Hey, I was just looking at the Ritual job posting for environmental artists, and it lists Z-Brush as one of the technical skills required. Thus far I've only seen character stuff done with Z-Brush, so I was wondering what kind of environmental stuff it'd be used for.
A silly question maybe, but I'm currently in the Game Art and Design at one of the AI schools, hoping to be an environmental artist, and Z-Brush is not taught, so I'm wondering if I should be devoting more time to learning it, or if I should spend the time getting an early start on my demo reel (Which was my original plan).
Thanks.
Replies
once you get over the weird interface it isn't too hard to learn, took me about a day with the gnomon training dvd.
http://pixologic.com/zbrush/interviews/mcateer_interview.html
but it all comes down to just that.. whether the object benefits from zbrush or not. if you can throw a junk car into a game as a prop as is, then that's that. but if you can paint dents, scratches, and model deformations in the frame a little better with zbrush, then use it...
Which gnomon videos did you use Justin? I might have to get them.
Anyways, thanks for the help guys. Hadn't realized it was already being used so much, esspecially in environmental art.
And Tinman (and anyone else who does environmental stuff), any tips in general? Sorry to be a bother, but I figure I'll ask now so I can get a jump on things.
Thanks again.
Luma were interviewed by Pixologic
http://pixologic.com/zbrush/interviews/luma_interview.html
I'd imagine it could be something similar for games, just using normal maps instead.
But holy shit... 4TB of memory used for that 2 minutes of footage?!
And thanks for the info Earthquake. I hadn't realized that it was such a nessesity yet. I think I'm going to talk to my Academic Director at my school about Zbrush as well if it is this big now.
Anyways, thanks again. I'm off to educate myself some more hopefully.
Which brings up another question, I was reading about some other programs such as mudbox and clayshape and a few others, whcih sound similar to Zbrush. Some people were discussing the possibilities of some of these taking over from zbrush in the not-so-far future. I'm guessing this would be an inevitability, but I was wondering how transferable the skills I'll hopefully learn in zbrush would likely be to other programs like these if I need to make a switch? I know it's probably hard to gauge, but I was just kind of curious to know because I keep hearing about Zbrush's "unique" interface.
(And because at one point I heard that using this mudbox thing(which I can't find much info on) compared to using Zbrush is like using Photoshop compared to MSPaint.)
Thanks for all the help everyone, sorry to be a bother.
The basic sculpting workflow is simple -> general to specific. There are some special brushes, but like in Photohsop you can get by on just basic hard round. But you can be clever and learn the extra brushes to add to your arsenal.
I'm not sure what the logic is, holding off learning Zbrush and waiting until Mudbox comes out. Sculpt clay so your skills never go obsolote..
Oh well, I've started looking for tutorials online.
Thanks again.
Once you've loaded your model as a tool, enter "Edit" mode and spin it by dragging on the empty spaces around the mesh. Hold down shift to constrain it to 90 deg orthographic angles. Once you leave edit mode and click on the canvas, the mesh is no longer "live" and can't be sculpted. Just hit undo and place the tool on the canvas again, enter edit mode, and continue.
But it's as Snowfly said, once you understand the very basics you can do loads with just that. In the 'classroom' area of the pixologic site you can see lots of little tricks and things you can do in zbrush. Seems that just when you think you know what the program can do, someone comes out and shows something else that you never would have though of.
It's certainly a great tool to have familiarity with, for pretty much any game art position.
Thanks again guys, you've been awesome!
I've been testing out normal map stuff, just tried Cholden's shotgun shell bullet tutorial. For some reason my normal map doesn't seem to get all the information from the high poly version.
Here's some pictures to better explain and hopefully help with an answer
Normal Map
The first is the high rest UV's, the second the low res.
Thanks.
[edit]I found the problem with the wierd shading at the top of the bullet, had to update that colour map, idiotic mistake. However I do still have a question about it. It only generates anything on the normal map if I have the edge loop at the bottom of the indent on the top of the shell set to soft. Is there a reason it won't work with hard edges?[/edit]
poop explains this well in his tutorial:
http://www.poopinmymouth.com/tutorial/normal_workflow.htm
on a side note, you might want to model the actual curved surfaces of the high poly bullet to generate a much more interesting normal map.
And yea, that's probably true. I was just following Cholden's tutorial, it was very basic, so it was good to get me started.
Thanks a bunch man.
Take the castle scene posted, if it was for a game, you'd end up with 2-3 tiling textures for the whole thing, Zbrush there wouldn't really help you.
As far as scratches etc go, i do everything right now with the modo 201 beta, painting the bumpmap directly in realtime which perfectly replaces any use ZBRush ever had in environmental art. Plus, it's 10 times faster as you dont have to deal with any crazy mesh import/export or baking.
I really hope there will be more alternatives (like modo) to Zbrush in the future, because ZBrush seems quite wastefull for the simple yet often time consuming things you need done in environments (scratches, modeling entire stone/bricks walls etc).
They have a free 30 day trial version for modo 103 and i'm sure they'll have the same for modo 201
Here check it out, it looks very promising it kind of reminds me of when Vue D' Esprit came out and Bryce was the best thing around to make enviornments in the low buget market. Well Bryce interface is crappy to say the least hence why I hardly ever used it and never upgraded past version 4. Zbrush is nice but it should be sooo much better. We'll see if Modo does the same to Zbrush.
Also, it looked to me like the idea is to use it with Zbrush, not fully replace it?
Alex