1. #1

    Lightbulb Subdiv Crease Edges

    Hello everyone.

    I'm making allot of clothing and metallic objects these days and since I can't have subdivision creases in zbrush, I'm wasting a good deal of time. I'm either "re-creasing" clothing edges after smooth - or I'm manually smoothing the non-crease areas because I've left the smooth modier off. Either way, this is a major bottleneck in the zbrush workflow. (I think this may be one of the reasons we see so many bald, naked, beltless characters here. )

    creases.jpg

    I think I have an easy to implement solution:

    when importing an obj to detail, the user should be given an option to treat all the creased normal edges in the model as subdiv crease edges.

    since creased edges are currently not supported inside zbrush, this "creaseable" subdivision would only be availiable on import. To do this, it makes sense for the obj import to be extended to have some additional options, like levels of subdivision, crease-using-normal-informantion boolean, subdivsion edge hardness (100% is acceptable) etc.

    whatdya say ofer? doable? any advanced users agree?

    -bay raitt
    Last edited by spiraloid; 04-16-06 at 04:24 AM.

  2. #2

    Default

    Hi bay

    I gather that your current workflow is a variation of the one bellow...

    1. Create low-res mesh and apply creasing-tags (or smoothing groups) in the other application.
    2. Export the mesh from the other application.
    3. Import the low-res mesh into ZBrush.
    4. Manually reapply creasing tags to the mesh.
    5. Subdivide the mesh multiple times in ZBrush.

    The above workflow may be improved by executing the following steps...

    1. Create low-res mesh and apply creasing-tags (or smoothing groups) in the other application.
    2. Subdivide the mesh multiple times in he other application. (Since you are using the same application to apply creasing-tags and to subdivide the mesh, you are guaranteed to have a correctly-creased high (or mid) res mesh )
    3. Export the mid/high res mesh from the other application.
    4. import the mid/high res mesh into ZBrush.
    5. Use the “ToolReconstruct Subdiv” and then switch subdiv-level to the newly reconstructed one. Repeat step 5 as needed.

    If executed successfully, you will now have the low-res (reconstructed) mesh as well as the correctly-creased high-res mesh without having to manually reapply edge-creasing tags in ZBrush.

    Hope this helps,
    -Pixolator

  3. #3

    Default

    Resize of ZBrush Document.jpg

    Perfect. you're a clever fellow as usual. thanks ofer.

    -bay

  4. #4

  5. #5
    Senior Member Follow User Gallery
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    uhmmmm! very good Harryhousen inspiration on this one Bay.I love it!

  6. #6

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    skull_nazi_lo.jpg

    thanks!
    Last edited by spiraloid; 04-17-06 at 03:08 AM.

  7. #7

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    skull_nazi007_lo.jpg

    played with the applink to slap some rough textures on my test model.
    Last edited by spiraloid; 04-16-06 at 09:20 AM.

  8. #8
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    WOW thats Awsome!!!

  9. #9
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    Lovely tip for future reference.

  10. #10

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    skull_nazi006_lo.jpg

    next up, baking the ambient occlusion into the map (another app) and then combining it with the zbrush cavity pass. Thanks ofer!

    -b
    Last edited by spiraloid; 04-17-06 at 12:36 AM.

  11. #11
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    Awesome skull spiraloid.
    -Matt


  12. #12
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    Very cool scary model, cant wait to see it on its motorcycle riding along an highway...hmm...or not...but still very cool scary model.

  13. #13
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    Very cool character !

    I like the last picture (I prefer the render on the right I d'on't really like the close up on the left)


    Keep up the good work !


    Gopher
    Freelance CG artist
    Online Portfolio

  14. #14

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    yeah its funny how working with an ortho camera means it always looks better in the ortho render. hopefull we get pespective zbrushing in windows soon.

    -b

  15. #15
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    Yes, maybe even by next weekend...or not...

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