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ART - Zbrush

Blogs > Zambrah
Post a Reply
Zambrah
Profile Blog Joined June 2011
United States7393 Posts
Last Edited: 2016-02-09 02:06:21
February 09 2016 02:04 GMT
#1
So Zbrush, god damned motherfuckin' Zbrush.

Industry standard, incredibly unique and powerful, and also profoundly irritating and often a huge pain in the arsehole.

Zbrush is a 2.5D program, I don't fully remember what exactly that entails, but I'll take a swing at it; Zbrush is a program that utilizes 3D but renders it as a 2D image? Yeah, I don't get it either. Just think of it was a modelling program, because thats what it is.

The 2.5D thing is only really interesting or relevant because whats nice about Zbrush is that you're modelling in EXTREMELY high polycounts, I'm talking like, 5m+ polygons. For reference, a rough average for a good main character game model is 30Kish polygons, Blizzard regularly operates much lower, in WoW the characters utilize around 7,000 polygons. So Zbrush is obviously WAY up there. The way Zbrush handles this immense task of rendering all these polygons is that it flattens it in some way or another. Neat stuff, I'm sure.

Now, Zbrush is used for detailed modelling, you use it relatively organically, whereas in something like Maya or 3DS Max you're slicing and moving vertices and edges and faces around, in Zbrush you're doing something more akin to a fusion between drawing and sculpting in clay.

Zbrush's huge poly meshes are a popular way to start any model, you get to sculpt it in high detail and then retopologize it in Maya or 3DS max so it's no longer an unfathomably huge polycount and then you get to bake the Zbrush sculpture into the lower polycount model giving it the illusion of all of that fancy detail sculpted in on Zbrush.

So for reference heres something I've been working on to get the hang of this god forsaken program since I know very little about using it (I've spent more time using Maya.)

Its not done yet, but to get an idea of how things in Zbrush look at a beginning ish stage of development.

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This stage is called Organic sculpting, because the forms are organic, I only really use a few tools to do this so as not to get bogged down in the scarier areas of Zbrush that seem to cause frightening and unknown things to happen.

Clay BuildUp tool, Move tool, Smooth tool

Those three will do ya all ye need to do for the organic sculpting part, they'll be a good start if you're just getting started.

The next stage after the Organic sculpting is the Hard Surface modelling, which is stuff like metal, armor, clothes, etc. I haven't gotten here yet so I'm not sure what tools I'll be using, but I'm sure it'll be a lot o' fun.

Some people will sculpt the clothing right into the model from the get go, but for games productions you really shouldn't, you're probably gonna want your model to change clothes, and articulate and static clothing modelling directly onto the body can screw with your deformation and offer you far more minimal options for character customization.

Yep. Zbrush.

I'll do another blog when I get to doing Hard Surface modelling, and another after that when I retopologize this model, and maybe another after that if/when I get to rig and animate it!

Tada, this is your small glimpse into a part of developing for games, at least the art part. Hurrah!

Incremental change is the Democrat version of Trickle Down economics.
NoSoldier
Profile Joined March 2012
Germany84 Posts
February 09 2016 08:01 GMT
#2
So you are saying, even though you are not saying it, and by that i mean i read it between the lines and so to speak in your reference to blizzard, one might find you think they suck? :S
If i only had a clue on how to have a clue... life could be sooo easy. :D
Zambrah
Profile Blog Joined June 2011
United States7393 Posts
February 09 2016 09:28 GMT
#3
Nah, Blizzard's great, their cinematics team uses Zbrush more than their other teams (Blizzard does a LOT of hand-painted in Photoshop textures rather than strictly Zbrush normal maps!)

Who I thinks sucks is Pixelogic for designing Zbrush to be so weird and unintuitive and cruelly good at what it does. ;D
Incremental change is the Democrat version of Trickle Down economics.
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
February 09 2016 23:15 GMT
#4
Cool! I can see alot of room for improvement, mainly on proportions and general detailing on the models. I'll write my c&c when you have something more! Keep it up
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
Zambrah
Profile Blog Joined June 2011
United States7393 Posts
February 10 2016 06:23 GMT
#5
I'm mostly blocking things in at the moment, and the proportions of the head is intentionally super thin and the hands intentionally large, I'm not sure where I REALLY want to take the torso though so unfortunately its still very... lumpy and nonsensical.

I was initially thinking like, bony and fatty, but at this point that doesn't seem like a particularly reasonable thing to try and depict and it might be better if I just stick to a fully thin-spidery set of proportions on him. :d

Legs also total mess, lol, for some reason Clay Buildup is behaving a little weirdly in that area, not responding well to pressure sensitivity and Smoothing. :d

Glad to hear specific feedback though :D This is definitely the stage where it's easy/comfortable to make my big changes before I get to put the specificities in!
Incremental change is the Democrat version of Trickle Down economics.
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