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Fitting Zbrush in the pipeline

Ok after wrestling with it and reading tutorials for a a week or so I'm starting to find the right place for Zbrush in my workflow... I was deforming the geometry WAY too much before and expecting it too look good AND I didn't know I had to flip the UV's vertically when I brought the Displacement map back into Cinema 4d... So I just exported a sphere from Cinema 4d... screwed around with it for 2 minutes in Zbrush...

If used correctly combining Zbrush and Cinema4d can do some pretty awesome stuff...

So I exported a sphere from C4d and sculpted on it real quick... then I tested SPD maps on 3 versions... a 266 poly version, a 1000 poly version and a 4000 poly version... I tested them with different SPD levels to see what SPD level/poly count would give the best combination of quality/performance...

Here is the 266 poly object with no SPD map applied....

266 poly object with SPD levels 4,5,6,7...didn't bother doing 3 looked to crappy

Here is the 1k polygon obejct with no SPD...

Here is the 1k polygon object with levels 3,4,5,6,7

Here is the 4k polygon object with levels 3,4,5,6,7


The trick for me is to use as few polygons on the object to speed animation etc... BUT not have to go too many levels of SPD because it starts getting slow.... I think for quality/performance the 1k object at level 6 works best...

Which poly object/Spd level do you think looks decent?

Comments

  1. 1k Poly object #4 looks decent to me. I messed around with Z-Brush last month and lost my mind. The book "Introducing Z-Brush" was helpful and ZBrush Central online - but I'm really a 2D grrl in a 3D wrrrld. LOL I'll leave this more complicated stuff to you younger, smarter minds! XD

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  2. the 4k is over kill I think, 1k_level 5 is great looking.

    ReplyDelete
  3. I agree with Peter; the 1k_level5 looks great. But it's a still photo and not in motion. Have to judge it in motion, I think.

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