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 Post subject: 3ds max user 'making the switch'
PostPosted: Mon Sep 05, 2005 12:29 pm 
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missed 400 shots
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Joined: Wed Sep 29, 2004 2:53 am
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Location: Melbourne, Australia
Well, I've been a 3ds max user for a long time now, and I'm thinking of making the switch.

I don't really even understand the way ZBrush works other than the basic starting methods. Is the documentation that comes with it any good?

I heard that an artistic (traditional drawing techniques) background allows you to use it better than a modelling one?

Other than that, anyone feel good about 'making the switch', or any other comments?

-sypher


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PostPosted: Mon Sep 05, 2005 1:44 pm 
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picked up 100 armour

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You shouldn't talk about making a switch, you have to use zbrush with another 3d application, as well as another 2d application.

it's 2.5 D application :)

The way you model, is sort of like clay in real life, with the benefit of using any kind of brush, or other 3d objects as your sculpting tools.

just look at these movies

http://pixologic.com/zbrush/media_links/movies.html


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PostPosted: Mon Sep 05, 2005 5:14 pm 
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i think its best to modeling heads in 3dsmax or whatever other software you use,

and then import it in zbrush and add the extra crazy fine details, since the name of it is, ZBRUSH,

its more like 3d painting then the normal modeling, now me i dont think i could model a head in zbrush,

but it looks great that you can take a normal low or highpoly head and make it more detailed :) out of all those videos i saw

i dont think it would be completely safe to make a switch though since zbrush looks to be more for 3D painting and sculping modeling,

unless you can model heads in it with lines similar to splines, but that i didn't see if any,,

still its the most kickass program i have seen in years being able to add those extra details in a model and sculpting weird details or organic stuff, is awesome, that alone i think is what ZBUSH big purpose :wink:


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 Post subject:
PostPosted: Mon Sep 05, 2005 6:05 pm 
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picked up 100 armour

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It's even easier to model organic models in zbrush, than to do it in a 3d app.

just get a sphere and start sculpting :)

The problem is what you want to do with your model.

If it's for a game, you can make the model with zspheres in just a couple of minutes, then you export it to your 3d app.

In the 3d app, you add a good edge flow for animation and reduce or increase the poly amount to what you want your ingame model to have, then you export that back into zbrush, and start to add details for your normal map extraction.

doomkid3000 wrote:
unless you can model heads in it with lines similar to splines, but that i didn't see if any


Using splines to model a head, is nothing I would recommend, use subdivided polygons instead.

i'd recommend that you learn box modelling, go to kurvstudios.com, sign up for their free tutorials, and get their new box modelling a head video tutorials for Silo. Even if you don't use Silo, the concept transfer to any package.

If you want to try Silo, you can find at http://www.nevercenter.com/


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PostPosted: Mon Sep 05, 2005 7:58 pm 
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ive tried box modeling and, the results were somewhat better

im getting better now adding more edges and it does look alot better,

i guess when it comes to heads i'll try different routes though,

but i was asking if theres any discounts prices on ZBRUSH as you said you exported the models in it for games, as a demo doesn't import or export to models so thats why im asking,

im guessing you bought it, i would buy it id i had the extra bucks :)

so if there were some good modeling heads tuts around for zbrush, not aliens or anything but, like a perfect human standard tuturial off of reference images like the normal tuts use, on most head tuturials

then i would be one happy camper, i might save my money for ZBrush
then :twisted:


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