhat cleaner meshes with fewer ‘sliver’ triangles and such. All verts will be properly welded. Ultimately, we may be able to go straight to quads.

We will keep everyone posted as we progress. And again, anyone interested in playing with our sample meshes, please contact me directly.

Darrel

Here are a couple more raw OBJs
 The ‘fractured’ interior of the door is a good example of the hi-fidelity detail captured by our system.