1. #1
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    Default My beta testing doodles

    You can find some of them here
    http://www.zbrushcentral.com/showthr...148#post851148
    As I also used zb heavily sometimes. We were testing GoZ after all.

    A sc render here
    2h.jpg

    And a small tutorial for Sc to Zb. As subdivided tri meshes are a little useless in zb. As we're still waiting for the auto retopology tool.
    The quasi auto retopo then

    1. GoZ to zbrush
    2. duplicate the mesh
    3. use decimator master at extreme settings (try a 3-6 k resulting mesh)
    4. export as obj and import again (have import settings-tri to quad on)
    5. append the two meshes
    6. subdivide and re project.

    decimation in sculptris isn't good, you need more time with reducer to have a 3-6 k cage export and some problems when re projecting.

    Sorry for this nonsense sculpting, I was just testing and this is a difficult subject to reproject-decimate.

    compare the imported sc mesh and the after quasi retopo one. I'm using a shader that shows the problem
    t2.jpg


    the quasi retopo based on decimation master. A really helpful for zbrushing mesh
    t1.jpg

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    Default

    And some more doodles. Doodles always,

    this testing sculptris and 3dcoat, dropped to voxels (hi density) and rendered there. Added some hardsurf background.
    ph2.jpg

    testing new blender render engine "cycles"
    cycles3.jpg

    After this 'quasi auto retopo' zb BPR
    dpan.jpg

    The gladiator LOL
    Just sculptris, zb BPR (chains via curve tool 3dcoat, direct export)
    gladiator1.jpg

    Testing difficult topology, holes, quasi auto retopo, more zb sculpting BPR
    ce2f.jpg

    A drapery study, one of the first tries in sculptris. Here after retopo (3dc) and some zbrushing. BPR
    dr6.jpg

    Some painting testing (after retopo and decent UVs) rendered in blender cycles.
    dev2.jpg
    Last edited by michalis; 06-21-11 at 08:41 AM.

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    Default

    thank you Etcher.
    Just having the feeling that I'm disappearing, a huge eraser deletes me. As a human, an artist or anything else.

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    Hello dear Michalis,
    thank you very much for the news about quasi retropo...!When I have some time I am sure I will appreciate a lot your very important suggestion...See you around..And compliments for your digital "classical"sculptures"!

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    thanks Francesco.
    And mostly thanks to the person that rated my work with 1*.
    Erasers...

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    Of course 5 stars for you!

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    Always full of ideas checking out your works!

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    thank you both of you
    @ solidsnake
    waiting for your beta posts. Better in main zb forum and a link here IMO.

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    Ah, you were so eager to post those, and finally sculptris is out. Will you post them on blanerNation?

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    Jose
    I won't continue this masochistic obsession, why should I post them to blenderartists? Who cares anyway? Except me and a few friends?

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    Another fast, this morning. Scultris only testing the hidden smooth algorithm of zb (shift, release shift when stroking, what a terrible UI)


    fjun2.jpg

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    Quote Originally Posted by michalis
    Another fast, this morning. Scultris only testing the hidden smooth algorithm of zb (shift, release shift when stroking, what a terrible UI)
    I don't understand that.
    If I press shift in zBrush it is smoothing. Doesn't matter if I keep it pressed or release it.
    Old sculptris navigation is keep shift pressed as long as you want to smooth.
    So you can draw and smooth with one stroke without releasing it.

    Both fine for me.

    Is this different in sculptris alpha 6 zb navigation?

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    Too good... The blender cycle rendering is quite realistic.

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    Thanks you Knacki, simpo

    releasing the shift key when stroking releases a different smoothing algorithm hidden in zbrush. It smooths differently. To understand this, just subdivide the tri sculptris mesh in zbrush. It subdivides turning everything to quads. This means a mesh full of 'star like' artifacts. Now try to smooth this. The hidden function is the appropriate one. Why pixo doesn't provided this as a brush, I don't know.
    many thanks to 'half life' user for this. Here
    http://www.pixologic.com/docs/index.php/Smooth_Brushes

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