
well i got my hands again on zbrush..i'm really an amateur at it and at 3d modeling in general, but that program is really flexible,easy and fun to use! much like having a big lump of clay to play with.
Too bad i got carried away with this, i wanted to import it in 3d studio max and learn to render it in a cool way (zbrush doesn't seem very good at it) but apparently i used too many ztools and the thing is like 10 milions of polygons and such so it makes the program crash XD
well i guess i just have to learn to use it better (any tips for it are absolutely welcome)
anyways, just bobo chilling out in a fancy but really weird pub called the snake pub, with a bottle of their trademark beer, the "biere du serpent"
hope you like it guys
Too bad i got carried away with this, i wanted to import it in 3d studio max and learn to render it in a cool way (zbrush doesn't seem very good at it) but apparently i used too many ztools and the thing is like 10 milions of polygons and such so it makes the program crash XD
well i guess i just have to learn to use it better (any tips for it are absolutely welcome)
anyways, just bobo chilling out in a fancy but really weird pub called the snake pub, with a bottle of their trademark beer, the "biere du serpent"
hope you like it guys
Category All / General Furry Art
Species Bear (Other)
Size 1280 x 688px
File Size 68.4 kB
What you do is build it in 3D studio Max, then put it in Zbrush and make an awesome high-poly version, turn the high poly version into a texture (normal map/displacement map) and slap that on the low-poly version. And then you have a low poly version that looks great.
This still looks great, regardless :D That's some gorgeous detail in the skin and meat and bones! <3 <3
But yeah, 3D Studio's gonna hate your guts if you try to stick that back in.
This still looks great, regardless :D That's some gorgeous detail in the skin and meat and bones! <3 <3
But yeah, 3D Studio's gonna hate your guts if you try to stick that back in.
Hey awesome work man it`s good to see someone else working with zbrush as well. His 3d version goes very well with your 2d style, I like how you did his face.
To export it to other 3d packages you`ll have to think about a serious polygon reduction. More than a millon polys in any other program like max will probably end up crashing your system plus it`ll be a hell to work with it in case that you`re lucky enough to avoid a crash.
If it`s going to be a non animated figure I`d probably be aiming to 100k polygons and create normal or displacement maps from the hi res mesh in Zbrush to get most of the detail to the lo res one.
In any case you can also get very nice renderings in zb as well. Just play with the shaders a bit. :-D
To export it to other 3d packages you`ll have to think about a serious polygon reduction. More than a millon polys in any other program like max will probably end up crashing your system plus it`ll be a hell to work with it in case that you`re lucky enough to avoid a crash.
If it`s going to be a non animated figure I`d probably be aiming to 100k polygons and create normal or displacement maps from the hi res mesh in Zbrush to get most of the detail to the lo res one.
In any case you can also get very nice renderings in zb as well. Just play with the shaders a bit. :-D
just to clarify... zbrush is not a good choice to create geometry from scratch with. the program's main function is refinement of base, low-poly meshes which are imported from other packages like max or maya after the UVs of the object are already finalized. this refinement is almost always in the form of hi-rez geometry-driven normal or displacement maps, and the ease of certain color-map editing tools built between zbrush and photoshop. nor is zbrush the endpoint: any rendering capabilities it may have are purely coincidental in my opinion. both max and maya have better rendering utility built in by default, and there's any number of other programs specializing in production output that would do the job as well.
pipelines including zbrush (or, a similar program like mudbox) usually flow like this:
- base mesh within a modeling software (like max or modo)
- then UV layout on the finalized topology of the low-poly object
- then "sculptural" details on the geometry within zbrush (or mudbox etc) are generated
- which are then rendered out to a normal map
- any specialized color-map editing using the zbrush-PS gadgets is done on the hi-rez geometry at the same time as the normal map is prepared
- the textural map images are fed into a production package like maya to form the shader network in preparation for rendering
- the low-rez model can be stepped up one or two smoothing divisions before rendering, and any final tweaking is done without disturbing the topology of the object
- render
pipelines including zbrush (or, a similar program like mudbox) usually flow like this:
- base mesh within a modeling software (like max or modo)
- then UV layout on the finalized topology of the low-poly object
- then "sculptural" details on the geometry within zbrush (or mudbox etc) are generated
- which are then rendered out to a normal map
- any specialized color-map editing using the zbrush-PS gadgets is done on the hi-rez geometry at the same time as the normal map is prepared
- the textural map images are fed into a production package like maya to form the shader network in preparation for rendering
- the low-rez model can be stepped up one or two smoothing divisions before rendering, and any final tweaking is done without disturbing the topology of the object
- render
Well, thzt`s the most usual workflow yes but you can create great base meshes with ZB as well if you use the retopology tools. Of course that at some point you`ll need to refine it in programs like maya or max especially if the model is going to be animated but if not you gan get a pretty nice quick base only with ZB.
For final render ZB also has a great quality as well but you`ve to spend a lot of time tweaking shaders and lights. In my case I prefer to do the final renderings in maya since I have much more control about many things.
For final render ZB also has a great quality as well but you`ve to spend a lot of time tweaking shaders and lights. In my case I prefer to do the final renderings in maya since I have much more control about many things.
maya and max have been around a long time. max, in theory, has more recently focused its development on poly modeling tools, but maya does just fine by default too. modo surprised me, and very pleasantly; i might give it another development iteration or so before i abandon the venerable maya, but the future isn't that far off. blender sucks, but that's because you get what you pay for...
blender is freeware
a student version of mayais something in the area of 700-400 US$? depends on whether it has everything or not. if you don't qualify as a student, it'll run you $7000. that's three zeroes.
max, i have no idea what the tag says these days. i think it's roughly half the price of maya, commercial:commercial comparison?
modo is $25 for an evaluation copy (30 days) and their site offers floating licenses for sale at $945
tl;dr is that they're all fuckin' expensive except for blender -- i did mention that blender sucks, didn't i?
a student version of mayais something in the area of 700-400 US$? depends on whether it has everything or not. if you don't qualify as a student, it'll run you $7000. that's three zeroes.
max, i have no idea what the tag says these days. i think it's roughly half the price of maya, commercial:commercial comparison?
modo is $25 for an evaluation copy (30 days) and their site offers floating licenses for sale at $945
tl;dr is that they're all fuckin' expensive except for blender -- i did mention that blender sucks, didn't i?
Well this one I don't know if we can still save but...for next works heres some good tips:
Start modeling in 3D Max as a low-poly (don't worry with small detalis like scars, os face expressions and don't use turbo smooth or something like that). Then, you'll have to "open" your polygon - you can do by yourself (using Unwarp UVWmap) or use a program like Unfold to do it (I prefer do on my own). After that, export as .OBJ to ZBrush and add sub divisions. I suggests util 6, it's enough to have good details.
When it's done, you can create some maps that you'll can import back to 3D max: difuse map, bump map, specular map, normal map and displace map.
I hope this can help you! I really enjoy your works!
Start modeling in 3D Max as a low-poly (don't worry with small detalis like scars, os face expressions and don't use turbo smooth or something like that). Then, you'll have to "open" your polygon - you can do by yourself (using Unwarp UVWmap) or use a program like Unfold to do it (I prefer do on my own). After that, export as .OBJ to ZBrush and add sub divisions. I suggests util 6, it's enough to have good details.
When it's done, you can create some maps that you'll can import back to 3D max: difuse map, bump map, specular map, normal map and displace map.
I hope this can help you! I really enjoy your works!
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