Sparky@Posted: Mon Sep 05, 2005 9:44 pm :
Yay, I started my first ZBrush project! Ssh, don't tell Zakath- he'll yell at me for not working on the mod. (Zakath, dearest- I love you but I have to enlarge my skill base.)

I'm going to do a horse's eye. A bit of the surrounding area made it into the model, but the focus here is going to be on the area around the eye itself. I thought it would be a fun way to practice making fine surface details like wrinkles and muscle bulges and folds. I made the original mesh in LightWave, and have only subdivided it once so far. I think I'll post one screenshot every couple of subdivision levels.
Image
Questions and notes:
  1. How does one take a screenshot within ZBrush? (I used another program to capture this one.)
  2. How does importing a base mesh compare to doing 100% of the modeling within ZBrush?
  3. I'm in edit mode. If I save the tool, can I safely quit without saving the document?
  4. Using a pressure sensitive tablet is nifty, but it seems like I can model almost as easily with the mouse.
  5. The hot keys for the sculpting tool variables are handy. S adjusts size, and shift-I adjusts intensity.
  6. The shortcut for the Draw Pointer is Q. W is move, and R is rotate. But I can't seem to make Rotate do anything.
  7. You can rotate the model on its Z axis. Hold Shift and begin a dragging movement with the mouse. Now, release Shift, but keep dragging- as you move left and right, the model will rotate on its Z axis.



1eyed@Posted: Mon Sep 05, 2005 10:36 pm :
heh, interesting concept :)

1. document /export
3. Yes, the tool is all you need to save. The document is just a 2d image. If you change your alphas or add a texture, you can save them in the tool.
4. Yes and No, It's easier to start with a mouse, because then you use the move tool, and not the pressure sensitive draw tool. I did my WIP with the mouse, my update was made with a tablet.
5. Add ALT to that list, to inverse the tool, and SHIFT to toggle smooth. Also CTRL + 1 will repeat the last stroke, both when sculpting and painting.
6. The only thing you need is the T for edit mode, the W and R are used to position objects on the canvas. It's just used if you want to make a zbrush drawing, instead of modelling, or want to position 3d objects when you use the projection master.
7. Shift will also snap your rotations.

About number 2.


If you want to export your model to a game, you should complete the edge flow and polycount on it before you import, you can then edit it, and aslong as you don't delete the lowest subdivision level, you can export it back. To start with zspheres, export to LW, clean the mesh up, and then import it, should be the best workflow. I'm no expert yet, so don't take my word for it just yet :)

And don't forget to go throught the zscript tutorials! then get awesome free zbrush video tutorials from kurvstudios.com...



Sparky@Posted: Tue Sep 06, 2005 1:45 am :
Image
It's at 8112 polygons at this point.
Questions and notes:
  1. My eyeball is lumpy. How would I use a real sphere instead of part of the mesh?
  2. Can one paint an object without leaving edit mode?
  3. Snap to 90 degree increments by pressing Shift while rotating. (Thanks 1eyed!)
  4. Move points in or out using the Move tool with the Shift key held. This only affects the point where one first clicks, as opposed to "painting" like the Draw Pointer. It's good for making dimples and bumps.



1eyed@Posted: Tue Sep 06, 2005 10:47 am :
1. Projection master! :)
2. See 1,



Sparky@Posted: Tue Sep 06, 2005 7:56 pm :
Image
The mesh contains 32448 polygons at this point.



kat@Posted: Tue Sep 06, 2005 9:05 pm :
That looks supprisingly life like. I don't know anything about horse anatomy but it certainly 'looks' ok.



doomkid3000@Posted: Tue Sep 06, 2005 9:13 pm :
weres the pictures :o



Sparky@Posted: Tue Sep 06, 2005 9:54 pm :
Image
The model's subdivided down to 129792 polygons.
Questions and notes:
  1. Go into projection master mode by pressing G, then enter. Do the same thing to go back to edit mode. (Thanks again, 1eyed!) It's too bad you have to "freeze" an image to paint onto it. I wish I could freely rotate the model around while texturing.
  2. Can one paint custom diffuse, specular and gloss maps? It seems like that would be nicer in many situations than painting with procedural textures.
  3. ZBrush style UV maps have too many seams to work in Doom 3. Maybe one could make a UV map by hand, then use some sort of "render to texture" plugin. I think I remember Obihb using something like that when he made his "demon" model.
I think the sculpting's done, but I might do some texturing at a later date. I think my next ZBrush project will be a Doom 3 scenery model. Perhaps a potted plant, or a bed with lots of complicated cloth folds and wrinkles? I eventually want to be able to make fully functioning character models, but I don't want to take on too much at once.



1eyed@Posted: Wed Sep 07, 2005 8:23 am :
heh, a Giger horse :)

2. Donno, here are some ideas.

Diffuse, clone your texture, fill it with a color, paint with only RGB and no material or shading. In the projection master, only pickup color, no material or shading

Specular, clone your texture, fill it with grey or white, render your shading into it, then tweak it to make a specular.

3. You can uvmap before you import a model

I'd recommend you practice before you go start a new project. Do all zscripts tutorials! From your questions I know you didn't do it before you started this ;)

then, you HAVE TO GET THIS! The Zbrush 2 practical guide.

The Practical Guide is comprised of nearly 500 pages of tutorials. Introductory tutorials teach the ZBrush 2 interface, including such topics as the new curve controls and creating a startup document.


http://206.145.80.239/zbc/showthread.php?t=3471

Then, for making normal maps, get these documents

http://www.zbrushcentral.com/zbc/showthread.php?t=28320



beeryoni@Posted: Sun Feb 17, 2008 11:25 pm :
hey 1eyed.
thanks for the help with these questions.
it has been a while since i last modded with Doom3.
but i just started getting into it again.
so once again, thanks for the help.
Yoni from horsesring.com



Sparky@Posted: Mon Sep 05, 2005 9:44 pm :
Yay, I started my first ZBrush project! Ssh, don't tell Zakath- he'll yell at me for not working on the mod. (Zakath, dearest- I love you but I have to enlarge my skill base.)

I'm going to do a horse's eye. A bit of the surrounding area made it into the model, but the focus here is going to be on the area around the eye itself. I thought it would be a fun way to practice making fine surface details like wrinkles and muscle bulges and folds. I made the original mesh in LightWave, and have only subdivided it once so far. I think I'll post one screenshot every couple of subdivision levels.
Image
Questions and notes:
  1. How does one take a screenshot within ZBrush? (I used another program to capture this one.)
  2. How does importing a base mesh compare to doing 100% of the modeling within ZBrush?
  3. I'm in edit mode. If I save the tool, can I safely quit without saving the document?
  4. Using a pressure sensitive tablet is nifty, but it seems like I can model almost as easily with the mouse.
  5. The hot keys for the sculpting tool variables are handy. S adjusts size, and shift-I adjusts intensity.
  6. The shortcut for the Draw Pointer is Q. W is move, and R is rotate. But I can't seem to make Rotate do anything.
  7. You can rotate the model on its Z axis. Hold Shift and begin a dragging movement with the mouse. Now, release Shift, but keep dragging- as you move left and right, the model will rotate on its Z axis.



1eyed@Posted: Mon Sep 05, 2005 10:36 pm :
heh, interesting concept :)

1. document /export
3. Yes, the tool is all you need to save. The document is just a 2d image. If you change your alphas or add a texture, you can save them in the tool.
4. Yes and No, It's easier to start with a mouse, because then you use the move tool, and not the pressure sensitive draw tool. I did my WIP with the mouse, my update was made with a tablet.
5. Add ALT to that list, to inverse the tool, and SHIFT to toggle smooth. Also CTRL + 1 will repeat the last stroke, both when sculpting and painting.
6. The only thing you need is the T for edit mode, the W and R are used to position objects on the canvas. It's just used if you want to make a zbrush drawing, instead of modelling, or want to position 3d objects when you use the projection master.
7. Shift will also snap your rotations.

About number 2.


If you want to export your model to a game, you should complete the edge flow and polycount on it before you import, you can then edit it, and aslong as you don't delete the lowest subdivision level, you can export it back. To start with zspheres, export to LW, clean the mesh up, and then import it, should be the best workflow. I'm no expert yet, so don't take my word for it just yet :)

And don't forget to go throught the zscript tutorials! then get awesome free zbrush video tutorials from kurvstudios.com...



Sparky@Posted: Tue Sep 06, 2005 1:45 am :
Image
It's at 8112 polygons at this point.
Questions and notes:
  1. My eyeball is lumpy. How would I use a real sphere instead of part of the mesh?
  2. Can one paint an object without leaving edit mode?
  3. Snap to 90 degree increments by pressing Shift while rotating. (Thanks 1eyed!)
  4. Move points in or out using the Move tool with the Shift key held. This only affects the point where one first clicks, as opposed to "painting" like the Draw Pointer. It's good for making dimples and bumps.



1eyed@Posted: Tue Sep 06, 2005 10:47 am :
1. Projection master! :)
2. See 1,



Sparky@Posted: Tue Sep 06, 2005 7:56 pm :
Image
The mesh contains 32448 polygons at this point.



kat@Posted: Tue Sep 06, 2005 9:05 pm :
That looks supprisingly life like. I don't know anything about horse anatomy but it certainly 'looks' ok.



doomkid3000@Posted: Tue Sep 06, 2005 9:13 pm :
weres the pictures :o



Sparky@Posted: Tue Sep 06, 2005 9:54 pm :
Image
The model's subdivided down to 129792 polygons.
Questions and notes:
  1. Go into projection master mode by pressing G, then enter. Do the same thing to go back to edit mode. (Thanks again, 1eyed!) It's too bad you have to "freeze" an image to paint onto it. I wish I could freely rotate the model around while texturing.
  2. Can one paint custom diffuse, specular and gloss maps? It seems like that would be nicer in many situations than painting with procedural textures.
  3. ZBrush style UV maps have too many seams to work in Doom 3. Maybe one could make a UV map by hand, then use some sort of "render to texture" plugin. I think I remember Obihb using something like that when he made his "demon" model.
I think the sculpting's done, but I might do some texturing at a later date. I think my next ZBrush project will be a Doom 3 scenery model. Perhaps a potted plant, or a bed with lots of complicated cloth folds and wrinkles? I eventually want to be able to make fully functioning character models, but I don't want to take on too much at once.



1eyed@Posted: Wed Sep 07, 2005 8:23 am :
heh, a Giger horse :)

2. Donno, here are some ideas.

Diffuse, clone your texture, fill it with a color, paint with only RGB and no material or shading. In the projection master, only pickup color, no material or shading

Specular, clone your texture, fill it with grey or white, render your shading into it, then tweak it to make a specular.

3. You can uvmap before you import a model

I'd recommend you practice before you go start a new project. Do all zscripts tutorials! From your questions I know you didn't do it before you started this ;)

then, you HAVE TO GET THIS! The Zbrush 2 practical guide.

The Practical Guide is comprised of nearly 500 pages of tutorials. Introductory tutorials teach the ZBrush 2 interface, including such topics as the new curve controls and creating a startup document.


http://206.145.80.239/zbc/showthread.php?t=3471

Then, for making normal maps, get these documents

http://www.zbrushcentral.com/zbc/showthread.php?t=28320



beeryoni@Posted: Sun Feb 17, 2008 11:25 pm :
hey 1eyed.
thanks for the help with these questions.
it has been a while since i last modded with Doom3.
but i just started getting into it again.
so once again, thanks for the help.
Yoni from horsesring.com



Sparky@Posted: Mon Sep 05, 2005 9:44 pm :
Yay, I started my first ZBrush project! Ssh, don't tell Zakath- he'll yell at me for not working on the mod. (Zakath, dearest- I love you but I have to enlarge my skill base.)

I'm going to do a horse's eye. A bit of the surrounding area made it into the model, but the focus here is going to be on the area around the eye itself. I thought it would be a fun way to practice making fine surface details like wrinkles and muscle bulges and folds. I made the original mesh in LightWave, and have only subdivided it once so far. I think I'll post one screenshot every couple of subdivision levels.
Image
Questions and notes:
  1. How does one take a screenshot within ZBrush? (I used another program to capture this one.)
  2. How does importing a base mesh compare to doing 100% of the modeling within ZBrush?
  3. I'm in edit mode. If I save the tool, can I safely quit without saving the document?
  4. Using a pressure sensitive tablet is nifty, but it seems like I can model almost as easily with the mouse.
  5. The hot keys for the sculpting tool variables are handy. S adjusts size, and shift-I adjusts intensity.
  6. The shortcut for the Draw Pointer is Q. W is move, and R is rotate. But I can't seem to make Rotate do anything.
  7. You can rotate the model on its Z axis. Hold Shift and begin a dragging movement with the mouse. Now, release Shift, but keep dragging- as you move left and right, the model will rotate on its Z axis.



1eyed@Posted: Mon Sep 05, 2005 10:36 pm :
heh, interesting concept :)

1. document /export
3. Yes, the tool is all you need to save. The document is just a 2d image. If you change your alphas or add a texture, you can save them in the tool.
4. Yes and No, It's easier to start with a mouse, because then you use the move tool, and not the pressure sensitive draw tool. I did my WIP with the mouse, my update was made with a tablet.
5. Add ALT to that list, to inverse the tool, and SHIFT to toggle smooth. Also CTRL + 1 will repeat the last stroke, both when sculpting and painting.
6. The only thing you need is the T for edit mode, the W and R are used to position objects on the canvas. It's just used if you want to make a zbrush drawing, instead of modelling, or want to position 3d objects when you use the projection master.
7. Shift will also snap your rotations.

About number 2.


If you want to export your model to a game, you should complete the edge flow and polycount on it before you import, you can then edit it, and aslong as you don't delete the lowest subdivision level, you can export it back. To start with zspheres, export to LW, clean the mesh up, and then import it, should be the best workflow. I'm no expert yet, so don't take my word for it just yet :)

And don't forget to go throught the zscript tutorials! then get awesome free zbrush video tutorials from kurvstudios.com...



Sparky@Posted: Tue Sep 06, 2005 1:45 am :
Image
It's at 8112 polygons at this point.
Questions and notes:
  1. My eyeball is lumpy. How would I use a real sphere instead of part of the mesh?
  2. Can one paint an object without leaving edit mode?
  3. Snap to 90 degree increments by pressing Shift while rotating. (Thanks 1eyed!)
  4. Move points in or out using the Move tool with the Shift key held. This only affects the point where one first clicks, as opposed to "painting" like the Draw Pointer. It's good for making dimples and bumps.



1eyed@Posted: Tue Sep 06, 2005 10:47 am :
1. Projection master! :)
2. See 1,



Sparky@Posted: Tue Sep 06, 2005 7:56 pm :
Image
The mesh contains 32448 polygons at this point.



kat@Posted: Tue Sep 06, 2005 9:05 pm :
That looks supprisingly life like. I don't know anything about horse anatomy but it certainly 'looks' ok.



doomkid3000@Posted: Tue Sep 06, 2005 9:13 pm :
weres the pictures :o



Sparky@Posted: Tue Sep 06, 2005 9:54 pm :
Image
The model's subdivided down to 129792 polygons.
Questions and notes:
  1. Go into projection master mode by pressing G, then enter. Do the same thing to go back to edit mode. (Thanks again, 1eyed!) It's too bad you have to "freeze" an image to paint onto it. I wish I could freely rotate the model around while texturing.
  2. Can one paint custom diffuse, specular and gloss maps? It seems like that would be nicer in many situations than painting with procedural textures.
  3. ZBrush style UV maps have too many seams to work in Doom 3. Maybe one could make a UV map by hand, then use some sort of "render to texture" plugin. I think I remember Obihb using something like that when he made his "demon" model.
I think the sculpting's done, but I might do some texturing at a later date. I think my next ZBrush project will be a Doom 3 scenery model. Perhaps a potted plant, or a bed with lots of complicated cloth folds and wrinkles? I eventually want to be able to make fully functioning character models, but I don't want to take on too much at once.



1eyed@Posted: Wed Sep 07, 2005 8:23 am :
heh, a Giger horse :)

2. Donno, here are some ideas.

Diffuse, clone your texture, fill it with a color, paint with only RGB and no material or shading. In the projection master, only pickup color, no material or shading

Specular, clone your texture, fill it with grey or white, render your shading into it, then tweak it to make a specular.

3. You can uvmap before you import a model

I'd recommend you practice before you go start a new project. Do all zscripts tutorials! From your questions I know you didn't do it before you started this ;)

then, you HAVE TO GET THIS! The Zbrush 2 practical guide.

The Practical Guide is comprised of nearly 500 pages of tutorials. Introductory tutorials teach the ZBrush 2 interface, including such topics as the new curve controls and creating a startup document.


http://206.145.80.239/zbc/showthread.php?t=3471

Then, for making normal maps, get these documents

http://www.zbrushcentral.com/zbc/showthread.php?t=28320



beeryoni@Posted: Sun Feb 17, 2008 11:25 pm :
hey 1eyed.
thanks for the help with these questions.
it has been a while since i last modded with Doom3.
but i just started getting into it again.
so once again, thanks for the help.
Yoni from horsesring.com



Sparky@Posted: Mon Sep 05, 2005 9:44 pm :
Yay, I started my first ZBrush project! Ssh, don't tell Zakath- he'll yell at me for not working on the mod. (Zakath, dearest- I love you but I have to enlarge my skill base.)

I'm going to do a horse's eye. A bit of the surrounding area made it into the model, but the focus here is going to be on the area around the eye itself. I thought it would be a fun way to practice making fine surface details like wrinkles and muscle bulges and folds. I made the original mesh in LightWave, and have only subdivided it once so far. I think I'll post one screenshot every couple of subdivision levels.
Image
Questions and notes:
  1. How does one take a screenshot within ZBrush? (I used another program to capture this one.)
  2. How does importing a base mesh compare to doing 100% of the modeling within ZBrush?
  3. I'm in edit mode. If I save the tool, can I safely quit without saving the document?
  4. Using a pressure sensitive tablet is nifty, but it seems like I can model almost as easily with the mouse.
  5. The hot keys for the sculpting tool variables are handy. S adjusts size, and shift-I adjusts intensity.
  6. The shortcut for the Draw Pointer is Q. W is move, and R is rotate. But I can't seem to make Rotate do anything.
  7. You can rotate the model on its Z axis. Hold Shift and begin a dragging movement with the mouse. Now, release Shift, but keep dragging- as you move left and right, the model will rotate on its Z axis.



1eyed@Posted: Mon Sep 05, 2005 10:36 pm :
heh, interesting concept :)

1. document /export
3. Yes, the tool is all you need to save. The document is just a 2d image. If you change your alphas or add a texture, you can save them in the tool.
4. Yes and No, It's easier to start with a mouse, because then you use the move tool, and not the pressure sensitive draw tool. I did my WIP with the mouse, my update was made with a tablet.
5. Add ALT to that list, to inverse the tool, and SHIFT to toggle smooth. Also CTRL + 1 will repeat the last stroke, both when sculpting and painting.
6. The only thing you need is the T for edit mode, the W and R are used to position objects on the canvas. It's just used if you want to make a zbrush drawing, instead of modelling, or want to position 3d objects when you use the projection master.
7. Shift will also snap your rotations.

About number 2.


If you want to export your model to a game, you should complete the edge flow and polycount on it before you import, you can then edit it, and aslong as you don't delete the lowest subdivision level, you can export it back. To start with zspheres, export to LW, clean the mesh up, and then import it, should be the best workflow. I'm no expert yet, so don't take my word for it just yet :)

And don't forget to go throught the zscript tutorials! then get awesome free zbrush video tutorials from kurvstudios.com...



Sparky@Posted: Tue Sep 06, 2005 1:45 am :
Image
It's at 8112 polygons at this point.
Questions and notes:
  1. My eyeball is lumpy. How would I use a real sphere instead of part of the mesh?
  2. Can one paint an object without leaving edit mode?
  3. Snap to 90 degree increments by pressing Shift while rotating. (Thanks 1eyed!)
  4. Move points in or out using the Move tool with the Shift key held. This only affects the point where one first clicks, as opposed to "painting" like the Draw Pointer. It's good for making dimples and bumps.



1eyed@Posted: Tue Sep 06, 2005 10:47 am :
1. Projection master! :)
2. See 1,



Sparky@Posted: Tue Sep 06, 2005 7:56 pm :
Image
The mesh contains 32448 polygons at this point.



kat@Posted: Tue Sep 06, 2005 9:05 pm :
That looks supprisingly life like. I don't know anything about horse anatomy but it certainly 'looks' ok.



doomkid3000@Posted: Tue Sep 06, 2005 9:13 pm :
weres the pictures :o



Sparky@Posted: Tue Sep 06, 2005 9:54 pm :
Image
The model's subdivided down to 129792 polygons.
Questions and notes:
  1. Go into projection master mode by pressing G, then enter. Do the same thing to go back to edit mode. (Thanks again, 1eyed!) It's too bad you have to "freeze" an image to paint onto it. I wish I could freely rotate the model around while texturing.
  2. Can one paint custom diffuse, specular and gloss maps? It seems like that would be nicer in many situations than painting with procedural textures.
  3. ZBrush style UV maps have too many seams to work in Doom 3. Maybe one could make a UV map by hand, then use some sort of "render to texture" plugin. I think I remember Obihb using something like that when he made his "demon" model.
I think the sculpting's done, but I might do some texturing at a later date. I think my next ZBrush project will be a Doom 3 scenery model. Perhaps a potted plant, or a bed with lots of complicated cloth folds and wrinkles? I eventually want to be able to make fully functioning character models, but I don't want to take on too much at once.



1eyed@Posted: Wed Sep 07, 2005 8:23 am :
heh, a Giger horse :)

2. Donno, here are some ideas.

Diffuse, clone your texture, fill it with a color, paint with only RGB and no material or shading. In the projection master, only pickup color, no material or shading

Specular, clone your texture, fill it with grey or white, render your shading into it, then tweak it to make a specular.

3. You can uvmap before you import a model

I'd recommend you practice before you go start a new project. Do all zscripts tutorials! From your questions I know you didn't do it before you started this ;)

then, you HAVE TO GET THIS! The Zbrush 2 practical guide.

The Practical Guide is comprised of nearly 500 pages of tutorials. Introductory tutorials teach the ZBrush 2 interface, including such topics as the new curve controls and creating a startup document.


http://206.145.80.239/zbc/showthread.php?t=3471

Then, for making normal maps, get these documents

http://www.zbrushcentral.com/zbc/showthread.php?t=28320



Sparky@Posted: Mon Sep 05, 2005 9:44 pm :
Yay, I started my first ZBrush project! Ssh, don't tell Zakath- he'll yell at me for not working on the mod. (Zakath, dearest- I love you but I have to enlarge my skill base.)

I'm going to do a horse's eye. A bit of the surrounding area made it into the model, but the focus here is going to be on the area around the eye itself. I thought it would be a fun way to practice making fine surface details like wrinkles and muscle bulges and folds. I made the original mesh in LightWave, and have only subdivided it once so far. I think I'll post one screenshot every couple of subdivision levels.
Image
Questions and notes:
  1. How does one take a screenshot within ZBrush? (I used another program to capture this one.)
  2. How does importing a base mesh compare to doing 100% of the modeling within ZBrush?
  3. I'm in edit mode. If I save the tool, can I safely quit without saving the document?
  4. Using a pressure sensitive tablet is nifty, but it seems like I can model almost as easily with the mouse.
  5. The hot keys for the sculpting tool variables are handy. S adjusts size, and shift-I adjusts intensity.
  6. The shortcut for the Draw Pointer is Q. W is move, and R is rotate. But I can't seem to make Rotate do anything.
  7. You can rotate the model on its Z axis. Hold Shift and begin a dragging movement with the mouse. Now, release Shift, but keep dragging- as you move left and right, the model will rotate on its Z axis.



1eyed@Posted: Mon Sep 05, 2005 10:36 pm :
heh, interesting concept :)

1. document /export
3. Yes, the tool is all you need to save. The document is just a 2d image. If you change your alphas or add a texture, you can save them in the tool.
4. Yes and No, It's easier to start with a mouse, because then you use the move tool, and not the pressure sensitive draw tool. I did my WIP with the mouse, my update was made with a tablet.
5. Add ALT to that list, to inverse the tool, and SHIFT to toggle smooth. Also CTRL + 1 will repeat the last stroke, both when sculpting and painting.
6. The only thing you need is the T for edit mode, the W and R are used to position objects on the canvas. It's just used if you want to make a zbrush drawing, instead of modelling, or want to position 3d objects when you use the projection master.
7. Shift will also snap your rotations.

About number 2.


If you want to export your model to a game, you should complete the edge flow and polycount on it before you import, you can then edit it, and aslong as you don't delete the lowest subdivision level, you can export it back. To start with zspheres, export to LW, clean the mesh up, and then import it, should be the best workflow. I'm no expert yet, so don't take my word for it just yet :)

And don't forget to go throught the zscript tutorials! then get awesome free zbrush video tutorials from kurvstudios.com...



Sparky@Posted: Tue Sep 06, 2005 1:45 am :
Image
It's at 8112 polygons at this point.
Questions and notes:
  1. My eyeball is lumpy. How would I use a real sphere instead of part of the mesh?
  2. Can one paint an object without leaving edit mode?
  3. Snap to 90 degree increments by pressing Shift while rotating. (Thanks 1eyed!)
  4. Move points in or out using the Move tool with the Shift key held. This only affects the point where one first clicks, as opposed to "painting" like the Draw Pointer. It's good for making dimples and bumps.



1eyed@Posted: Tue Sep 06, 2005 10:47 am :
1. Projection master! :)
2. See 1,



Sparky@Posted: Tue Sep 06, 2005 7:56 pm :
Image
The mesh contains 32448 polygons at this point.



kat@Posted: Tue Sep 06, 2005 9:05 pm :
That looks supprisingly life like. I don't know anything about horse anatomy but it certainly 'looks' ok.



doomkid3000@Posted: Tue Sep 06, 2005 9:13 pm :
weres the pictures :o



Sparky@Posted: Tue Sep 06, 2005 9:54 pm :
Image
The model's subdivided down to 129792 polygons.
Questions and notes:
  1. Go into projection master mode by pressing G, then enter. Do the same thing to go back to edit mode. (Thanks again, 1eyed!) It's too bad you have to "freeze" an image to paint onto it. I wish I could freely rotate the model around while texturing.
  2. Can one paint custom diffuse, specular and gloss maps? It seems like that would be nicer in many situations than painting with procedural textures.
  3. ZBrush style UV maps have too many seams to work in Doom 3. Maybe one could make a UV map by hand, then use some sort of "render to texture" plugin. I think I remember Obihb using something like that when he made his "demon" model.
I think the sculpting's done, but I might do some texturing at a later date. I think my next ZBrush project will be a Doom 3 scenery model. Perhaps a potted plant, or a bed with lots of complicated cloth folds and wrinkles? I eventually want to be able to make fully functioning character models, but I don't want to take on too much at once.



1eyed@Posted: Wed Sep 07, 2005 8:23 am :
heh, a Giger horse :)

2. Donno, here are some ideas.

Diffuse, clone your texture, fill it with a color, paint with only RGB and no material or shading. In the projection master, only pickup color, no material or shading

Specular, clone your texture, fill it with grey or white, render your shading into it, then tweak it to make a specular.

3. You can uvmap before you import a model

I'd recommend you practice before you go start a new project. Do all zscripts tutorials! From your questions I know you didn't do it before you started this ;)

then, you HAVE TO GET THIS! The Zbrush 2 practical guide.

The Practical Guide is comprised of nearly 500 pages of tutorials. Introductory tutorials teach the ZBrush 2 interface, including such topics as the new curve controls and creating a startup document.


http://206.145.80.239/zbc/showthread.php?t=3471

Then, for making normal maps, get these documents

http://www.zbrushcentral.com/zbc/showthread.php?t=28320



Sparky@Posted: Mon Sep 05, 2005 9:44 pm :
Yay, I started my first ZBrush project! Ssh, don't tell Zakath- he'll yell at me for not working on the mod. (Zakath, dearest- I love you but I have to enlarge my skill base.)

I'm going to do a horse's eye. A bit of the surrounding area made it into the model, but the focus here is going to be on the area around the eye itself. I thought it would be a fun way to practice making fine surface details like wrinkles and muscle bulges and folds. I made the original mesh in LightWave, and have only subdivided it once so far. I think I'll post one screenshot every couple of subdivision levels.
Image
Questions and notes:
  1. How does one take a screenshot within ZBrush? (I used another program to capture this one.)
  2. How does importing a base mesh compare to doing 100% of the modeling within ZBrush?
  3. I'm in edit mode. If I save the tool, can I safely quit without saving the document?
  4. Using a pressure sensitive tablet is nifty, but it seems like I can model almost as easily with the mouse.
  5. The hot keys for the sculpting tool variables are handy. S adjusts size, and shift-I adjusts intensity.
  6. The shortcut for the Draw Pointer is Q. W is move, and R is rotate. But I can't seem to make Rotate do anything.
  7. You can rotate the model on its Z axis. Hold Shift and begin a dragging movement with the mouse. Now, release Shift, but keep dragging- as you move left and right, the model will rotate on its Z axis.



1eyed@Posted: Mon Sep 05, 2005 10:36 pm :
heh, interesting concept :)

1. document /export
3. Yes, the tool is all you need to save. The document is just a 2d image. If you change your alphas or add a texture, you can save them in the tool.
4. Yes and No, It's easier to start with a mouse, because then you use the move tool, and not the pressure sensitive draw tool. I did my WIP with the mouse, my update was made with a tablet.
5. Add ALT to that list, to inverse the tool, and SHIFT to toggle smooth. Also CTRL + 1 will repeat the last stroke, both when sculpting and painting.
6. The only thing you need is the T for edit mode, the W and R are used to position objects on the canvas. It's just used if you want to make a zbrush drawing, instead of modelling, or want to position 3d objects when you use the projection master.
7. Shift will also snap your rotations.

About number 2.


If you want to export your model to a game, you should complete the edge flow and polycount on it before you import, you can then edit it, and aslong as you don't delete the lowest subdivision level, you can export it back. To start with zspheres, export to LW, clean the mesh up, and then import it, should be the best workflow. I'm no expert yet, so don't take my word for it just yet :)

And don't forget to go throught the zscript tutorials! then get awesome free zbrush video tutorials from kurvstudios.com...



Sparky@Posted: Tue Sep 06, 2005 1:45 am :
Image
It's at 8112 polygons at this point.
Questions and notes:
  1. My eyeball is lumpy. How would I use a real sphere instead of part of the mesh?
  2. Can one paint an object without leaving edit mode?
  3. Snap to 90 degree increments by pressing Shift while rotating. (Thanks 1eyed!)
  4. Move points in or out using the Move tool with the Shift key held. This only affects the point where one first clicks, as opposed to "painting" like the Draw Pointer. It's good for making dimples and bumps.



1eyed@Posted: Tue Sep 06, 2005 10:47 am :
1. Projection master! :)
2. See 1,



Sparky@Posted: Tue Sep 06, 2005 7:56 pm :
Image
The mesh contains 32448 polygons at this point.



kat@Posted: Tue Sep 06, 2005 9:05 pm :
That looks supprisingly life like. I don't know anything about horse anatomy but it certainly 'looks' ok.



doomkid3000@Posted: Tue Sep 06, 2005 9:13 pm :
weres the pictures :o



Sparky@Posted: Tue Sep 06, 2005 9:54 pm :
Image
The model's subdivided down to 129792 polygons.
Questions and notes:
  1. Go into projection master mode by pressing G, then enter. Do the same thing to go back to edit mode. (Thanks again, 1eyed!) It's too bad you have to "freeze" an image to paint onto it. I wish I could freely rotate the model around while texturing.
  2. Can one paint custom diffuse, specular and gloss maps? It seems like that would be nicer in many situations than painting with procedural textures.
  3. ZBrush style UV maps have too many seams to work in Doom 3. Maybe one could make a UV map by hand, then use some sort of "render to texture" plugin. I think I remember Obihb using something like that when he made his "demon" model.
I think the sculpting's done, but I might do some texturing at a later date. I think my next ZBrush project will be a Doom 3 scenery model. Perhaps a potted plant, or a bed with lots of complicated cloth folds and wrinkles? I eventually want to be able to make fully functioning character models, but I don't want to take on too much at once.



1eyed@Posted: Wed Sep 07, 2005 8:23 am :
heh, a Giger horse :)

2. Donno, here are some ideas.

Diffuse, clone your texture, fill it with a color, paint with only RGB and no material or shading. In the projection master, only pickup color, no material or shading

Specular, clone your texture, fill it with grey or white, render your shading into it, then tweak it to make a specular.

3. You can uvmap before you import a model

I'd recommend you practice before you go start a new project. Do all zscripts tutorials! From your questions I know you didn't do it before you started this ;)

then, you HAVE TO GET THIS! The Zbrush 2 practical guide.

The Practical Guide is comprised of nearly 500 pages of tutorials. Introductory tutorials teach the ZBrush 2 interface, including such topics as the new curve controls and creating a startup document.


http://206.145.80.239/zbc/showthread.php?t=3471

Then, for making normal maps, get these documents

http://www.zbrushcentral.com/zbc/showthread.php?t=28320



Sparky@Posted: Mon Sep 05, 2005 9:44 pm :
Yay, I started my first ZBrush project! Ssh, don't tell Zakath- he'll yell at me for not working on the mod. (Zakath, dearest- I love you but I have to enlarge my skill base.)

I'm going to do a horse's eye. A bit of the surrounding area made it into the model, but the focus here is going to be on the area around the eye itself. I thought it would be a fun way to practice making fine surface details like wrinkles and muscle bulges and folds. I made the original mesh in LightWave, and have only subdivided it once so far. I think I'll post one screenshot every couple of subdivision levels.
Image
Questions and notes:
  1. How does one take a screenshot within ZBrush? (I used another program to capture this one.)
  2. How does importing a base mesh compare to doing 100% of the modeling within ZBrush?
  3. I'm in edit mode. If I save the tool, can I safely quit without saving the document?
  4. Using a pressure sensitive tablet is nifty, but it seems like I can model almost as easily with the mouse.
  5. The hot keys for the sculpting tool variables are handy. S adjusts size, and shift-I adjusts intensity.
  6. The shortcut for the Draw Pointer is Q. W is move, and R is rotate. But I can't seem to make Rotate do anything.
  7. You can rotate the model on its Z axis. Hold Shift and begin a dragging movement with the mouse. Now, release Shift, but keep dragging- as you move left and right, the model will rotate on its Z axis.



1eyed@Posted: Mon Sep 05, 2005 10:36 pm :
heh, interesting concept :)

1. document /export
3. Yes, the tool is all you need to save. The document is just a 2d image. If you change your alphas or add a texture, you can save them in the tool.
4. Yes and No, It's easier to start with a mouse, because then you use the move tool, and not the pressure sensitive draw tool. I did my WIP with the mouse, my update was made with a tablet.
5. Add ALT to that list, to inverse the tool, and SHIFT to toggle smooth. Also CTRL + 1 will repeat the last stroke, both when sculpting and painting.
6. The only thing you need is the T for edit mode, the W and R are used to position objects on the canvas. It's just used if you want to make a zbrush drawing, instead of modelling, or want to position 3d objects when you use the projection master.
7. Shift will also snap your rotations.

About number 2.


If you want to export your model to a game, you should complete the edge flow and polycount on it before you import, you can then edit it, and aslong as you don't delete the lowest subdivision level, you can export it back. To start with zspheres, export to LW, clean the mesh up, and then import it, should be the best workflow. I'm no expert yet, so don't take my word for it just yet :)

And don't forget to go throught the zscript tutorials! then get awesome free zbrush video tutorials from kurvstudios.com...



Sparky@Posted: Tue Sep 06, 2005 1:45 am :
Image
It's at 8112 polygons at this point.
Questions and notes:
  1. My eyeball is lumpy. How would I use a real sphere instead of part of the mesh?
  2. Can one paint an object without leaving edit mode?
  3. Snap to 90 degree increments by pressing Shift while rotating. (Thanks 1eyed!)
  4. Move points in or out using the Move tool with the Shift key held. This only affects the point where one first clicks, as opposed to "painting" like the Draw Pointer. It's good for making dimples and bumps.



1eyed@Posted: Tue Sep 06, 2005 10:47 am :
1. Projection master! :)
2. See 1,



Sparky@Posted: Tue Sep 06, 2005 7:56 pm :
Image
The mesh contains 32448 polygons at this point.



kat@Posted: Tue Sep 06, 2005 9:05 pm :
That looks supprisingly life like. I don't know anything about horse anatomy but it certainly 'looks' ok.



doomkid3000@Posted: Tue Sep 06, 2005 9:13 pm :
weres the pictures :o



Sparky@Posted: Tue Sep 06, 2005 9:54 pm :
Image
The model's subdivided down to 129792 polygons.
Questions and notes:
  1. Go into projection master mode by pressing G, then enter. Do the same thing to go back to edit mode. (Thanks again, 1eyed!) It's too bad you have to "freeze" an image to paint onto it. I wish I could freely rotate the model around while texturing.
  2. Can one paint custom diffuse, specular and gloss maps? It seems like that would be nicer in many situations than painting with procedural textures.
  3. ZBrush style UV maps have too many seams to work in Doom 3. Maybe one could make a UV map by hand, then use some sort of "render to texture" plugin. I think I remember Obihb using something like that when he made his "demon" model.
I think the sculpting's done, but I might do some texturing at a later date. I think my next ZBrush project will be a Doom 3 scenery model. Perhaps a potted plant, or a bed with lots of complicated cloth folds and wrinkles? I eventually want to be able to make fully functioning character models, but I don't want to take on too much at once.



1eyed@Posted: Wed Sep 07, 2005 8:23 am :
heh, a Giger horse :)

2. Donno, here are some ideas.

Diffuse, clone your texture, fill it with a color, paint with only RGB and no material or shading. In the projection master, only pickup color, no material or shading

Specular, clone your texture, fill it with grey or white, render your shading into it, then tweak it to make a specular.

3. You can uvmap before you import a model

I'd recommend you practice before you go start a new project. Do all zscripts tutorials! From your questions I know you didn't do it before you started this ;)

then, you HAVE TO GET THIS! The Zbrush 2 practical guide.

The Practical Guide is comprised of nearly 500 pages of tutorials. Introductory tutorials teach the ZBrush 2 interface, including such topics as the new curve controls and creating a startup document.


http://206.145.80.239/zbc/showthread.php?t=3471

Then, for making normal maps, get these documents

http://www.zbrushcentral.com/zbc/showthread.php?t=28320



Sparky@Posted: Mon Sep 05, 2005 9:44 pm :
Yay, I started my first ZBrush project! Ssh, don't tell Zakath- he'll yell at me for not working on the mod. (Zakath, dearest- I love you but I have to enlarge my skill base.)

I'm going to do a horse's eye. A bit of the surrounding area made it into the model, but the focus here is going to be on the area around the eye itself. I thought it would be a fun way to practice making fine surface details like wrinkles and muscle bulges and folds. I made the original mesh in LightWave, and have only subdivided it once so far. I think I'll post one screenshot every couple of subdivision levels.
Image
Questions and notes:
  1. How does one take a screenshot within ZBrush? (I used another program to capture this one.)
  2. How does importing a base mesh compare to doing 100% of the modeling within ZBrush?
  3. I'm in edit mode. If I save the tool, can I safely quit without saving the document?
  4. Using a pressure sensitive tablet is nifty, but it seems like I can model almost as easily with the mouse.
  5. The hot keys for the sculpting tool variables are handy. S adjusts size, and shift-I adjusts intensity.
  6. The shortcut for the Draw Pointer is Q. W is move, and R is rotate. But I can't seem to make Rotate do anything.
  7. You can rotate the model on its Z axis. Hold Shift and begin a dragging movement with the mouse. Now, release Shift, but keep dragging- as you move left and right, the model will rotate on its Z axis.



1eyed@Posted: Mon Sep 05, 2005 10:36 pm :
heh, interesting concept :)

1. document /export
3. Yes, the tool is all you need to save. The document is just a 2d image. If you change your alphas or add a texture, you can save them in the tool.
4. Yes and No, It's easier to start with a mouse, because then you use the move tool, and not the pressure sensitive draw tool. I did my WIP with the mouse, my update was made with a tablet.
5. Add ALT to that list, to inverse the tool, and SHIFT to toggle smooth. Also CTRL + 1 will repeat the last stroke, both when sculpting and painting.
6. The only thing you need is the T for edit mode, the W and R are used to position objects on the canvas. It's just used if you want to make a zbrush drawing, instead of modelling, or want to position 3d objects when you use the projection master.
7. Shift will also snap your rotations.

About number 2.


If you want to export your model to a game, you should complete the edge flow and polycount on it before you import, you can then edit it, and aslong as you don't delete the lowest subdivision level, you can export it back. To start with zspheres, export to LW, clean the mesh up, and then import it, should be the best workflow. I'm no expert yet, so don't take my word for it just yet :)

And don't forget to go throught the zscript tutorials! then get awesome free zbrush video tutorials from kurvstudios.com...



Sparky@Posted: Tue Sep 06, 2005 1:45 am :
Image
It's at 8112 polygons at this point.
Questions and notes:
  1. My eyeball is lumpy. How would I use a real sphere instead of part of the mesh?
  2. Can one paint an object without leaving edit mode?
  3. Snap to 90 degree increments by pressing Shift while rotating. (Thanks 1eyed!)
  4. Move points in or out using the Move tool with the Shift key held. This only affects the point where one first clicks, as opposed to "painting" like the Draw Pointer. It's good for making dimples and bumps.



1eyed@Posted: Tue Sep 06, 2005 10:47 am :
1. Projection master! :)
2. See 1,



Sparky@Posted: Tue Sep 06, 2005 7:56 pm :
Image
The mesh contains 32448 polygons at this point.



kat@Posted: Tue Sep 06, 2005 9:05 pm :
That looks supprisingly life like. I don't know anything about horse anatomy but it certainly 'looks' ok.



doomkid3000@Posted: Tue Sep 06, 2005 9:13 pm :
weres the pictures :o



Sparky@Posted: Tue Sep 06, 2005 9:54 pm :
Image
The model's subdivided down to 129792 polygons.
Questions and notes:
  1. Go into projection master mode by pressing G, then enter. Do the same thing to go back to edit mode. (Thanks again, 1eyed!) It's too bad you have to "freeze" an image to paint onto it. I wish I could freely rotate the model around while texturing.
  2. Can one paint custom diffuse, specular and gloss maps? It seems like that would be nicer in many situations than painting with procedural textures.
  3. ZBrush style UV maps have too many seams to work in Doom 3. Maybe one could make a UV map by hand, then use some sort of "render to texture" plugin. I think I remember Obihb using something like that when he made his "demon" model.
I think the sculpting's done, but I might do some texturing at a later date. I think my next ZBrush project will be a Doom 3 scenery model. Perhaps a potted plant, or a bed with lots of complicated cloth folds and wrinkles? I eventually want to be able to make fully functioning character models, but I don't want to take on too much at once.



1eyed@Posted: Wed Sep 07, 2005 8:23 am :
heh, a Giger horse :)

2. Donno, here are some ideas.

Diffuse, clone your texture, fill it with a color, paint with only RGB and no material or shading. In the projection master, only pickup color, no material or shading

Specular, clone your texture, fill it with grey or white, render your shading into it, then tweak it to make a specular.

3. You can uvmap before you import a model

I'd recommend you practice before you go start a new project. Do all zscripts tutorials! From your questions I know you didn't do it before you started this ;)

then, you HAVE TO GET THIS! The Zbrush 2 practical guide.

The Practical Guide is comprised of nearly 500 pages of tutorials. Introductory tutorials teach the ZBrush 2 interface, including such topics as the new curve controls and creating a startup document.


http://206.145.80.239/zbc/showthread.php?t=3471

Then, for making normal maps, get these documents

http://www.zbrushcentral.com/zbc/showthread.php?t=28320



beeryoni@Posted: Sun Feb 17, 2008 11:25 pm :
hey 1eyed.
thanks for the help with these questions.
it has been a while since i last modded with Doom3.
but i just started getting into it again.
so once again, thanks for the help.
Yoni from horsesring.com



Sparky@Posted: Mon Sep 05, 2005 9:44 pm :
Yay, I started my first ZBrush project! Ssh, don't tell Zakath- he'll yell at me for not working on the mod. (Zakath, dearest- I love you but I have to enlarge my skill base.)

I'm going to do a horse's eye. A bit of the surrounding area made it into the model, but the focus here is going to be on the area around the eye itself. I thought it would be a fun way to practice making fine surface details like wrinkles and muscle bulges and folds. I made the original mesh in LightWave, and have only subdivided it once so far. I think I'll post one screenshot every couple of subdivision levels.
Image
Questions and notes:
  1. How does one take a screenshot within ZBrush? (I used another program to capture this one.)
  2. How does importing a base mesh compare to doing 100% of the modeling within ZBrush?
  3. I'm in edit mode. If I save the tool, can I safely quit without saving the document?
  4. Using a pressure sensitive tablet is nifty, but it seems like I can model almost as easily with the mouse.
  5. The hot keys for the sculpting tool variables are handy. S adjusts size, and shift-I adjusts intensity.
  6. The shortcut for the Draw Pointer is Q. W is move, and R is rotate. But I can't seem to make Rotate do anything.
  7. You can rotate the model on its Z axis. Hold Shift and begin a dragging movement with the mouse. Now, release Shift, but keep dragging- as you move left and right, the model will rotate on its Z axis.



1eyed@Posted: Mon Sep 05, 2005 10:36 pm :
heh, interesting concept :)

1. document /export
3. Yes, the tool is all you need to save. The document is just a 2d image. If you change your alphas or add a texture, you can save them in the tool.
4. Yes and No, It's easier to start with a mouse, because then you use the move tool, and not the pressure sensitive draw tool. I did my WIP with the mouse, my update was made with a tablet.
5. Add ALT to that list, to inverse the tool, and SHIFT to toggle smooth. Also CTRL + 1 will repeat the last stroke, both when sculpting and painting.
6. The only thing you need is the T for edit mode, the W and R are used to position objects on the canvas. It's just used if you want to make a zbrush drawing, instead of modelling, or want to position 3d objects when you use the projection master.
7. Shift will also snap your rotations.

About number 2.


If you want to export your model to a game, you should complete the edge flow and polycount on it before you import, you can then edit it, and aslong as you don't delete the lowest subdivision level, you can export it back. To start with zspheres, export to LW, clean the mesh up, and then import it, should be the best workflow. I'm no expert yet, so don't take my word for it just yet :)

And don't forget to go throught the zscript tutorials! then get awesome free zbrush video tutorials from kurvstudios.com...



Sparky@Posted: Tue Sep 06, 2005 1:45 am :
Image
It's at 8112 polygons at this point.
Questions and notes:
  1. My eyeball is lumpy. How would I use a real sphere instead of part of the mesh?
  2. Can one paint an object without leaving edit mode?
  3. Snap to 90 degree increments by pressing Shift while rotating. (Thanks 1eyed!)
  4. Move points in or out using the Move tool with the Shift key held. This only affects the point where one first clicks, as opposed to "painting" like the Draw Pointer. It's good for making dimples and bumps.



1eyed@Posted: Tue Sep 06, 2005 10:47 am :
1. Projection master! :)
2. See 1,



Sparky@Posted: Tue Sep 06, 2005 7:56 pm :
Image
The mesh contains 32448 polygons at this point.



kat@Posted: Tue Sep 06, 2005 9:05 pm :
That looks supprisingly life like. I don't know anything about horse anatomy but it certainly 'looks' ok.



doomkid3000@Posted: Tue Sep 06, 2005 9:13 pm :
weres the pictures :o



Sparky@Posted: Tue Sep 06, 2005 9:54 pm :
Image
The model's subdivided down to 129792 polygons.
Questions and notes:
  1. Go into projection master mode by pressing G, then enter. Do the same thing to go back to edit mode. (Thanks again, 1eyed!) It's too bad you have to "freeze" an image to paint onto it. I wish I could freely rotate the model around while texturing.
  2. Can one paint custom diffuse, specular and gloss maps? It seems like that would be nicer in many situations than painting with procedural textures.
  3. ZBrush style UV maps have too many seams to work in Doom 3. Maybe one could make a UV map by hand, then use some sort of "render to texture" plugin. I think I remember Obihb using something like that when he made his "demon" model.
I think the sculpting's done, but I might do some texturing at a later date. I think my next ZBrush project will be a Doom 3 scenery model. Perhaps a potted plant, or a bed with lots of complicated cloth folds and wrinkles? I eventually want to be able to make fully functioning character models, but I don't want to take on too much at once.



1eyed@Posted: Wed Sep 07, 2005 8:23 am :
heh, a Giger horse :)

2. Donno, here are some ideas.

Diffuse, clone your texture, fill it with a color, paint with only RGB and no material or shading. In the projection master, only pickup color, no material or shading

Specular, clone your texture, fill it with grey or white, render your shading into it, then tweak it to make a specular.

3. You can uvmap before you import a model

I'd recommend you practice before you go start a new project. Do all zscripts tutorials! From your questions I know you didn't do it before you started this ;)

then, you HAVE TO GET THIS! The Zbrush 2 practical guide.

The Practical Guide is comprised of nearly 500 pages of tutorials. Introductory tutorials teach the ZBrush 2 interface, including such topics as the new curve controls and creating a startup document.


http://206.145.80.239/zbc/showthread.php?t=3471

Then, for making normal maps, get these documents

http://www.zbrushcentral.com/zbc/showthread.php?t=28320