Very nice Mealea!I really like the image in post 2011 too!
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I don't know what "TestShot" is, but I LIKE it!!
Alien steam punk?
Do more, do more!
ps- what renderer? Nice sky.
#2024
Now you're talking!
Amazing!!!
@Patpotloo:
hehehehe!
I started off that way too!
Crazy is good for you sometimes!
@Zber:
Thanks!
2011 was a lot of fun, screwing around with shades of white because of that one, its interesting...
@Megacal:
Thanks!
Its in KeyShot, made in ZBrush.
I have no idea what it is but I called it a test render because it is, the full render takes too long, it looks like maybe as long as three days...
@Michalis:
GRIN!
Thanks!
I have a question for you about this this, how do I get it into Blender with separate polygroups?
Is that an export setting for .OBJ files?
GOB seems to make them all one object and thats not what I want... You know what I mean?
And now for something completely different:
![]()
nope...
I don't know what I'm doing but I'm doing it anyway.
MealeaYing :
My first impression of post #2029
Is the render might be a glazed doughnut with sprinkles !
Then on a second closer inspection it is something completely different.
And it doesn't disappear in flash of flame and puff of smoke
More likely it is just having fun!
Doing the best I can with the tools I have !
GoZ doesn't seem to export polygroups?I have a question for you about this this, how do I get it into Blender with separate polygroups?
Is that an export setting for .OBJ files?
Anyway, obj export will work.
It depends now how you would like to use it.
It will import polygroups as separated objects, in place.
You could assign (in blender) vertex groups first. (or/and materials)
And select them all after, CTRL+J to join them as a single object, enter edit mode, select them all, W(submenu) remove doubles.
Or, you may keep working on them, having them separated. (not sure for what purpose)
Anyway, the equivalent of polygroups may be the blender vertexgroups. (select faces -edit mode and assign v-groups (properties panel/obj data tab) (select etc buttons there)
Polygroup might converted to separated materials as well. In materials tab you'll find similar assign or select(by material) buttons. (to the bottom of this panel you'll find settings/viewport color).
Assigning this way you'll be able to preview (and render such colors)
michalis,
sorry, I don't see the same export dialogue in my ZBrush 4R7 (?)
Where is the export dialogue in your ZBrush screen shot?
Using GoB?
Also, not sure where you're importing in Blender (?)
![]()
Megacal,
In ZB you wil find it waaaaaaaaaaay down in the main Tool Palette ( last one at the bottom )
Note : a) You need to have Txr ON, IF you want to include the UVs in your obj ( I know cause I learned the hard way )
b) It's been my experience that if you press the Export button in the Tool Palette, it will only export the main Tool and NOT the SubTools.
If you want to Export ALL the Tool AND Subtools , then you need to go to the Plugin Palette/Subtool Master and press the Export Button there.
With this method, all the subtools become DIFFERENT objs and you 'll need to Import each one separately ( into Blender ).
In Blender, the menu Michalis is mentioning, will be found AFTER you press the Import/Wavefront(obj) button - bottom Left.
Thanks Paleo3d!
Learn something everyday!![]()
@CgMystic:
hehehehehe!!!
Thats awesome!
FOOOF!
MY DONUTS ON FIRE!!!!!!!!!!!!!
@Frasoyan:
I don't understand it either, suddenly I was possesed to create that thing, it took almost no time at all!
@Michalis:
AHHA!!!
I knew it was simple, I just forgot completely thank you!
Thats actually a better explanation than I was after, I just forgot how to get all the polygroups in as parts, now I know that, and how to join them back up again, something I had forgotten AGAIN....
THANK YOU!!!!
Now heres something interesting:
My computer came with two video cards, one is an Intel 4000 HD, I am currently rendering in KeyShot on it since it doesn't care what video card you use. I also have an Nvidia Geforce gt 650M which Blender is currently using to do a fairly large render, neither is slowing down the other! This is hilarious, and in between all that is ZBrush.
I made an object in ZBrush, GOB'd it over to Blender for rigging and rendering and GOB'd it back to ZBrush once it was posed in Blender and then sent it over to KeyShot to render there as well...
I feel like an octopus with eight typewriters....
nope...
I don't know what I'm doing but I'm doing it anyway.
Ok....
More atmospheric stuff in KeyShot.
- Make a scene of whatever you want in ZBrush.
- Spit it over to KeyShot.
- Make a sphere (Control 5).
- Resize your sphere till it completely surrounds your ZBrush objects.
- Make a light out of whatever you like, I usually use another sphere for this but it can be anything.
- Make sure is inside of the first sphere, otherwise it will be dark as hell in there.
- In the environment section double select Black, this turns off all that bloody HDR lighting.
- Zoom your camera inside of the first, outer sphere and look around.
- Add lights as needed and move them around till you have what you want.
Im seeing some VERY strange and cool stuff doing this.
It seems like lights inside of objects does a lot of strange stuff to KeyShots little pea brain and it increases its usefulness dramatically!
Experiment with what material the outer sphere is, each material does something different its very cool.
Expect Blender-esq fireflies and lots of floating fuzzy mote looking things, haze and fogginess and all sorts of other odd stuff.
Last edited by MealeaYing; 05-03-15 at 07:39 PM. Reason: Being an idiot. Also being an idiot AGAIN!
nope...
I don't know what I'm doing but I'm doing it anyway.
Cool! But we want to SEE it, too!
- Make a scene of whatever you want in ZBrush.
- Spit it over to KeyShot.
- Make a sphere (Control 5).
- Resize your sphere till it completely surrounds your ZBrush objects.
- Make a light out of whatever you like, I usually use another sphere for this but it can be anything.
- Make sure its inside of the first sphere, otherwise it will be dark in there.
- In the environment section double click on Black, this turns off all that bloody HDR lighting.
- Zoom your camera inside of the first, outer sphere and look around.
- Add lights as needed and move them around till you have what you want.
Im seeing some VERY strange and cool stuff doing this.
It seems like lights inside of objects does a lot of strange stuff to KeyShots little pea brain and it increases its usefulness dramatically![]()
Heres an example.
The only light sources in this are the eyeballs, the lights then bounce of the inside of the sphere (and other stuff) which is one of KeyShots "ZBrush" materials.
I forget which one but it doesnt matter. Lots of stuff causes these anomalies.
I haven't gotten around to trying a cube yet....
This is very low poly and total crap speed sculpt basemesh with Zmodeler work just to see what's possible, then posed badly with a blender rig that took maybe five minutes to set up and attach.
Basicly I was in a hurry. Its total crap. However the model isn't the important part, its the lighting thats interesting.
Basicly the object here is that lights inside of other objects do cool stuff, normal lights in KeyShot are fine for some stuff but frankly not very controllable, objects used as lenses and filters change that problem.
Dramatically.
One of the stupid things about the ZBrush version of KeyShot is the inability to add more objects to a scene without spewing them out of ZBrush.
This problem makes it hard to rapidly try many different objects as light filters and thats a pain in the neck. (keep reading, I figured it out).
Anyhow, I have tested other things like making a fresnel lens in ZBrush and using it, with rather strange effects, in keyShot, I think I need to look at the structure of these lenses more closely or perhaps the rendering process is actually NOT physically accurate at all 9I suspect this is the case).
Fresnel in 3D rendering is nothing like fresnel lenses in reality in my experience, its neat and good but completely different so far.
Im off the point here, Make lots of lenses in ZBrush to put lights in and behind as subtools that you can turn on and off for exporting into KeyShot, you can then move them about at will and try other fairly quickly.
The thing is to turn on all the crap in the external rendering palette, that way you can assign loads of materials to things and each subtool will be able to have its own material in KeyShot.
If you want to rapidly test a bunch of lenses or what ever make a whole stack of them in ZBrush as subtools and export the lot of them right along with your objects, then in KeyShot hide them from the camera, shadows and reflections and turn them back on one at a time to see what they do.
Sorry if this is just an info dump but I am rushing it, I haven't got a lot of time for this stuff lately.
Long story short:
Lights going through objects and or being inside of them are very cool.
Cameras inside of objects also very cool.
Screw around with this stuff, the results are neato!
nope...
I don't know what I'm doing but I'm doing it anyway.
Megacal:
You posted that while I was typing up that last thing!!!
nope...
I don't know what I'm doing but I'm doing it anyway.
Whoa! Waaaay cool!The only light sources in this are the eyeballs
First impression is she's floating in outer space. I like the contrasty dramatic lighting, and the sculpting.........crap? No way!lots of floating fuzzy mote looking things, haze and fogginess and all sorts of other odd stuff.
Looks like she works out.
Great idea! Not emitters, but transmitting the light?making a fresnel lens in ZBrush and using it,
#2024 is her interstellar "boat"???