Looks outstanding!
Can you show us an image of the mesh of that clothes?
Looks outstanding!
Can you show us an image of the mesh of that clothes?
Hi,
I like the silk fabric in the headarmor:
http://www2.zbrushcentral.com/upload...rronStage2.jpg
and the Skinshader on your last update is also amazing.
An amazing piece anyway![]()
Is the Skinshader a material only or is there a texture used ?
Thanks
I'm new here, hope to post some work soon (Still learning, and have so much to learn).
Lucky_1
Excellent work as ever & I can't wait for the ZB update, but there's just one thing bothering me.............................how does this guy go to the toilet in this outfit???![]()
![]()
oh and offtopic but:
congratulations on that well deserved entry in the CG Retrospective 2004.
as some of you might have missed, Zbrush was in second place by public voting.
the full article:
http://www.cgnetworks.com/story_cust...id=2671&page=1
...tool with any doubt![]()
Model seems the regreated Yul Brunner![]()
Pilou
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
Icon.jpg[/ATT] ] Wip Image #6: Detailing
The low-res mesh (top-right image) was subdivided several times and mesh details were added to the high subdiv-level (bottom-right image). The details were added both in 3D-edit mode and with ProjectionMaster. The mesh does not have any textures assigned; the coloring and materials have been painted (or projected) as vertex-coloring.
Thomas Mahler: The mesh will posed in one of the next updates.
Kerstin: The mesh is shown in the above image.
Lucky_1: The face shading is a result of materials and a little bit of vertex-coloring.
3DP: Rest assured that when more information is available, it will be posted here - in ZBC - first.
Frenchy Pilou: Right, I do see a little bit of Yul in Krrron
Thanks,
Pixolator
P.S. The small Z logo was stamped on the mesh in 2.5D mode.
Excellent artwork. I just started with Zbrush 2 days ago, while working on my major animation in Maya. I see it will be a long road towards your skill level. But being just a small newby I have the simplest question possible for you, far below your capabilities - is there something like working history available in Zbrush, and how can I delete her if possible. I am suspecting my mashine is slowing down throught the time because of this reason.
Thanks in advance.
And again - wonderful work.
Zbrush keeps record of what is done in a similar way to your average drawing program- with undo levels, but there isn't a history you can directly edit. You can adjust the amount of undos available in the preferences pulldown menu. How is your computer slowing down? Zbrush can often take longer to do things when memory is low...
It would be nice if You record the process and release the script now and then like the way you realese WIP of the images. Is that Possible?? It will be more helpfull to the community! Its just a thought
![]()
-Thank You![]()
Thanks again for the update Pix. I have a few questions about your new features for this program, and I hope you can find the time to answer.
Being that you have created so many different pieces to this guy, are there any limits to the number of different objects/groups that you can create? I can see that there would be a polygon limit, so I was wondering more precisely about an object limit.
Also, being that you have created different objects to this, I was wondering how you did the different sub-d levels. Do each of them have their own sub-d levels? If that's the case, what could be the theoretical poly limit using this technique?
My last question is more along the lines of the import/export functions of the new geometry features. Lets say you wanted to create many different objects for a character, i.e helmet, gauntlets, underwear, etc... Would it be possible to import and export those elements onto a base mesh, like the body for example, and keep editing them? I think this would be great, basically leaving you the options of working on multiple levels of clothing, or armor, without the need to make everything with one mesh.
Thanks for the updates again, I look forward to seeing more.
Chad
Hi,Originally Posted by hyper1
Looking at Pixolators model, I had an idea.
Would this work:
1) import a Z2 Geo into Maya
2) MAKE LIVE Z2 Mesh
3) Draw a new polygon cage to corespond to Z2 Geo
4) export that cage back into Z2
5) sculpt new geo "on top of" base geo?
This might give similar results as the new update to Z2.
Just an idea...
-Alex
you all won't believe this...I was at the user group meeting and I saw the pixolator himself all throughout the night...I even stood right next to him and Taron for at least a good 15 minutes after the event was over. and he gave me his business card in hand..and I never said a word; I just stared and smiled at him. I had lots of questions I wanted to ask, but I have no idea why I didn't ask them.
maybe the pixolator will have it in his heart to answer a couple of the questions I had then? ...pretty please?
first, I know i asked on this thread before, but an official answer would be nice...are the updates in the form of a point release or a completely new version of z? and can we get a general idea of how far away they are? 6 months? a year? i'm just really excited about them, and can't wait to get them in hand. and last, will anything else be included in the updates that we haven't had a sneak preview of yet?
thankyou
stunning work showing up new great features!!! i have some questions as well:
1) from what i can see,the new mesh is built over the body mesh, with z spheres but i dunno the technique to give it tickness.
also i imagine it has been put into a separate layer , or polygroup- masked for futher detailing?or it is only overposed to the base mesh?
can the new mesh built on top of the base, be saved as a separate tool? only a confrmation of what i think is possible indeed.
2) will the rigging/deforming z spheres be useful to make a rig and export it for other apps ? like bones for example?
HOW DO YOU DO THAT???
How do you make that armor lookin' stuff?
Voila! Picture sig.