1. #181
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    Alright boozy top row you deserve it my friend .

  2. #182
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    Wow I come back after two years and you've jumped to the top row!! Congratz....couldn't of happen to a more imaginative artist and pretty cool person!

    Very nice piece by the way!
    \

  3. #183
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    awesome very well deserved..

    always enjoy seeing your unique style and your art speaks for its self.. please keep inspiring..

  4. #184
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    Aw, good gracious , I'm top row.
    What a delight to discover this having comeback online today after some much needed eye rest.
    Much appreciated - you have made my Burn's celebrations complete.

    Metin , Vlad , PFC666, Lensman , Tristanartform , Pygmalion, Tonare, Troy - thank you most kindly folks. Your company and opinion greatly appreciated.

    Lensman in reply to your question
    to avoid comping flat elements in PS you do the inverse i.e you prepare textures or alphas in photoshop for inclusion by creation in ZBrush and/or create the tools, brushes, texture maps , alphas etc in Zbrush itself using a working scratch layer above all canvas/ scene layers ( temporarily hidden) to generate resources for creation when working in flow.

    The methods for creating flat comping elements using alphas are truly numerous in Zbrush, from the Plane 3d Tool, Texture palette >Image Plane Plugin planes , Quick Sketch planes, Shadowbox and the 'make 3D' function of the Alpha palette. Quite a thing, the visual permutations possible with ZBrush.

    If you are unsure about positions of objects - creating a marker for the rough position will allow you to recall it's and perfect it as required later. Having found the better position add a further marker if required should you decide to upsize the canvas later.

    Lighting? You only need one light - cheat with material settings to fake illuminations ,baking lighting to layers , dodging /burning tools as well as using texturing tonally as part of the creation of light.


    Some techniques in deeper detail……..

    Accurate image cutouts for comping in to 2.5D layers or subtool scenes can be created in many ways such as…

    1, image planes (plane 3d, Image Plane Plugin planes or Quick Sketch planes) - cutting out the shape from an applied alpha >Masking >mask by alpha >then using Geometry >Edgeloops>edgeloop masked border. Thickness can be applied quickly using an Edgeloop> panel loop extrusion (with no polish) to quickly give it thickness + retaining the uv's and thereby mapping both sides of the extrusion.

    I'm a big fan of using Quick Sketch on a canvas sized to the same size or proportion as the imported texture. This gives a good starting point for mapping a texture and cutting with an alpha using the method described above (1, image planes).

    To use the Quick sketch method prepare your work in a different file to your actual working file. Quick sketch is also a neat way to quickly apply a texture screen grab/ GrabDoc of your canvas and map this to the Quick Sketch image plane that fits your canvas size perfectly, particularly if you take a marker of the Quick sketch plane position in move mode for easy recall later. You can use this for all sorts of tricks such as transferring rgb texture and depth information to other canvas layers The great thing about textured planes of course is how they also allow you to also quickly tile/ repeat textures by modifying uv tiling . I use uv's often to create and generate paint effects that I transfer to the whole pixol scene rather than simply texture an object.


    2, selecting an alpha and utilizing the make 3d section of the alpha palette - mesh smooth1 >resolution 512. A very quick method + gives mapped uv's to apply image texture - assuming your alpha and texture map correspond accordingly.

    3, using a 512 res shadowbox extrusion created from an alpha applied to the back wall of the shadoxbox. A way to apply an alpha quickly and exactly to fit the back wall of a shadowbox for a quick extrusion is to hide all other walls >Uv's >apply auv tiles to the visible back wall plane > Masking >mask by alpha from your chosen alpha map (you may need to control click outside the shadowbox to invert the result as well as show the hidden side) - you will need to create uv's and a texture for this method. I would use the shadow box method if you wish to zremesh the results to lower poly counts as I've found extrusions from edgeloop mask borders polygroups cause me issue for some reason.

    4,using a retopo trace over a mapped image plane subtool - uv's and map to be created after mesh creation.

    5, applying mapped image planes to a canvas layers and using the 2.5D eraser to manually cut it out - move this around the canvas after dropping with the tilde key.

    NB: The fastest way to create planar image texture maps to flat forms is to use the make 3d function of the alpha palette. Other quick planar mapping methods 1, create the uv's + a texture for the mesh derived from an alpha > using a marker in projection master transfer the proportionally matched rgb texture information to the mesh from a proportional image plane set to rgb . Another method is to use >Transform >3d copy . With the tool in edit mode > Texture palette> Image Plane plugin and import your chosen texture>press T to exit edit mode for the tool and w to enter move mode >set the tool to rgb and switch off zadd > Transform palette > press '3d copy' to transfer the texture from the image plane to the mesh . Remember to turn zadd and mrgb back on for the tool so that when you redraw the newly textured tool on to the canvas you can see it .Similarly you can utilize a marker to match the mesh position to the Image plane texture or if preferred position and scale either of these two transfer methods by hand and eye.

    All these methods can be used to apply image textures at various transparencies of texture rgb or with full depth/ surface at 100% zadd - all can be further adjusted by stroke methods and picker modes.
    If you've applied a stroke or tool you can press w, e, r to readjust it's position,scale or rotation. Certain strokes modes and tools will allow you to transform multiple strokes of the image too + also add more to the stroke amount by holding cntrl after the first uplift of your of your wacom pen before creating your next marks.

    If you do not want pixol objects on canvas layers to shadow layers below - bake the lighting on the layer/ layers beneath making sure all layers above etc are turned off.


    In closing here's another relevant neat trick with regard moving canvas elements by copying sections of your work using the cloner tool….



    Example above: cloning by selected area.

    > select the clone brush , set the stroke type to DragRect and choose for the alpha the white rectangular alpha > press cntrl where you would like to sample from and drag out your clone brush a little > now press e to scale around the area you wish to sample from >press w to move clone to first location - in move mode click on the canvas to change the sampled z position - change the forward and back z depths of the clone by holding down the tilde key in move mode. Create new clone area position by snapshotting ( shift +s) and moving to a new location to apply the clone . The alpha determines the shape of the clone.

    NB: you cannot to my knowledge change the scale of your clone merely the area you sample from - nor can you rotate the clone - the alpha the clone brush uses represents the sample area.
    The likelihood is that you will need to erase information you didn’t wish cloned in which case sampling/ cloning to a new layer may be a good idea.

    Point of note:the cloner tool requires you to hold down cntrl for the sample point. This use of cntrl negates being able to transform a further series of cloner stroke beyond the first pen lift strokes i.e hold cntrl >then draw a further series of other strokes before going in to “w” move mode to transform all strokes .

    Using the conic stroke, freehand stroke etc with a single stroke will allow you to transform that single stroke before pen lift and duplicate it using shift+s for snapshotting. Duplicating cloned strokes like this is very useful.

    Goodness me , I've written a cup of tea and two biscuits worth with that blurb.
    Tip of the iceberg stuff really when it comes to ZBrush.
    Hope some my rambling helped and inspired :-)

    Yours etc,
    Boozy
    ......Nobody tries to be lah-di-dah or uppity--There's a cup-o'-tea for all.

  5. #185
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    Splendidulous!!

  6. #186
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    Congratulations! for top row

  7. #187
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    Cool Always amazing...

    ...poetry the Boozy Floozie!
    Your favorite Fan forever!
    Is beautiful that please without concept! ( Me and maybe also E Kant)
    Pilou's Galerie Pilou's Tips Tuts Page
    Cameyo's ZPlace Art Surfing Albums
    Dedicaces Perpetual Challenges
    French Pixologic Site

  8. #188

  9. #189
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    Default Things In Common

    Thanks so much guys.
    Isn't it lovely when you have things in common :-)



    This image another 2.5D piece .Textures rgb mapped to simple shapes on the canvas layer , faux shadows derived from mrgbz grab of the characters filled with flat white material against black background - the texture from the mrgbz grab tool then utilized as an alpha in a Directional Brush (2.5D Tool) placed in to position and rotation using the in DragRect mode and set to rgb at with lowered opacity over the ground plane layer.

    Rory - you had me at splendiculous a word that that tickled me grinniferously.
    PFC666 - my best regards and thank you
    Pilou - Good Sir and human dynamo that you are - your support much appreciated.
    Geert - what a lovely idea and thank you for the link that took an old sap down memory lane. My thanks.

    Boozy
    ......Nobody tries to be lah-di-dah or uppity--There's a cup-o'-tea for all.

  10. #190
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    Red face I am anxious for the...

    ...baby!
    Is beautiful that please without concept! ( Me and maybe also E Kant)
    Pilou's Galerie Pilou's Tips Tuts Page
    Cameyo's ZPlace Art Surfing Albums
    Dedicaces Perpetual Challenges
    French Pixologic Site

  11. #191
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    Boozy: "Goodness me , I've written a cup of tea and two biscuits worth with that blurb."

    I think probably a POT of tea and a biscuit tin's worth is more like it! Thanks, I'm going to have to go over that lot multiple times, and try to make sense of it all. I really do want to do as much of this as possible inside ZB without resorting to comping layers outside in post work. Sadly my latest effort will require me to do that since I'm just not happy with how it looks. Anyway, thanks again for taking the time to write all that.
    Custom Jewellery Design - Third Dimension Jewellery

  12. #192
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    Frenchy Pilou: "I am anxious for the....baby!


    Haha, it wasn't until I looked at it a second time that I saw: Pine(cone)&Apple and Pineapple! Subtle, Boozy, subtle...
    Custom Jewellery Design - Third Dimension Jewellery

  13. #193
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    "The Three Houlets"

    One of my favorite pieces of yours yet!

  14. #194
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    Excellent work Boozy!

    I really like the balance of your piece and the way you composed its elements!

  15. #195
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    Default ...

    Subtle, Boozy, subtle...
    Yes Boozzy's art has always several levels of reading!
    Is beautiful that please without concept! ( Me and maybe also E Kant)
    Pilou's Galerie Pilou's Tips Tuts Page
    Cameyo's ZPlace Art Surfing Albums
    Dedicaces Perpetual Challenges
    French Pixologic Site

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