Posts Tagged 3D

Zbrush 3.5 R3 Released

ZBrush3-51I am truly impressed with the Zbrush 3.5 series, including the latest release R3.   Having switched to 64-bit Windows from Mac for my sculpting some time ago, it has enabled me to see the latest innovations in sculpting for Pixologic.   (Sadly, Mac versions are still in development with no release date in sight as of this writing.)  However, if there ever was a reason for Mac sculptor to get serious about Bootcamp and Windows, Zbrush 3.5R3 may just be the reason.

With the introduction of 3.5, Pixologic introduced us to a sketching with Zspheres.   Gone is the need to develop a highly planned armature before sculpting.   Sculptors can now grow their base mesh model much like adding tubes or lumps of clay together and then skinning them to create a sculpt-able mesh.  The primary output of this workflow is what is referred to as a “unified skin” which is a sort of smoothed voxel construction in space.   Probably not an efficient animating form, but for sculpting it has the advantage of being relatively uniform mesh.   Pixologic has done considerable magic in their skin generators to handle branching forms (including the more traditionally used adaptive skins.)  In 3.5 R3, they have also added considerable features for defining edge loops by merely painting color on the surface of the model.   That’s right, in 3.5R3, you can just paint color on the surface of your sculpture and Zbrush with calculate an underlying topology to follow your colors.  It is a truely an amazing piece of technology in and of itself.

What’s more important is the sculpting tools.  While R1 and R2 offered us glimpses of the power we would see with unified skins, the clay brush types were the primary manipulators of the mesh for sculpting.   With the R3, a new category of polish brushes have been introduced.   They take a little getting used to, but the gist is this: press lightly, the buff and smooth your surface (like running a wet finger of over clay), press hard and they gouge into the surface or operate like a planer flattening tool.   It seems like a bit of an odd combination in words, but when in actual usage, the feel like the ideal detailing tools for working on hard body forms in virtual clay.

R3 also adds a Boolean system for Subtools, so many unique new forms can be quickly established from primitives including boring precise holes into surfaces or alternatively closing up holes or gaps.

Polygroups (essentially selections) have become quite powerful in R3.   They can be used to define selections, painted on textures, convert to masks, and even saved as textures (although this feature seems slightly experimental for some–use with caution.)   One of the best features is that brushes can be told to automatically mask their actions with the polygroup as you contact the surface of the polygroup, thus confining the brush to that group alone.   This will save tones of time detailing a model since hiding polygroups to get a a hard edge is no longer required.   (Try this with the layer brush and you’ll see what I mean.)

Projection tools a better than before.   This will be handy since unified skins aren’t always the best for animation.   With the projection tools a complex mesh can now be easily transferred (color/surface information included) to a more traditional mannequin which can be created through traditional Zsphere adaptive skins, a SDS modeler such as Modo, Topogun, or Zbrush’s own retopology tools.

Clearly Pixologic is committed to innovating Zbrush beyond any other sculpting product out there.   The fact that this innovation is free to existing customers of Pixologic is truly an amazing testament to their belief in supporting their customers (compare to Luxology’s $395 upgrade from 301 to 401  on Cinema4D’s latest “point-5″ upgrade weighing in at a hefty $695.)   Zbrush is a bargain the digital sculptor cannot overlook.

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Zbrush Mechanical Part 8, Sweeping Up

Zbrush has a handy tool that isn’t always well understood, the Sweep3D primitive, which is akin to the lathe tool you might find in other 3D apps.   What is handy, is that you can pick the number of sides you want, as well as quickly set up for a simple or complex profile.   Here is a simple 8-sided sweep.sweepWith pretty straight forward parameters in it’s initialize menu:initparamsThere are two profiles to set for a Sweep3D object.   The first and most important to the shape is the S Profile, which controls the outer shape of the object.  To add control points, just tap on the graph.   To remove control points, just drag the point off the graph.   

halo

The trouble for some users is that the line interpreted between the points is a spline and often doesn’t give a more angular shape.   It isn’t obvious, but when you select a point on a graph, a circle appears around the point like a halo.  That circle isn’t just to highlight the point–it also controls how smooth the line is that passes through the point!  Draw the circle close to the point by dragging its rim, the point gets sharper–further away, the line through the point gets softer.  Neat!

The second profile, T Profile,  controls the thickness of the object that is swept.  By default it give a nice even thickness top and bottom, so I leave this alone.

simple-alphaAfter converting my simple octagonal object to a poly mesh, and subdivided it 8 times with SMT (smooth) off, I can then start decorating it to make it a little more mechanical looking.   Picking a simple alpha from my collection (this one from Codeman Studios) I can just drag a marquee of the alpha by starting my click off the object and dragging across.   Do it twice, and I have a nice set up to inflate some ridges from the surface.masked

A couple of inflates (deformation menu) and  then Iuse radial symmetry of 8 and couple of different alphas to decorate the object further getting something like this.decoratedAdd texture and I have another mechanical part for a machine.finished

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Zbrush Mechanical Part 6, Twist & Turn

How about a thumb pin like this?  final-knob1

Pretty tough?   Not really!  Start with your basic cylinder with about 172 by 100 divisions:basic-cyl2

Now a little masking using Ctrl-drag:first-mask3

Invert  (ctrl-tap outside the model) and inflate (Deformation subpallet):inflate4

Now for some stripes.   On the masking subpallet, Mask All, and then set sel and skip to 3 and 8.   Hit Col for a nice striped mask:stripe-mask5

Let’s restrict to our inflated area plus a nice little edge:limit-stripes6

Inflate again:second-inflate7

Pretty good, but I like ‘em all twisty on thumb grips.  Grab and invert a quick selection:third-mask8

And Twist a couple of times (Deformation subpallet):twist9

A quick mask and deflate on the body, add a texture, and it’s done:final-knob10

Time to model, about 3 minutes.

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Zbrush Mechanical Part 5, Quick Alpha From Geometry

Zbrush makes it easy to quickly create an alpha from geometry, which in turn can be used to detail objects.   Let’s take the hex nut from the previous exercise.   By turning SMT on in the Geometry Subpallet art level 4 and subdividing a bit more I’ve rounded the edges to give me a nice bevel.   I just position it so I’m looking straight down on it, (use shift-drag outside the object to snap the view to the nearest orthogonal position.)  To make an Alpha from this shape, it’s just as easy as going to alpha pallet and clicking “GrabDoc”.   A new alpha is available on your alpha pallet, starting “ZGRAB” like magic!original-nut

You’re not quite done yet–ZB prefers square alphas to avoid distortion and because I was lazy, the canvas was actually 800 x 600.   It’s a quick fix in an image editor, so export the alpha from the image pallet, fire up photoshop and crop to 512×512.photoshopcrop

Name the file it something suitable, reload it into ZB, and now you sculpt with it using any brush you like (I prefer the Clay or Layer brushes for example.)  

hexhead

Turn on symmetry and with one stroke, I have detailing on a plate.sculpted-alpha

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The Lovecraftian Art of John Cherevka

 

Copyright © by John Chervka

Copyright © by John Cherevka

I’ve admired work of sculptor and painter John Cherevka (a.k.a. Skullbeast) for a while, and so I thought it’d be worth mentioning his work here.   His visualizations seem to jump right from the pages of HPL.   I particularly liked the way he captured Wilbur Whately in one of his paintings on Deviant Art.  His sculptures, often done in Zbrush are also a special delight, as they capture an alien otherworldliness that HPL hints at in his words.   It’s worth checking out his artwork gallery on DeviantArt.

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