Thursday, 29 October 2015

Accidental Red Herring - Mudbox to ZBrush

So after playing around with Mudbox, I couldn't help but think how much easier a tree would be in ZBrush - considering it can be built from scratch in it using ZSpheres.

After finding a trial version that should last long enough for this project I decided to go ahead and use it.

Here is my first attempt at a rough tree and then a further attempt at the main tree using ZSpheres:

ZBrush Start
I was happy with this progress until I started to sculpt. I felt my mesh was getting really untidy and have began to worry about the UV Mapping stage and using a low res piece with high res texture maps as I am not too familiar with this.

After searching around I found a few good tutorials and info that might help get through this:

UV Master
A useful approach to UV Map your model

http://pixologic.com/zbrush/features/UV-Master/

Using DynaMesh
An effective method of sculpting a rough layout before final sculpt


The Pipeline!
This digital tutors tutorial shows an effective pipeline. The only thing is it uses a software called Topogun which I have never used. Never-the-less, I can still follow this and retopolgize in ZBrush (even if it is a longer approach)

http://www.digitaltutors.com/tutorial/901-Professional-Series-Game-Boss-Creation-in-ZBrush#play-22456

Example of Tree Tutorials

https://www.youtube.com/watch?v=NIoIdt54wF8

http://www.digitaltutors.com/tutorial/598-Creature-Concept-Sculpting-in-ZBrush#play-12150


Personal Notes

Tomorrow I will be trying to find a suitable method to complete my tree. Whether that involves; ZSpheres, DynaMesh or anything else. Once I have figured out the best way to do this I will begin on my tree.
Sadly I am now a bit behind where I wanted to be but hopefully it will be for the best!

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