Showing posts with label Zbrush. Show all posts
Showing posts with label Zbrush. Show all posts

New Tool - ZBrush Batch Ops

This is the third from-the-ground-up iteration of a ZBrush toolkit I released early 2019, and improves on the popular base functionality of the earlier kit with new scope limiting options, dockable UI and additional functions. 

As ever, the core of the tool deals with performing batch operations on all your subtools- I get the most use out of it when I'm first importing a model OR when I'm getting ready to export it for baking. 

The renaming and color ID assignment tools have been expanded to include new functions:

  • Find and replace subtool name elements. 
  • Reset materials on subtools. 
  • Apply a random color per folder. 

 Mesh options have been expanded to include batch options for:

  • Polygroup assignment
  • Crease assignment
  • Face visibility management. 
  • Batch baking all layers. 
Finally a tool I personally find really cool, but I don't know if anyone else will find useful- "Batch It Crazy"
  • Batch ANY BUTTON that you can find the path for. 
  • ... so if the button exists on the subtools you are managing you can press CTRL and hover over the button and find it's path.
  • Enter that string when prompted...
  • And that operation will be applied to every tool in the scope. 
As a promotion of the tool use this link to get $5 off the price (and as a thank-you for reading my techie blog!)






ZBrush Bake Helpers

I made a thing to help make my ZBrush bake workflow faster and less frustrating. I've put it up for the price of a coffee, which I now have the time to get due to all the time it saves me.

Check in- Pete's Been busy...

Hello World,

I've been busy, so busy that I've been neglecting to blog. Luckily, some of what I've been up to is worth blogging about, so it works out.

At work, I've started a new position as a Senior Technical Environment Artist. If that seems like a long title, its because it is. I'm straddling a strange gap between grumbling about crappy tools and actually writing better ones. It's a great place to be, because I get to save myself tonnes of time and pat myself on the back about it at the same time.

Outside of work it was my birthday and something strange and computer-ey fell into my lap in the shape of a Raspberry Pi. We quickly became friends and I decided to make it a home.

Some Stuff about 3d Printing:

My Pi's new case.
Its my first attempt at industrial design! I created the case in Maya, based off of a CAD model of the Pi itself. I'm pretty surprised happy that the Raspberry Pi actually fits inside the case! Not only that, but it fits pretty damn well! I paid careful attention to how the case would open/close (its a two part slide) and how to access the GPIO pins.

Although this case works, its not quite where I want it to be. On the next version:
-I need to slightly adjust the positioning of the HDMI access point, and the Ethernet port which line up well enough to work, but could look better.
- The most disappointing part of the prototype is the complete failure of my light transmitting rods in the bottom right of the case... due to inaccuracies in printing these were not only very difficult to install, but also constantly mis-aligned due to the inherit flexibility of the transparent material used. These will be redesigned. Lame.
- Additional room will be added for the composite video output's metal sleeve. Not that anyone really uses them, but yeah. Its there. Why not make it work?
- Structural support will be given to the GPIO access point. Its kinda floppy at the moment, which makes the case feel unstable.
- The USB outputs will be flush with the case in the next version. This will increase the price of the model a little, but it will look waaay cooler, and also allow more air circulation inside the case.
- The text next to the LED status lights will be made bigger. Right now it prints more like Braille than text...
- Also... the next version will have bevels on the micro USB power port. Bevels are in right? Trendy.

The original design, soon to be updated!


Some stuff about code!

I've been continuing with writing tools in both CSharp and Python, and I've found as I learn and write more CSharp it's been making my Python code, for want of a better word, better. I'm a big fan of structure and readability, and while I've always been a fan of Python's flexibility, I feel it is a language that really gives you enough rope to hang yourself with.

Working with a language like CSharp that forces you to define the return type as part of the inherit properties of a method (even if its just void...) has really forced me to think about the way I approach my classes and methods in Python, and has resulted in my newer tools being leaner, with more modular logic and much more robust structure than my earlier ones. Yeah, I still love writing in Python, but now I feel a bit more confident that I'm not placing as many traps for myself in the future!

More stuff about 3d Printing:

Finally, my first color print!

I realized after the fact that the chicken leg in his knapsack does not present too well...
A speedy speed sculpt. With color!


Zbrush Speed Sculpt: Space Cop

I actually took a little over an hour on this one. Theme this week was space cop, so I made a space coppish thing.

"Space license please..."

3dPrint: Goblin!

I finally got this guy printed from Shapeways. It's the largest model I have printed so far, standing at 12cm. I was able to get the price down using a bunch of tools in MeshLab, Zbrush and Maya to ensure it had a physically accurate minimum wall thickness of 0.725mm throughout the entire model, reducing the material density to a crazy 1.87%.

The details held up pretty well. The only areas that didn't were the toe nails, finger nails and the chain-mail overall, which was expected.

The print stands at 120mm tall, and is printed in the Fine Polyamide (Nylon) material.


The render of the model from ZBrush. 

ZBrush- Goblin final sculpt and 3d print Prep

In between writing tools and prototyping a pretty sweet new project (shhh!) I've taken the goblin sculpt far enough that I'm willing to dump some dough on a 3d print. Here is the final, posed model, ready for hollowing out and sending off to the magical 3d printing machines.


The entire model, from start to finish, was created in Zbrush. It all started with a sphere, and the primary tools used were the Clay Buildup brush, clip, move and transpose toolset. I can't get enough of the clip brush. Seriously.

Posing anything in ZBrush is a bit of a pain in the ass, but the Topological masking feature of the transpose tools makes it a lot more intuitive (even if the transpose tools themselves are pretty ambiguous in function). But once you get how its meant to work its suddenly one of the most enjoyable 3d tools to use.

The basis for the clothing was created using the panel loops tool, and the belts and buckles were added using a curve brush (which is an absolute bastard to use). Finally the model was combined into a single shell by gradually combining and dynameshing the individual elements.

I'm looking forward to seeing how it turns out as an actual model!

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Edit:

The model is now available on Shapeways!


ZBrush Speedsculpt: Goblin!

This week's theme was 'Goblin'. Due to GDC I wasn't able to get around to actually sculpting it until this afternoon. 

Sculpt time took the full hour. Had fun with the ears!


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Edit1:
Spent some additional time cleaning the sculpt up and giving it a body...

A well dressed goblin...