1. #1
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    Default Studying Z

    At last I have found the time to learn using this beautyfull software.

    I allready learned a lot from the topics by all the great artists here.

    This is an experiment learning to use zspheres to make a basemesh, mirror and weld,
    zremesher, UV's, displacement, BPR, and some photoshop.


    grtz p

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    So much to learn and try.
    this one is 2.5D > pixelsto3D and rendered with bpr.


    another test, this time made with alphamaps i created in photoshop cc.


    I downloaded the trialversion of keyshot4.
    looks great, fast workflow and easy to use.
    i normaly use c4d for 3d modeling, animation and rendering (the new after effects cineware link is amazing),
    but i first need to learn using goz with c4d first, and exporting displacementmaps, normal maps, texturemaps etc...
    anyway: some keyshot tests





    texturing things like this stone in zbrush is very easy.



    and now, back to zbrush
    grtz p

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    Default

    some videos of the same model.
    dynamesh, some stuff cutted out from some obj files, decimation master
    turntable in zbrush
    http://youtu.be/Jnv3C79yDBw
    and in after effects (with element3d plugin from videocopilot).
    http://youtu.be/JNCozfs83Mg
    http://youtu.be/_JqlmM3mgFU

    grtz p

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    WOW!
    Great stuff!!!!!
    nope...
    I don't know what I'm doing but I'm doing it anyway.

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    Ow, thnx!!!!
    i'm honored, really.
    Almost everything i know about zbrush i learned from studying your thread,
    and of course those of lvxifer, michalis, and many others.

    trying some hardsurface stuff


    grtz p

  6. #6
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    BZZZZ
    it's that time of the year,
    so i modeled one:
    a mosquito.

    basemesh for body, wings and legs are modeled and exported as obj from c4d and imported in zbrush (so not with goz, i'll try that later on)
    in zbrush the body is now dynamesh for detailing.
    after detailing i think of using zremesher for better topology (despite model came out of c4d with good topo)

    now i have a problem.
    the wings must of course be transparant.
    can i make a transparant material in zbrush to render with bpr?
    i am not shure about that.

    i am still learning all things zbrush.

    i guess,
    maybe i am going to fast with zbrush?

    problem is, i'm not new to cg, but new to the softwares that are affordable for me,
    and use and have to buy for hobby now. (i am retired, )

    i used mainly 3dsmax (and vray renderer) at work (started with 3d studio r3 for DOS, +-20 years ago) and some other softwares for visualisation, animation and architectural work. (as a job).

    but now i can't afford a license for 3ds max and/or vray for a hobby of course.

    so now it's more affordable softs like c4d, adobe cc and some freeware app's for me.
    and since r6, zbrush, of course.
    it's an amazing piece of software, for a more than reasonable price, but not so easy to learn when one comes from architectural stuffs.
    i allmost never modeled or animated organic things for my job of course.
    boring arch walkthroughs it was, lol.

    but still, i learned much about 3d and cg in general.

    so now (i have way to much free time, and) i wan't to be creative and make the "arty stuff" i always wanted.

    and, eh, excuse me for my bad english.
    i am natively dutch speaking (belgium, flanders).

    grtz p

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    Default

    Very cool! The first to pieces are just great

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    My thread helped you learn how to do this stuff???
    Oh wow... that's seriously cool..... thank you!
    I need to look in my thread!

    The transparency problem is one that had me stumped for AGES but its easy, it doesn't have things like reflections or bend light but there are ways to fake that using matcaps to some extent.


    • Select a Tool or a SubTool in the Subtool Pallet (or if you only have one on the Canvas don't worry about the Subtool Pallet at all).
    • Near the bottom of the Tool Menu on the right go into Display Properties and click BPR Settings.
    • Under BPR Settings turn on BPR Transparent Shading, it will ask you if you want Transparency turned on in Render Settings or something like that, Click YES.
    • Under that you will see BPR Visibility, that controls transparency, you will also want to screw about with the BPR Shadow one below that.


    BPR Material Blend is not something I know how to describe, it works with other settings (VERY useful settings) in the Render Pallet.

    I hope that helps!


    Cheers!
    Mealea
    nope...
    I don't know what I'm doing but I'm doing it anyway.

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    thanks alot for the info.
    today i did some displacement tests with the maps from michalis.
    the grouploops where bad, so i deleted them.
    so much to learn.
    anyway...






    grtz p

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    I missed this thread.
    Interesting experiments here.
    On the last one, the embryo,
    What was so bad with the group loops? However, you could extract them as a new solid tool and texture them differently. Maybe to displace or move them.

  11. #11
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    thnx
    i really don't know,
    the loops in between had all jerky borders,
    but the groups (the polygroup islands) had a smooth border as you can see in the model.
    i tried to polish them, but it didn't help.
    i splitted the polygroups in subtools.
    maybe that's the problem?

    i am creating a new basemesh (the mother for my baby, lol) to experiment further with displacements.
    i'll post renders if she's finished to the point where i make my polygroups.

    grtz p

  12. #12
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    In case you aren't aware, when asking for group loops, avoid tris as possible. (there's an option button).
    GUVs will split any triangular as single tri islands. This will cause nasty artifacts.
    However, if tris exist, after applying a first subdivision, only quads remain. (a tri to 3 quads)
    But you're dealing with heavier meshes after.
    I wonder sometimes. We're asking zbrush to be able for tasks not supposed to be among its capabilities. I use blender for many of such tasks. It's more reasonable.

  13. #13
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    thanks,
    that could be it.

    problem is, i know how to (box/poly)model in 3ds max,
    i used it for my job. (not for organic models)
    anyway i don't have the soft here at home, way to expensive.
    but i bought myself an upgrade to the full edition from the c4d lite version that's included in adobe after effects cc,

    but now i should learn how to polymodel in c4d too.
    and that's a little to much for my poor old brains.

    first it's all zbrush and organic stuff.

    grtz p

  14. #14
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    some more experiments to refine working with displacement on a simple model.

    following michalis tips on exporting obj and reimporting the mesh
    to keep guv tiles in this thread
    http://www.zbrushcentral.com/showthr...=1#post1036047

    even the displacementmap is from the nice guy, thnx.

    now i have much more detail.




    grtz p

  15. #15

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