ZBrush
by Thomas Domijan · in Artist Corner · 08/24/2006 (5:51 am) · 8 replies
Has anybody ever used ZBrush to build 3D models. What kind of polygon count should be used by Torque engine? Have you used anything bigger than recommended? ZBrush has large polycounts from some very nicely detailed models that I have.
Thanks
Thanks
#2
I would stay away from Zbrushes automatic UV mapping tools. I get bad results exporting them into Torque.
Zbursh will work for making low poly meshes, but you will have to take them out of Zbrush and "fix" them in another 3D app. Zbursh will create a rats nest of polys if you make lots of branches off of a single ZSphere.
I would recommend creating your low poly mesh in Zbrush because its faster and easier to make meshes in it rather than Max or Maya or the like. Then export it into your App, and "fix" the stray poly's and setup the UV's. Then export it back into Zbrush and create a high poly mesh and texture it at the high poly subdivision level. Then export it back into your 3D app for export into Torque.
09/03/2006 (9:57 pm)
There is another option, use your high poly mesh to create your textures to apply to your low poly mesh. Creating the texture on the high poly mesh can create textures that can fool the eye into seeing smoother meshes, so long as your not too close to it.I would stay away from Zbrushes automatic UV mapping tools. I get bad results exporting them into Torque.
Zbursh will work for making low poly meshes, but you will have to take them out of Zbrush and "fix" them in another 3D app. Zbursh will create a rats nest of polys if you make lots of branches off of a single ZSphere.
I would recommend creating your low poly mesh in Zbrush because its faster and easier to make meshes in it rather than Max or Maya or the like. Then export it into your App, and "fix" the stray poly's and setup the UV's. Then export it back into Zbrush and create a high poly mesh and texture it at the high poly subdivision level. Then export it back into your 3D app for export into Torque.
#3
Your texturing advice helped solve a problem I've had for a long time. Texture mapping complex meshes has always given me fits. Your suggestion works great for what I need.
Thank you!
09/03/2006 (11:58 pm)
Stuart,Your texturing advice helped solve a problem I've had for a long time. Texture mapping complex meshes has always given me fits. Your suggestion works great for what I need.
Thank you!
#4
10/18/2006 (7:09 pm)
It's an old post but I thought I'd throw in two cents. Personally I hate doing base meshes in Zbrush. You have virutally no control. The best modeller for standard modelling is Modo. Blows away anything I ever tried. It's expensive for a modeller but there is a 30 full demo. Personally I try to avoid modelling in Maya but 8.0 is better. There are a few cheapie solutions that aren't bad. Even Blender is worth considering for base meshes. Modo is just blindingly fast and powerful and the first truly fun modeller I ever found. If you happen have cash check out Mudbox. Looks like it'll blow Zbrush away but there's no color funtions in 1.0. I heard 1.0 is supposed to come out around Dec 1st but the bad news is I was told the expected price is 2K US. That was depressing. The moment I can swing it though I'm buying.
#5
And Silo's only $109 (though there's no built-in texture painter).
10/18/2006 (10:36 pm)
Silo ftw. I've been using a different workflow for the models I'm currently building for freelance, in that I'm just grabbing a base mesh of extruded cubes, subdividing that, then using the displacement painter to sculpt the forms with zero regard for edgeflow/topology. After that I use the topology brush to rebuild the mesh with proper topology.And Silo's only $109 (though there's no built-in texture painter).
#6
http://www.cbmodelpro.com/
It's in beta now.
I'm normally a character animator so I need mesh control. It's too hard to do expressions if the mesh isn't organized right. I was intrigued with Zspheres in Zbrush but I found the models unuseable for animating. Modo is pretty amazing but for strictly game use the vertices are less critical. Resolution is the bigger issue. I've got to say I like even taking low res meshes into Zbrush. It works well to add some organic feel. The one bad thing is the meshes lose symetry which can make texturing and tweaking the mesh tricker. Caligari looks interesting, I used to own it years ago. I picked up Gamespace because it looked like it might be faster and easier than Maya for game animating. Maya is staggering but you can blow a day or two just rigging a model. I recently picked up Poser for a job. It could be a fun app for doing 2D sprites.
10/18/2006 (11:06 pm)
Silo looked interesting. I heard some stability complaints. Here's a similar modeller that is a freebie.http://www.cbmodelpro.com/
It's in beta now.
I'm normally a character animator so I need mesh control. It's too hard to do expressions if the mesh isn't organized right. I was intrigued with Zspheres in Zbrush but I found the models unuseable for animating. Modo is pretty amazing but for strictly game use the vertices are less critical. Resolution is the bigger issue. I've got to say I like even taking low res meshes into Zbrush. It works well to add some organic feel. The one bad thing is the meshes lose symetry which can make texturing and tweaking the mesh tricker. Caligari looks interesting, I used to own it years ago. I picked up Gamespace because it looked like it might be faster and easier than Maya for game animating. Maya is staggering but you can blow a day or two just rigging a model. I recently picked up Poser for a job. It could be a fun app for doing 2D sprites.
#7
Also, so far I haven't had any issues with stability in 1.42, and while the current 2.0 beta has some display issues with some cards, I've so far had no crashes or anything like that.
10/18/2006 (11:45 pm)
Quote:I'm normally a character animator so I need mesh control. It's too hard to do expressions if the mesh isn't organized right.While I don't animate myself, I do realise the importance of proper topology, yet I'm finding it much easier to sculpt out forms without having to worry about the edgeflow simultaneously (this is why I enjoy doing traditional sculpting with Super Sculpey every so often). Once the sculpting is done, then I can focus on edgeflow by rebuilding the mesh with the topology brush. After that if I need to, I can sculpt in more detail now that I've got a clean mesh. It's a nice workflow, imo. :)
Also, so far I haven't had any issues with stability in 1.42, and while the current 2.0 beta has some display issues with some cards, I've so far had no crashes or anything like that.
#8
I think the complaints about Silo were the 2.0 beta and it was probably an early version since I'm going back six months or more. Never used it myself. I love the brush system and Zbrush is a blast to model in I just hate the interface. Mudbox is a lot like Modo so the interface is much better than Zbrush and I hear it's radically better on big meshes. They are aiming it at the studios though so they are keeping pricing high. All the studios are planing to pick it up so it's probably a good move for them. Just wish it wasn't going to be so expensive.
10/18/2006 (11:56 pm)
I'm a sculptor by trade so I love working with super sculpey. My personal favorite is actually WED clay, it's a type of water clay that is amazing for doing large sculptures fast.I think the complaints about Silo were the 2.0 beta and it was probably an early version since I'm going back six months or more. Never used it myself. I love the brush system and Zbrush is a blast to model in I just hate the interface. Mudbox is a lot like Modo so the interface is much better than Zbrush and I hear it's radically better on big meshes. They are aiming it at the studios though so they are keeping pricing high. All the studios are planing to pick it up so it's probably a good move for them. Just wish it wasn't going to be so expensive.
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