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ZBrush 3D Modeling for Adobe Atmosphere?
Part 2 - An Example Project

If you are wondering what a typical modeling project is like in ZB, here is a sample. Below, I'll lead you through a fairly typical work-flow to produce a simple 3D model for Atmosphere. And to get a feel for how hard it is for a 3D modeling and ZB newbie to use ZBrush, just remember that this is only my 2nd ZB projects, so i'm still an official newbie. I admit to looking at modeling for years though, and have tried a couple of things in the past. So I am familiar with some of the concepts and industry standard methods.

In ZB, you start by sculpting (based on either playing around freely, as I did, or by using existing pencil sketches). You normally use a fantastic sculpting tool called "ZSpheres". You create one of these magic spheres, then keep adding more ZSpheres to it (up to several hundred). This fills out the basic form of your model. You then stretch, rotate, move, scale and otherwise manipulate these ZSpheres, to sculpt your model. Whenever you add one ZSpheres to another, it creates gray link sections between the spheres, which you can stretch, rotate, etc.

So, there I was, playing with ZSpheres, and learning about a special kind called "Attractors". Attractor ZSpheres "pull" on your other ZSpheres, to deform your model and easily make amazing smooth organic shapes.

As you sculpt, you can preview what your set of ZSpheres will look like, after you "Skin" over them, to create your polygon mesh. Even after you have a mesh, you can continue modeling, adding or removing material from your model with very fine control, such as through holes in masks and stencils.

Starting a model with ZSpheres:

When I saw this shape I had just made, I thought, "Hey, that looks like a wing. Guess I'll make me a spaceship". Since you can create numbers of models and later "glue them together", I next made a ship body.


Making a second part to add to the final model:

Notice the amazing power of the "Attractor" ZSpheres in creating the tail fin and wing shapes by deforming the regular ZSpheres!

ZB lets you create perfectly symmetrical details from just one side of your sculpture, with one movement. For example, the 2 wing stubs on the body and the "fingers" of the gun shapes on the wings were made using "symmetry".

Using my new right wing and body models, I was ready to mirror copy the right wing to make a left wing and to glue my model parts together. This is done through a somewhat tricky process called a "Multi-Marker". It took a few tries to get that working. However, the next step, skinning your model to make your mesh, is a one-button affair.


Assembling and skinning:


With your skinning finished, it's time to start detailing. ZB has many powerful tools for working on meshes directly. For example, I made a simple mask in Photoshop, and masked off a section of the body as a "canopy" area. Then I tripled the number of polys in that area, in order to get a smooth surface and precise edges for my 3D canopy.

After making the mask cover a smaller area for the actual canopy, I "deflated" the model a bit, just through the hole in the mask, to make the 3D sunken canopy. Then I painted the canopy blue, also through the mask. With all the extra polys in and around the canopy, it came out nice and smooth.


Working directly with the mesh:


Next, I started on the texturing. The ZB manual says that model realism is 20% in the sculpting and 80% in the texturing, so I was anxious to try my hand at applying a texture that I could detail very finely in Photoshop.

My first texture was a messy disaster. Turning to the friendly ZB forum, I found that I had neglected to preview and perfect my UV mapping! With the help of the free UV Mapper program, I was able to apply two different UV maps, ending up with a much better mapping for each part of my model. Below, I test the effectiveness of my UV mapping by applying a checker pattern to the model. Oops, look how coarse the mapping is on the back. But I was getting impatient, and went on to painting, rather than improving the UV map.


UV Mapping for textures:


Starting with a white, fairly glossy texture, I unwrapped and exported the ship texture to Photoshop and proceeded to paint in surface details.


Detailing a texture in Photoshop:


When I was satisfied with my texture, I was pretty much finished. I could have also done custom lighting or added more 3D bits, such as an engine in the hole in the back - or even continued to sculpt. ZB is very flexible that way.

And you can save everything, every step of the way, so it’s easy to go back to any point, or to reuse your models or textures for other purposes. Most ZB users would also have put their new model into a ZB painting, perhaps adding a starry backdrop, laser flashes from the guns, etc. But I’m more interested in models for Atmosphere, so my next step was the usual export to Viewpoint Scene Builder and import into Atmo.

Here is the finished model, as seen in ZB. In Scene Builder it looks just the same, except for the usual Viewpoint lighting shine. I have yet to try making the ZB standard *.obj light maps work in Scene Builder, rather than using Scene Builder's lighting. When exported from ZB, this model has 35,727 polys - not too bad for a first try. The Viewpoint Scene Builder MTS file is a large 461,000 though. I could have optimized it in ZB, or used Zilly's MTSTakeDown and probably cut that to perhaps 30%. An exercise for next time. And speaking of next, ZB will soon have the fantastic displacement mapping, allowing extreme detail with very small poly size, from models with millions of polys. So I'm not too concerned about learning to be stingy with the polys.

The finished 3D model, ready to export to Viewpoint Scene Builder:



What went wrong?:
I learned a lot on this project, and not only about ZBrush. One of my lessons was the trade off between the number of polys and the detail one can get in texture painting. As you can see from the UV Mapping picture, the tail fin and back part of the body have too few polys to carry their texture, compared with the rest of the model. That is why the surface details on the back part of my model are blurred. Next time, I'll double the polys in that area.

Incidentally, this model took me 6 to 8 hours, plus a few for study time. But I could probably do it again in 2 or 3 hours.

So, is ZBrush hard? It's not as hard as doing without your own 3d modeling skills. Nor is it as hard as most other 3D solid modeling programs.

    Happy Atmosphere Building!

    --jim coe


Please be sure to check out Jim Coe's website at http://wellmadewebs.com/public/atmo/atmo-main.html.

To view some great worlds that Jim has built Click Here.



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