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From: amur (STEFAN)
Hi Chris,
yes, maybe i have not properly explained what i like to have.
I like to use a color image with that process too, to get the
fractals, i have created in my gallery. In 3DCoat i simply
use a b/w (or color) bump map and a b/w mask and on top a color
image, which then gets converted to vertex colors. A very
easy, one minute process, in 3DCoat. Maybe i have to look
deeper into ZBrush to find a similar and fast workflow, which
i may have overlooked.
Regards
Stefan
From: chrisd (CHRIS_DORDONI)
I don't know ZBrush as well as I would like ... Offhand I'd say that would be a separate step.
I think its possible to use a texture map to poly paint the vertices. It would be nice if it did it the mesh and color in one step ... load an alpha/displacement image and a color image and you're done.
From: amur (STEFAN)
Cool, vertex colors from 3DCoat come now in, via the regular .obj importer. :-)
Regards
Stefan
From: Frenchy Pilou (PILOU)
<
<they keep you busy
@ Metin
In fact that is yet made!
A very smart site! :)
http://pixologic.com/features/
There are different languages with a menu! :)
(click on top right corner page)
From: Metin Seven (METINSEVEN)
For those of you who also use ZBrush: I've created a composition of the most important default Preferences settings, as a reference:
http://www.metinseven.com/blog/4pdX/zbrush-2018-default-preferences
From: Frenchy Pilou (PILOU)
ZB 2018
Not yet loaded but the great thing for French people is that is in French since the previous release! :)
From: Metin Seven (METINSEVEN)
Hi Stefan,
There's already a function similar to Bas Relief in ZBrush: the Flatten Deformer...
Image Attachments:
ZBrush Flatten Deformer.png
From: amur (STEFAN)
Hi Metin,
thanks, i had not time yet to look into the new tools, ZBrush offers.
Will look at it, but i have a little doubt that one can get a proper
bas relief from that.
Regards
Stefan
From: amur (STEFAN)
BTW: regarding bas reliefs with ZBrush....
i already ask a while ago the author, #AskZbrush and asked also
at CGTalk, but nobody could explain to me how to do that properly
with ZBrush... (like the dragon model)
http://www.zbrushcentral.com/showthread.php?185811-Bas-Relief-amp-Other-Works
Regards
Stefan
From: Metin Seven (METINSEVEN)
Hi Stefan,
I would first create an alpha texture from the 3D model, then stamp the alpha onto the 3D shape you want it to be on, in a very high polygon resolution, to maintain all detail.
From: Metin Seven (METINSEVEN)
I've been playing with Sculptris Pro dynamic tesselation mode this morning, here's my first freestyle sculpture. No reference used, I've just been playing around. Sculptris Pro works very pleasantly.
Image Attachments:
metin-seven_3d-print-modeler-sculptor-character-designer_male-head.png
From: Frenchy Pilou (PILOU)
The Top raw gallery of Zbrush is an amazing collection of true Master pieces!
http://www.zbrushcentral.com/zbc-top-row-gallery.php
Over 15 years and alas not all old pictures are not more obtainable! :(
The dancer by Xioa Ming
From: amur (STEFAN)
Hi Metin,
yes, alphas could be a gould start, depending how they look like... because they usually
give also the straight extrusions at the models silhouette.
Nice model Metin, looks like you have fun with Sculptris Pro! :-)
Regards
Stefan
From: Metin Seven (METINSEVEN)
Thanks Stefan!
For complex relief ZBrush offers Vector Displacement Brushes, which include overlapping:
http://docs.pixologic.com/user-guide/3d-modeling/exporting-your-model/vector-displacement-maps/
From: amur (STEFAN)
Hi Metin,
i think this is also not good, because you need already a bas relief in order to convert
it to Vector Displacement...
Anyways, thanks for your suggestions. Maybe one day someone can lift the secret
described in the ZBrush thread, i have posted. ;-)
Regards
Stefan
From: Frenchy Pilou (PILOU)
Can you describe in detail your problem about the "Dragon bas relief" and what do you want to know!
I ask that to my friend who works at Pixologic! ;)
It's not pure sculpting ?
From: amur (STEFAN)
Hi Pilou,
thanks for your help, much appreciated!
The author says that he used ZProject brush to get the bas relief, but i wonder how he
does this with ZProject, because the dragon bas relief is pretty flat, compared to the
original model. When one uses ZProject he usually projects the mesh on a plane with
the same height and not so flat. Someone on Twitter told me to use the settings -100
but that had no impact when i tried it. There must be some easy? step, which i am not
aware of.
Also i don't understand how he managed to ZProject the top sphere with the two stripes
on the tail, which is more off Z then the dragon, so that it sits perfectly on the tail, without
extrusions.
Regards
Stefan
From: chrisd (CHRIS_DORDONI)
I believe its necessary to modify the model to provide a workable bas-relief. Some models may work with little or no modification but in general I think it is not a push button task to go from model to relief.
From: Frenchy Pilou (PILOU)
Send it! Wait and see! :)
From: amur (STEFAN)
@chris: The author mentioned only ZProject and did not explain how
he did it with ZProject.
@Pilou: Thanks a lot!
Regards
Stefan
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