ZBrushCentral

Building patterns

Hi everyone!

Last week I purchased Zbrush and I’ve got a couple of questions regarding my methods to achieve complex diagrid patterns on buildings (such as in the example shown below)

City of dreams by Zaha Hadid

Now, it’s very likely that the people who created the structure used the plugin ‘Grasshopper’ for Rhino 3D which is based on algorithms, although I’m not entirely sure.
My goal is to achieve similair results with Zbrush and trying to push the boundaries in order to get more familair with Zbrush.

1) My first approach/attempt was to generate an alpha of a diagrid and use it as ‘Surface noise’ which is based on the methods of Joseph Drust’s architecture tutorial.

  • The 3D space option projects and stretches the alpha.
  • The UV option looks like a fair solution, although the seam of the object breaks the pattern.

2) With the second attempt I took a seperate object (the x) and used it to apply a Micromesh to a basic smooth mesh. Opposed to using a Nanomesh I found the Micromesh easier to weld together and unify.

  • This looks slightly improved, although the size of the grid should be bigger which I find is impossible without having a low resolution mesh because the Micromesh replaces the poly’s (see attempt 3)

3) Here I created a new pattern by applying a Micromesh to a low poly model, this in order to maintain a certain scale of the pattern. After applying the BPR I tried to project/shrink the grid to a smooth higher poly mesh, this without good results.
Note that the object used to apply to the Micromesh was subdivided in order to bend if necessary.

At the moment I’m stil getting familair with using Zbrush, so I’m probably doing something wrong within my attempts.

My main question is whether there is a certain method to achieve complex patterns such as the building shown above, I’m very curious how other Zbrush users would approach the issue.

Thank you for your patience!

Attachments

city-of-dreams-by-zaha-hadid-architects1.jpg

Diagrid_04.jpg

Diagird_base.jpg

Diagird_01.jpg

Diagird_03.jpg

Diagird_02.jpg

Hey Conrad,

You seem to be getting a hang of ZBrush quickly; most people don’t dive directly into micromesh and nanomesh :slight_smile: Here are some examples and process inside of ZBrush you could use to get the effect you are looking for.

The method you are already doing with the surface noise will work. I attached a quick example file below. If you have the main building precisely unwrapped you can create an alpha that perfectly lines up. Then when using Surface Noise with UVs it should give you the exact result you are looking for.
https://dl.dropboxusercontent.com/u/7456487/SurfaceNoiseBuildings_forConrad.zip

Second you could take your base and mask out the web effect. After this is masked out you can turn the masking into a polygroup and then use Panel Loops to generate the effect. Similar process here:
http://www.zbrushcentral.com/showthread.php?176967-NEW!-ZBrush-4R5-Panel-Loops-Videos-with-Joseph-Drust

Finally here are also some building examples from Peter Konig on ZBC:
http://www.zbrushcentral.com/showthread.php?171195-Peter-Konig-Sketchbook&p=1151843&viewfull=1#post1151843

Let me know if any of those suggestions help!

-Joseph

Hi Joseph,

Thank you for the reply! :slight_smile: The examples and the tutorial definitely gave some new insights.

Here are two new attempts which comes a few steps closer to what I want to achieve. The first example shows how the micromesh has been projected on a smooth mesh.


Screen_03.jpg

The last example shows a surface noise pattern applied, the model has been unwrapped into UV tiles. The only issue that occurs and which I’m not able to solve is to get better typology, eventually due to the poly density of the generated noise pattern Zbrush crashes (at least when I try to extrude the surface with a panel loop)

So far the micro mesh option seems to work pretty well, but I wonder whether it is possible to create clean typology from the last example. This because I can imagine creating a UV texture containing a pre-generated pattern, from there you could use the texture as a displacement map in the surface noise editor, but I might be wrong.

@Conrad: Yes Micromesh will give you cleaner final topology then the Offset Surface Noise. When using Surface Noise it is creating topology based off of the source mesh the noise is applied to. If your mesh topology is generated in a vertical fashion and you apply a diagonal noise you will get the stair stepping you are seeing. (You could attempt to run ZRemesher on the mesh created from the surface noise offset; I have never tested this but it may work.)

Another thing you could try Instead of using Panel loops: Apply the Surface Noise as a Mask (same process as the panel loops) then do an Extract [Tool:Subtool:Extract] This process is sometimes less intensive then the Panel Loops will generate new topology based off the mask.

Let me know if any of those get you closer to what you are looking for :slight_smile:

-Joseph