ZBrush 2022 bas-relief tools first impressions. Am I out of a job?!
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- Опубликовано: 20 авг 2024
- I road test the new bas-relief tools in Zbrush 2022...
For context - I'm a bas-relief modeller for the coin industry, trained in hand sculpting, but have been using ZBrush for the last 10 years.
Link to my modelling canvas:
mavericknumism...
#ZBrush2022
I hear you. I do a lot of 3d cnc carves, and have squished models down to do similar things. At first I was really excited about the new bas relief tools,, but then I realized everybody can do it now, lol.
Looking forward to your next one. I'm interested in the 3d from photo software. I'm not a good sculptur, but I like art, and have been studying zbrush a long time.
Out of a job? Ha!. Tools don't have the ingenuity to use themselves ... they need a human attached! Sounds to me like you're already adding the human element to the new tool. Anyway very interesting, especially listening to an experienced bas-relief modeller. Cheers. Oh, and glad you're recovering from Covid. Hope it wasn't too distressing.
Thanks for that comment - much appreciated! Almost back to normal now, although my sense of smell is still 'lacking'.
that was so use full! !
s. Thank you In The setup❤️
thank you
One more question: at the end of finishing that bas-relief, would you be able to cut it in two or three (or any number) equal parts and use those parts as individual pieces/parts in other projects? Something similar to making a large cube with six different bas-reliefs on its six sides, and then cutting this larger cube in 4 x 4 x 4 = 64 smaller equal cubes, and saving each little cube as a separate part.
Then you could 3D-print all the 64 smaller cubes, and make a game out of it for someone to reconstruct as a 3D puzzle game.
But it all starts if one can cut the initial large cube in smaller individual cubes. I am not sure I described the process well, sorry if that is the case.
I think I understand what you mean.
There's no reason why you couldn't apply reliefs to the sides of a cube in the way you describe.
The only issue might be that as each individual model is very high poly, you might end up with an unwieldy project.
There's several ways to mitigate that, though.
@@mattbonaccorsi Is there any tutorial out there that shows how to take an already made object and cut it in pieces, so that you obtain as many new parts as you want out of it?
Is there an existing function in ZBrush (cut?) or this is what you meant by "mitigate" (use other procedures to obtain the same effect)? Thank you thank you!
It is only one tool in a tool chest. There are many tools out there and none are perfect. Demand might be reduced but the need for artistic interpretation and skill will still be there. Though the Zbrush bas relief projection is pretty dang good.
It is scary how fast things change. The need for creativity will never go away so don't worry too much. Questions as I'm new to Zbrush. The plate background you are using. How did you create it? What is it called in Zbrush? Thanks!
Hi Paul, I agree with you, but I think designers and artists will have to change their definition of what creativity looks like. I spent much of last year teaching on a graphic design degree, and ai is definitely a threat to 'decorative' design. I spent a lot of time teaching my students to leverage their conceptual skills in terms of symbolism, satire, inference etc. It's the human connection stuff that AI can't do.
Regarding the plate. It's one I made myself so isn't in the zb defaults.
I wanted something with no back mesh, and a particular separation between the resolution of each subdivision.
I'll upload it to my site and post a link if that's helpful.
@@mattbonaccorsi wheres the link lol
@@user-oe1vb2jd9u Apologies - I forgot! Just added it to the video description.
@@mattbonaccorsi thats amazing! thank you i still have a long learning curve for zbrush but i'm having a good start
At least here it is.
I wasn't lost until he said "Control + Zed" instead of "Control + Z"
I am really impressed by this feature, it is really awesome!! Is there any free ZBrush app out there, be it only bare bones? I would love to learn this, but I am broke, and too old to start a new carrier, but I would love to be able to create bas-reliefs/semi-reliefs/alto-reliefs and import them in CAD!
I am also not working professionaly in CAD, just a hobby that I picked from RUclips on my own, I just watched hundreds of video clips and got on with it so well that now I am reasonably efficient in CAD.
You can try Blender, which is free and has sculpting tools, or SculptGL, which is perhaps a bit easier to learn. It's also free.
@@mattbonaccorsiDo you happen to know if currently Blender has this "Project BasRelief" facility/tool to take in a 3D scene/model and make it into a basrelief? Or is there any similar procedure that one can apply in Blender to achieve this, even in multiple steps?
@@straightlevel.cruising2644 I think it's only ZB that has this feature, but there are workarounds. You can use Blenders depth and mist render passes to make a relief map that you then edit in a graphics package (if need be) and use as a displacement map to create your relief. It's convoluted, but it works.
Are you planning on making a tutorial on how to sculpt using a reference image?
Sorry for the delayed reply. I have many plans for tutorials, but life and work keep getting in the way!
If you're interested, I'll put together some vids about 'proper' bas-relief sculpting...
CNC modeler here....... the results what zbrush provides as of now when I hit Project Relief button is not acceptable....it is still very primitive. Should wait to see if it gets enhanced in future versions. But it will be helpful to build from 3d model.
What settings are you using within the 'project relief' box?
I've found that the quality of the projected relief depends on tweaking the settings, but more importantly on the resolution of the projected mesh, AND the plane onto which you are projecting.
I project onto a base mesh of 3 million polygons, and it works pretty well.
@@mattbonaccorsi repeat count - 1000 contrast 1 , tolerence - 0 radius- 0 , then used Adjustlast slider ............
@@mattbonaccorsi Base mesh about 1 million poly
@@mattbonaccorsi the issue is, grabdoc gives good results at higher z-depth and this new bas-relief is only to make very shallow models, i.e. 100:1 ratio
Saeee hahahah, you just have to play with the daw and you gaing experience slowly
Hi, what is your settings for the base mesh cylinder? Thanks a lot!
I use a flat plane with 3 subdivision levels. 500k, 2.2 mill, and 8 mill polygons.
I do most of the detail work in the second layer, and use the top layer only for very fine lines or for polishing surfaces.
I have a question if you can help me... I want sculpting and export normal map for my low poly to unreal ungine this is normal ? Or use decimation master !!!!
Hi, I can't really help you with that one. I don't work with normal maps at all. I sculpt for CNC, so all the detail stays on a high poly model. I don't make low poly versions. I would take a look on the ZBrush forums. There's probably information already on that topic.
@@mattbonaccorsi thanks
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