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zbrush tank


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#1 rouncer

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Posted 28 September 2009 - 01:25 AM

Just posting this, alot of people (including me) think that zbrush
couldnt handle mechanical shapes and its best to do a bit of poly
modelling before you get into the program.

But just for the hell of it, I brushed this out 100% in zbrush and Id
like to think ive changed my mind, if I think I can 100% brush a building
I think I could. I could brush anything.

Posted Image

You reckon this is still too messy for a game?
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#2 tobeythorn

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Posted 28 September 2009 - 02:22 AM

Rouncer,
Your tank looks cool, but also both mechanical and organic. ZBrush probably isn't the best tool if you want sometime very mechanical. As for whether it is too messy for a game, that all depends on what your output mesh looks like! Is it millions of polygons, or have you laid down a clean mesh?

#3 rouncer

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Posted 28 September 2009 - 02:48 AM

Video cards these days could render it real time, (its only 600 000 verts) its just a matter of getting more than one on the screen at once.

Then it would be a complete replica of what you see, as is now.

Ive already written a "model compressor" which sets the model automatically up with a displacement map reducted to a decent size of verts but I havent perfected the technique as well as say it is in blender.

I couldnt say im having an easy time putting it together, but dx11 tesselation is useless unless the models are properly displacement mapped.

Thanks for looking and commenting. I just cant believe that poly modelling isnt as important as I used to think it was.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#4 fireside

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Posted 28 September 2009 - 03:16 AM

With bump mapping you could get the same effect with a few thousand polys or less. It's an interesting design, I think. A model like that could be used to get the texture for a lower poly model. That's often done. I may have to give z brush a look one of these days. I like organic models like that.
Currently using Blender 2.5, FlashPunk, and Unity.

#5 rouncer

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Posted 28 September 2009 - 07:14 AM

I can do normal map perfect, because there is a cheat way.
just have to wrap it when its hipoly then you reduct the verts but keep the uv.

But it dont give you a height map, so its inferior.

Trust me, mega upclose, even pore heightmaps give you visual fatness.

zbrush is easy, they say it takes less brains than poly modelling.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#6 rouncer

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Posted 28 September 2009 - 08:00 AM

heres another one.
Posted Image

compare to textured, i think its superior.
Posted Image
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#7 tyree

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Posted 28 September 2009 - 08:19 AM

are you using zspheres or shapes. if you have trouble with the normal map you could retopologize it. but you shouldnt, since it started in zbrush

#8 rouncer

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Posted 28 September 2009 - 08:23 AM

Just zspheres, its got a mip chain automatically on it. you get automatic vertex reduction, you bake normal maps in program.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.

#9 poita

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Posted 28 September 2009 - 10:12 AM

It's not messy - it just looks like it has been made out of plasticine (not surprising for zBrush). Tanks generally have quite sharp edges.





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