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How to create beautiful swooshy round shapes like this? Should I be looking at Zbrush over Blender??
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Zbrush generally isn't a bad idea. It's pretty much used everywhere.
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>>615463
Learn NURBS workflow
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>>615480
>>615463
Or Catmull-Clark Subdivision Surfaces
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>>615480
>>615491
Or even a combination of the two
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>>615491
Yeah I use that too, prefer it, but the thing is that I don't know if blender has that. The smooth preview in maya (which is catmull clark) is pretty nice.
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>>615513
Of course you have subdiv in blender. And nurbs.
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>>615463
Zbrusher here.
Played around with the new 2018 functions while trying to model your drawing.
Be warned: crashed three times, and some shapes were hell to come out. But it does the job.
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>>615636
why mine has not crushed since ihave them? R8 was crashing from time to time, but not 2018..
what's your pc specs?
allso when Zbrush gives warning sign which tells 1 wait for pc to finalise, 2 close the program. is not the crash BTW.
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>>615636
wait so you can do hard surface in zbrush? how would you compare it with other packages like max\maya\blender\modo?
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>>615636
After i do several operations with a heavy mesh (250000 polys up), with several subtools in the same polycount, he gives a warning and closes.
THIS model in particular was quite troublesome: see the leg thing? The middle intersection was doing this: when i selected the flatten brush, the brush circle would disappear and ALL the subtools would flip the x and y axis all of a sudden, while flipping the normals of all polygons, turning the brush almost non-working. I had to save it into a subtool and load it into a new, separated project to keep working.
>>615640
Yup. Pic related, you can hard surface it at any time using a brush called Zmodeler now, but it´s a tricky beast to dominate. Select the wrong option and face extrusion leaves edges behind, etc. Mostly useless if a mesh is too densely tesselated, seeing how it works most in single polys, edges and vertexes. Comparing to 3Dsmax, i´d do some shapes faster in 3dmax (especially the hard surface), but most i´d have to export to zbrush to complete.
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>>615640
Yup, With Zmodeler, trim-dynamic, live-Booleans cut tools and Hpolish, you can very quickly and very easy make some really nice hard-surface. Zbrush just have a steep learning curve for starters, but damn i love zbrush
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>>615661
If your scratch disk is full it can crash, and Zbrush likes to eat all your RAM and CPU. But you could try decimate some parts of it to reduce the active points?
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>>615640
I made this in Zbrush 100% in it..(Asset for characher)
If you'll get used to Zbrush tools it's very, very addicting and verstile.
I don't even know why I would do any modeling in other software....
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>>615673
forgot image...
Also Zbrush has Much more Hard surface modelling tools than any other software...
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>>615664
I didn´t decimate just some, i had to zremesher EVERYTHING. I have 48 ram in my rig, but that meant shit for zbrush apparently (maybe the GPU was to blame, i don´t know). I use the backup function of this software a lot, so i thank pixologic for that.
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This thread just makes me wish that Pencil+ was updated and it actually worked for Maya/Blender.
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>>615674
Why is the front end just before the barrel more dense than beyond the event horizon of a black hole? All that information could be normal mapped.
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>>615820
That is the super high poly model that will be used to bake the normals onto a lower poly model.
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>>615679
Here it is, took longer than what i anticipated.
To be fair, it is an excellent exercise to train the new tools in Zbrush 2018. I´m particularly loving the W key now.
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>>615895
Pretty cool, I want to learn to use Z-brush now, can I run it on my mid tier laptop?
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>>618246
let me be very frank with you: my machine has 48 Giga RAM and this thing basically has frozen it four times, and four times i had to get it from auto backup files. This happened becausse every time i went to the sculpt step, the piece increase in detail to a billion polys with the use of a very detailed dynamesh. Use Zbrush in toasters at your own risk.
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>>618253
Did you split the model into subtools as you worked? Dynameshing the whole thing seems like a fast track to crash and burn.
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>>618253
What is this monstrosity? How does it even move?
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>>618253
Awful topology, this is not how you do hard surface
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>>618266
Yup. there were about 30 of them. Then i collapsed the majority into larger brushes, and got WAY more stable... go figure.
I actually managed to isolate a faulty brush (who alone triggered all the bugs), i´ll e-mail it to pixologic later.
>>618286
OP´s reference image. Not MY design.
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>>618301
please stop posting, this is awful
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>>618301
i don't think zbrush is the right program for you (yet)
you would be better off modeling in max + a good boolean addon
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>>618294
>>618302
>>618303
There. Now stop posting here.
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>>618313
>so triggered
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>>618313
i think you deserve a proper response.

well.. what can i say. organic shapes doesn't ALWAYS mean "organic modeling" there are ways you can model this, ill post examples.
but i don't fault this on you, only 1% of artists in general can even approach this concept correctly.

i think you should get this, matter of fact any serious artist should learn this. it will boost your sculpts by 300%

https://www.youtube.com/watch?v=TLBix4sODd8
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>>615463
>How to create beautiful swooshy round shapes like this? Should I be looking at Zbrush over Blender??
The answer is yes. Go with Zbrush. Thread end.
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>>615820
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>>618301
Don't listen to haters. That looks cool. Nice job.
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Modelling with subd is usually the way to go if you need to create nice hard-surface models, but it's a pain in the ass to do proper curved shapes this way.
A good option is to block out a rough shape of what you want in zbrush using hard surface sculpting tools. This way you are not limited by setting up polygonal topology. Then you can use either automated retopo tools like z-remesher, or retopo by hand if you want specific topology flow. This gets you a lowpoly that you can then subdivide.
You can use either subdivision is zbrush itself (separate the mesh into polygroups and then crease the edges using auto crease, or straight crease the edges using z-modeller), or edit the model further in another program and then use the subd tools there.

Picrelated is me making a lowpoly by hand using zshpere rig/edit topology tools, and then breaking it down and subdividing it further in 3ds max.

Eat3D has a good tutorial about this called "ZBrush Hard Surface Techniques 2" where they focus on creating base hardsurface sculpts, then retopologizing them, and using native subd in ZBrush to get subtools that are further dynameshed and edited.
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>>618945
>and subdividing it further in 3ds max
I believe almost everyone here can solve any shape rather quickly by using Zbrush GOZ and throwing it back and forth Maya/Max and Zbrush, the question here is if you can do it faster using only Zbrush without the help of GOZ if you follow some kind Zbrush master method.
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>>615661
>>615636
Did you pirate ZBrush?
I've never had any crashing problems with my legitimate copy of ZBrush, barring being a retard and subdividing past a few million polys
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>>619328
As I explained, you can do it entirely in Brush. Create a lowpoly from a sculpted shape, subdivide it after setting up hard edges using whatever methid you prefer. Use dynamesh if you want to smooth out the edges.
I usually worked with dynamic subdivision until the overall shape was done.
You can set up panels quickly if you break down parts into polygroups and dynamesh them with "groups" option, I believe.

I just feel like I have more control if I use subdivision in other programs.
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>>619328
I preffer modeling with Zmodeler than in any other software.. the main reason is polygrouping.
For some time I 100% model in Zbrush, and I don't know why would I want to use maya or max for low poly. There must be something that needs milimeter accuracy or something like that..




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