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my general wacom thread
show user profile  parkerfamily
i'm abandoning healing brush in zbrush, and making this thread for all my general zbrush and wacom questions. my first two are,
how can i give one part of my mesh a MUCH higher subdivision (an eye and a tentacle, both need to be super smooth, but there are also perfectly flat surfaces, that could be covered by one poly)
and number two is just to sethereal, what software do you use to draw your stuff, and what was used in you sig, because without some sick plug-ins, i can't imagine anybody drawing that in stuff like photoshop. (where you have to select each color on a wheel)

edit:no really, what exactly is phalse? and where did it come from? and thats a hot dog.
read 737 times
2/25/2009 10:02:29 PM (last edit: 2/25/2009 10:29:06 PM)
show user profile  Phalse

read 726 times
2/25/2009 10:20:36 PM (last edit: 2/25/2009 10:20:36 PM)
show user profile  Garp
You set the local level of detail when modeling: more where it's needed, less where it's flat.

Phalse, how will you feed that cat when you run out of baby arms?




read 720 times
2/25/2009 10:25:31 PM (last edit: 2/25/2009 10:25:31 PM)
show user profile  Phalse
Baby legs?

read 716 times
2/25/2009 10:27:24 PM (last edit: 2/25/2009 10:28:17 PM)
show user profile  Phalse
Google says: Phreakers Hackers and Laundromat Service Employees

:)
read 710 times
2/25/2009 10:31:00 PM (last edit: 2/25/2009 10:32:04 PM)
show user profile  Setherial
What, you never seen professionel artists paint ? Check out conceptart.org it's finally finished section, it's mindblowing what poeple can do with a wacom and simple brushes, no tricks, no magic plugins.

As for my own pathetic attempts, my sig is one of my zbrush models (the ape-man you can find on my blog) with some post processing done in photoshop (a few layers that mess with the light and colors). So it's not a painting. I made the model first then made a sig from it. Painting my sig would have been a lot faster and easier then sculpting it.

As for subdividing parts of your mesh, I think you can just mask out a part and then subdivide. I saw it being done somewhere but I've never done this myself. It is certainly possible.

To continue on the subject of painting with just brushes and your good old colorwheel, look at what traditional painters get out of just paint, brushes and skill. Painting on the computer isn't that much different, it's way more forgiving but you often lack the texture, the randomness and grit. Painting and drawing is such a fantastic art to master, you really just need a minimum of materials and the posibilities are endless.


read 682 times
2/26/2009 2:18:23 AM (last edit: 2/26/2009 2:20:07 AM)
show user profile  K-tonne
ther are a couple of ways you can get local subD's
first is to mask the area you want to get higher detail on, invert the mask so the area you want is the only part not masked, goto the lowest level (or if you try at the highest zb will give you a warning message telling you too) then press divide (tool> geometry> divide)
i'm not really a fan of this method as it leaves nasty calculations around the area you've affected that don't really smooth properly- but does leave a new selection group (shift + f to get frame on)
second method is my preferred way but takes more tweaking
mask the area you'll need more detail in- or even areas you need to make a tentacle with, goto level 1(you might find the mask missed so watch out for that), hide the unmasked (tool> masking> hidePT), make the remaining a group (tool> polygroups> group visible) then tool> geometry> edge loop- this will give you an inner ring of edges in their own polygroup so you can hide the outer ring and move the inner out to make a tenticle start (multiple times to make a long one of course) or leave to use the added detail in those areas

Website and Portfolio

read 668 times
2/26/2009 6:03:14 AM (last edit: 2/26/2009 6:03:14 AM)
show user profile  ubik19761
you really need to go to 3dtotal.com>free stuff>tutorials>zbush if you want to learn and understand zbrush. it's a great and easy base on learning zbrush. you will learn the basics, and i use mainly most of the basic tools and masking techniques, of zbrush. plus then ktonne's vast knowledge of zbrush will make some more sense to you.
and yes, setherial is right, there are actual good artist out there who know how to paint some unbelievable stuff that isn't filters and such. actually filters and plugins usually make things look cheesy and fake anyways.
Photo Sharing and Video Hosting at Photobucket

Tim Daggy

"Play the hand that's dealt to you."



read 658 times
2/26/2009 7:14:11 AM (last edit: 2/26/2009 8:21:27 AM)
show user profile  Phalse

read 620 times
2/27/2009 1:30:51 AM (last edit: 2/27/2009 1:30:51 AM)
show user profile  Davious
nothing here yet ?


even I don't do this little work.


stop slagging other threads (ewok) and do something ffs.

" Difficult, yes. Impossible , no..."
read 609 times
2/27/2009 3:38:16 AM (last edit: 2/27/2009 3:38:16 AM)
show user profile  Phalse
Hahaha davious how did you guess the meaning of the last posted picture

"stop slagging other threads (ewok) and do something ffs. "

read 606 times
2/27/2009 3:43:16 AM (last edit: 2/27/2009 3:43:16 AM)
show user profile  parkerfamily
thanks. number 3 is about the snakehook thing, how can i get it to work more effectively? it seems like i should use it in extremely low subdivision then raise the division? because otherwise i end up with a weird pillar made of squares and triangles.

edit: and to davious, i keep on partially making things then needing to go to school, so i guess question number 4 is how do i save? all i've gotten at that so far is saving a 2d image of it. do i save the tool?

number 5, can i use reference images in any way besides having them in a seperate window in zbrush? so can i set a viewport background

edit2:will do ubik. i had been trying to sculpt a cat while u posted that. didn't get to far.
read 580 times
2/27/2009 8:45:39 AM (last edit: 2/27/2009 9:13:11 AM)
show user profile  ubik19761
you really need to go to 3dtotal.com>free stuff>tutorials>zbush if you want to learn and understand zbrush. it's a great and easy base on learning zbrush. you will learn the basics, and i use mainly most of the basic tools and masking techniques, of zbrush. plus then ktonne's vast knowledge of zbrush will make some more sense to you.

i think you need to stop being lazy and just look at these video's. we are not going to answer questions for you that can be EASILY found with a little work, which i have already done for you by directing you to the videos. just watch the some of the beginner vids and you'll get the hang of it soon enough.
Photo Sharing and Video Hosting at Photobucket

Tim Daggy

"Play the hand that's dealt to you."



read 573 times
2/27/2009 8:58:36 AM (last edit: 2/27/2009 8:58:36 AM)
show user profile  K-tonne
yeah- there's an online wiki you should look at:http://www.pixologic.com/docs/index.php/Main_Page
should answer most of your questions


you use the snakehook in very high poly counts usually as it'll pull out a spike of polys and if you've not got enough polys to cover the pulled area well enough it'll 'shatter' into long stretched polys
to save a model- tool> save as
ref images- i think it's better not to use these in the zb window to be honest- what i lose out on exact proportions at the initial stage of blocking out masses can be corrected later but i gain in ease of use
two methods, a: import the image through the documents menu- top menu> documents> import- but you'll have to resize the zb document to match the image first or resize the image to be the default zb page size- 960* 720 or summink
b: download the 'image plane' plugin from zbrush central- i tihnk they're on revision c at the moment- it's not bad- has an opacity slider which is usefull- then it'll be in top menu> texture> image plane> load image
the problem i have is that it's quite hard to select and move the bits of the sculpt at the edges that are nearest to the bg image- whichever way chosen- and if the only reason the image plane is in there in the first place is to get exact measurements the not being able to move the perifery of the sculpt kinda defeats the purpose
maybe it's just a seemingly unrelated setting somewhere i'm missing

Website and Portfolio

read 563 times
2/27/2009 9:19:26 AM (last edit: 2/27/2009 9:19:26 AM)
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