A bit closer to what I was getting at in my video...
You know, you can removes the brushes from ZData (you complained about this in the video) so it doesn't clutter up your screen space and put the remaining brushes which aren't used alot on your LightBox directory.
So you press B to get daily brushes and , to access LightBox to load more specialized brushes which you can use sparingly.
Another thing which I suggest is to switch to MatCap cavity for Sculpting rocks, not everyone will like the taste but I always found flipping between Cavity and Normal materials will help know how much dent I'm giving to my model and how they will look under an AO bake for a lowpoly.
Also, you may want to look into ClayPolish brush (LightBox) and try out some of the Pen brushes (enable ZAdd/Sub and disable RGB), they both will help greatly.
Uhm. I loaded the script but it doesn't seem to work. I'm using ZBrush 4.
I've loaded it via the Zscript plugin, but nothing happens (tried loading the obj mesh and have it active, then load, but nothing..).
This is the first time using Zcript so I might be missing something basic.
You need to create a hugobeyer directory in your Users folder, and put all the files there.
Go to Zcript then, press load to load the Script, then press Hide Script (or press H) and you'll see a Lightbox like thing at the bottom. Press on play and the Zcript will start.
Also, when it asks you, select yes to initialize scene.
that tutorial is good, but it doesnt explain so well how to get really hard edges on your sculpt. It does a good job explaining how to use mask alphas tho.
-As bugo said.
-Use Slash-1 and Slash-2 alongside SmoothValley and SmoothPeaks brushes.
-Use Zeoyn's Brushes, specifically, Cutter.*
-Use the MoveRing/Thin Brushes with ValanceSmoothing.
-Use MAH Cut Mech Brushes with EdgeBiasSmooth Brushes.*
-Use Silvas Falloff Brushes.*
*Most of those Brushes have to be downloaded, so if you want, I can upload them later on to download (all credits got to their original authors). Although fair warning, I'm not sure which Brushes happen to be commercial (EI: Scott Spencer has some nice smooth brushes as well hard deflates which should make nice base dents in a rock formation but cannot upload it) vs. ones which are readily available (MAH brushes located here: http://www.zbrushcentral.com/zb_topic_thumbs.php?t=75050&r=681295)
i'm also having troubles to watch the script, same problem as Mik2121, i cant load the obj, using zbrush4.
nordahl154: for this one, it was even more simple, just standart brush, and planar brushes . But it was an old process tbh, ill try to show a better one, i'm using now. I have some time this week, so ill try to make that video.
For the people having problems with the obj, can you load it yourself outside of the script? If so, you can initialize zbrush yourself, import the obj, then say no when the script asks you to initialize.
I'm having the same problem as gibson543. I've done everything as stated, made the foldr in the Users directory and everything, and get "Unable to Open File" (rock_test).
Also, thanks bugo and Ace-Angel. (Silva's extra sharp falloff brush works perfectly. Now I just need to practice.)
That would be awesome, Orb! hah
No need to rush though, I can wait an indefinite amount of time.
The effect is nice but how do I get the nice falloff on the top of the crack as well?
Thanks
Chris
EDIT: Does anyone know where to get those smoothvalley and smoothpeaks brushes??
I suppose you could use TrimDynamic to trim off the tops of those cracks and get a nice look... err something like that.
Or you could just reverse the gravity and trace over it again I suppose.
SmoothValley and SmoothPeaks are in the Lightbox under "Brush".
Here is a neat trick.
Using most of the trim brushes and setting it to spray, you can get some nice details. If you really dig into an area you can get that nice mesa feel to your textures. You can use a square alpha as well depending on the details you want.
here I used TrimSmoothBorder with the spray setting and just sculpted down hard where I wanted the pits and lightly where I wanted the wavy details at.
Here is a neat trick.
Using most of the trim brushes and setting it to spray, you can get some nice details. If you really dig into an area you can get that nice mesa feel to your textures. You can use a square alpha as well depending on the details you want.
here I used TrimSmoothBorder with the spray setting and just sculpted down hard where I wanted the pits and lightly where I wanted the wavy details at.
Which spray are you using, normal or color? I'm getting weird results, did you do anything to the Brush properties?
I'm not sure how much this tut would contribute, but I've played around with it a couple of times and liked it: http://www.ryankingslien.com/?p=203. Hopefully it helps.
Ace: I can get similar results using the normal spray, default settings. This is about two minutes of scribbling on a very generic rock-like base, first try using the technique:
The trick seems to be using only light or heavy pressure. I did have some strange things happen when I went in between.
Which spray are you using, normal or color? I'm getting weird results, did you do anything to the Brush properties?
It's really nothing special.
Just the TrimSMoothBorder set to spray. If you dig into the same spot then you get the pits and if you go along the edges of it you get the wavy ridges.
I should also mention that the brush samples its direction from the first surface you touch when making a stroke. If you are on a curved surface, you may need to use a lot more strokes since the brush its self is directional.
PS: It wasn't working because for some reason, my TrimSmooth had Topological 'ON' for some bloody reason.
On second look, it was actually pretty interesting...I got frustrated that I slammed the Alt key several times (Added and Subbed), and the first images was pretty much the 'problem', which on second look, doesn't look too shabby...
Looking good Ace! Although it looks cool, I'm afraid it doesn't look too realistic (first half) to me. You might have to fiddle around with it a little more.
Second half looks great too, mate.
I used the ClayBuildup brush to create the layers, and TrimDynamic to get that stylized look and some hard edges.
I know the general shape isn't so original, but I think it 's really cool and thought it would be worth a try. Pretty rough at the moment, still a ways to go.
Sort've going for the sedimentary layered look, I suppose I need to sharpen a few edges here and there.
I'm so fucked for high school in a few hours, but it was totally worth it. At least I've got motivation. Zzz...
Oh and thanks for the link Maligma. I had forgotten how to even out the polygon distribution with the Reproject Higher Subdiv tool. I used that to create the gap between the 2 most prominent stone formations.
Looking good Ace! Although it looks cool, I'm afraid it doesn't look too realistic (first half) to me. You might have to fiddle around with it a little more.
Second half looks great too, mate.
Oh good Lordy no, I'm not that crazy!
I was just saying that the first half doesn't look rocky because my brush had Topological on, but I got an interesting pattern in a localized area which remind of geological build up, kinda like the Elevation Maps you see.
Infact, I got a very similiar bake on map which reminds me of elevation maps with AO.
Also, did you try using the Relax modifier for the model? To relax the model distribution?
Here is a neat trick.
Using most of the trim brushes and setting it to spray, you can get some nice details. If you really dig into an area you can get that nice mesa feel to your textures. You can use a square alpha as well depending on the details you want.
here I used TrimSmoothBorder with the spray setting and just sculpted down hard where I wanted the pits and lightly where I wanted the wavy details at.
Yeah, we use that here at work to create terrain, its really neat. Another one you can use with the spray is PlanarCutThin, which will make somewhat lines of erosion.
I followed that Ryan Kingslien tutorial a few weeks ago. It's a great way to get boulder-esque type sculpts. But not that great for smooth planar cliff like rocks.
One thing i did not understand in that tutorial was the purpose of "polygon distribution with the Reproject Higher Subdiv tool"
Well, simple, it reprojects the level you are using to the last higher level you had. So per say you sculpted a lot on the high level, then you want to come to the lowest, smooth where you want to have less distortion and press the reproject higher subdiv tool, then it projects the low you have on your latest higher subdivision so it gets a less distorted mesh for you to sculpt on.
Looks really nice, Prophecies! My only concern is that it might look weird when looking at it at a strong angle, being that the rocks look pretty big, because it's on a flat plane.
Looks really nice, Prophecies! My only concern is that it might look weird when looking at it at a strong angle, being that the rocks look pretty big, because it's on a flat plane.
Replies
Did you set the focal shift really low to create those hard heights or did you inflate/offset with the modifier panel?
You know, you can removes the brushes from ZData (you complained about this in the video) so it doesn't clutter up your screen space and put the remaining brushes which aren't used alot on your LightBox directory.
So you press B to get daily brushes and , to access LightBox to load more specialized brushes which you can use sparingly.
Another thing which I suggest is to switch to MatCap cavity for Sculpting rocks, not everyone will like the taste but I always found flipping between Cavity and Normal materials will help know how much dent I'm giving to my model and how they will look under an AO bake for a lowpoly.
Also, you may want to look into ClayPolish brush (LightBox) and try out some of the Pen brushes (enable ZAdd/Sub and disable RGB), they both will help greatly.
you guys can get the zscript here, if someone can help me capture that:
http://dl.dropbox.com/u/10617759/rockscript.rar
Nice, I didn't know TrimBorder was so useful, I always hated it for some reason, but there is a use after all.
Also, I think that the Smooth Brush us being inverted in the ZScript, I suggest posting the forum @ Pixologic so they get this bug fixed.
Thx, its actually TrimSmooth border
I've been waiting for this. : )
Don't worry, I'm stupid but not THAT stupid, haha*snort*haha (I shorten stuff TrimSmoothBorder -> TrimBorder).
I've loaded it via the Zscript plugin, but nothing happens (tried loading the obj mesh and have it active, then load, but nothing..).
This is the first time using Zscript so I might be missing something basic.
Not a tutorial, but just showing how to do the sharpen edges. It's buggy tho, since smooth it's actually doing a noise!
No worries dude!
You need to create a hugobeyer directory in your Users folder, and put all the files there.
Go to Zcript then, press load to load the Script, then press Hide Script (or press H) and you'll see a Lightbox like thing at the bottom. Press on play and the Zcript will start.
Also, when it asks you, select yes to initialize scene.
That's awfully vague, did you redownload and and make sure it wasn't corrupted?
On a totally shameless plug and all, but related with Rock Sculpting, I'm trying my hand at Golem making, in this thread:
http://www.polycount.com/forum/showthread.php?t=84411
Anyone care to help me out in anatomy based rock sculpting?
I think this one might help some of you guys out,
http://www.thegnomonworkshop.com/store/products/tutorials/vmo01/
Gravity can be found on the brush settings
-As bugo said.
-Use Slash-1 and Slash-2 alongside SmoothValley and SmoothPeaks brushes.
-Use Zeoyn's Brushes, specifically, Cutter.*
-Use the MoveRing/Thin Brushes with ValanceSmoothing.
-Use MAH Cut Mech Brushes with EdgeBiasSmooth Brushes.*
-Use Silvas Falloff Brushes.*
*Most of those Brushes have to be downloaded, so if you want, I can upload them later on to download (all credits got to their original authors). Although fair warning, I'm not sure which Brushes happen to be commercial (EI: Scott Spencer has some nice smooth brushes as well hard deflates which should make nice base dents in a rock formation but cannot upload it) vs. ones which are readily available (MAH brushes located here: http://www.zbrushcentral.com/zb_topic_thumbs.php?t=75050&r=681295)
i'm also having troubles to watch the script, same problem as Mik2121, i cant load the obj, using zbrush4.
nordahl154: for this one, it was even more simple, just standart brush, and planar brushes . But it was an old process tbh, ill try to show a better one, i'm using now. I have some time this week, so ill try to make that video.
Start the Script, click on Unhide and Click on the play the bottom in ZB.
http://img263.imageshack.us/i/trimgravity.jpg/
The effect is nice but how do I get the nice falloff on the top of the crack as well?
Thanks
Chris
EDIT: Does anyone know where to get those smoothvalley and smoothpeaks brushes??
Also, thanks bugo and Ace-Angel. (Silva's extra sharp falloff brush works perfectly. Now I just need to practice.)
That would be awesome, Orb! hah
No need to rush though, I can wait an indefinite amount of time.
I suppose you could use TrimDynamic to trim off the tops of those cracks and get a nice look... err something like that.
Or you could just reverse the gravity and trace over it again I suppose.
SmoothValley and SmoothPeaks are in the Lightbox under "Brush".
Where did you get Silva's extra sharp falloff brush ?
Thanks!
EDIT: How do you change the angle of the Brush in zbrush?
I used my Google-fu, of which I have a fifth degree black belt.
http://www.zbrushcentral.com/showthread.php?t=48121
Does anyone know how to change brush angle in zbrush?
Thanks
Using most of the trim brushes and setting it to spray, you can get some nice details. If you really dig into an area you can get that nice mesa feel to your textures. You can use a square alpha as well depending on the details you want.
here I used TrimSmoothBorder with the spray setting and just sculpted down hard where I wanted the pits and lightly where I wanted the wavy details at.
Which spray are you using, normal or color? I'm getting weird results, did you do anything to the Brush properties?
Ace: I can get similar results using the normal spray, default settings. This is about two minutes of scribbling on a very generic rock-like base, first try using the technique:
The trick seems to be using only light or heavy pressure. I did have some strange things happen when I went in between.
Just the TrimSMoothBorder set to spray. If you dig into the same spot then you get the pits and if you go along the edges of it you get the wavy ridges.
I should also mention that the brush samples its direction from the first surface you touch when making a stroke. If you are on a curved surface, you may need to use a lot more strokes since the brush its self is directional.
Thanks.
PS: It wasn't working because for some reason, my TrimSmooth had Topological 'ON' for some bloody reason.
On second look, it was actually pretty interesting...I got frustrated that I slammed the Alt key several times (Added and Subbed), and the first images was pretty much the 'problem', which on second look, doesn't look too shabby...
Second half looks great too, mate.
I know the general shape isn't so original, but I think it 's really cool and thought it would be worth a try. Pretty rough at the moment, still a ways to go.
Sort've going for the sedimentary layered look, I suppose I need to sharpen a few edges here and there.
I'm so fucked for high school in a few hours, but it was totally worth it. At least I've got motivation.
Zzz...
Oh and thanks for the link Maligma. I had forgotten how to even out the polygon distribution with the Reproject Higher Subdiv tool. I used that to create the gap between the 2 most prominent stone formations.
Oh good Lordy no, I'm not that crazy!
I was just saying that the first half doesn't look rocky because my brush had Topological on, but I got an interesting pattern in a localized area which remind of geological build up, kinda like the Elevation Maps you see.
Infact, I got a very similiar bake on map which reminds me of elevation maps with AO.
Also, did you try using the Relax modifier for the model? To relax the model distribution?
Yeah, we use that here at work to create terrain, its really neat. Another one you can use with the spray is PlanarCutThin, which will make somewhat lines of erosion.
Happy brushing!
One thing i did not understand in that tutorial was the purpose of "polygon distribution with the Reproject Higher Subdiv tool"
Can you explain a bit what that does?
Thanks!
Chris.
Are you still going to talk about your techniques for rock sculpting you use?
You mentioned you used masking? How did that help your rock sculpts?
Sculpt in Mudbox:
Quick bake and texture pass (Xoliul Shader, Max viewport) Polycount: 2 tri's:
That's when MOAR GEO comes in to save the day!