This is really a genius method!
I am very surprised to see such application of tools in zbrush…
Thanks a lot for a very useful tutorial and an inspiration!
This is really a genius method!
I am very surprised to see such application of tools in zbrush…
Thanks a lot for a very useful tutorial and an inspiration!
There is a way that you could render it in another software package like 3ds max, maya or softimage, but it involves V-ray. You can export it as a obj and then use a vray program that converts the obj into a vray proxy without having to open the 3d program. Then you load the proxy in your package using V-ray and then you can render it out. I’ve seen a test done from the chaosgroup’s (V-ray creators) youtube channel.
Alembic works similar to the proxy, but don’t know if you can convert it into alembic data without importing the mesh.
Such a wonderful tutorial and thanks for that.
Question: can i import my maya obj cloth in zbrush and apply these method and then again export only normal map for maya. will that’s ok, or it doesn’t make any sense? (again newbie)
also mental ray has a proxy system but i don’t know if its like vray.
Hello people, Loved this tutorial: D
Wanted to know, how do I get the wires get bigger?
Glad you like the Tutorial
SaavedraCG .
To create a thinner weave, you have to go back to the original weave mesh and modify it and then reapply it to the target mesh. I went ahead and modified one for ya, hope its the look you wanted.
Here’s what the modified mesh looks like.
Here’s what it looks like on a Plane 3D subdivided once and Tore it up a bit too.
hello gmp1993,
Thank you for your help;)
Actually, I wanted the larger wires because I found very little.
I tried the one in the base scale wires, but no avail.
Personagen’m doing this to test your technique;)
Cool Sculpt SaavedraCG.
Also to get more of a wire effect is to reduce the polygons on the target mesh by lowering your subdivision levels, if you have no lower subdivisions use ZRemesher to reduce it. Micromesh is going to produce a mesh for every polygon on your model, so if your mesh is dense your going to get a lot of micro meshes. You can see my example below shows a Plane 3D with a little sculpting on it. Each has a higher subdivision on it with the same micromesh and you can see the results. Hope this helps you out.
great job thanks for sharing:D
Got it now;)
Thank you!
Hey awesome, i was thinking how can i build a fishnet. Thanks for the tutorial.
Experimenting with NanoMesh instead of MicroMesh has proved to be very versatile for this Technique. I have some Examples Below and a New Tutorial will be coming Soon.
<iframe width=“853” height=“480” src=“https://www.youtube.com/embed/KFZTIymzW3I” frameborder=“0” allowfullscreen></iframe>
Really good read! Very informative and I like how you did the tut step by step!
I will play with this when I get home from work!
Prior to learning about this, I was doing a; cloth object with form, one sided normal - > mask places -> p.group masked -> edge loop -> take new edge group -> fibremesh
That was giving me a carpet frey… good for communicating that the frey is separate or different cloth type then the main body, but bad for communicating the cloth is worn, un-lined, and loosing integrity.
This tut and your workflow help alot
Takai Really good read! Very informative and I like how you did the tut step by step!
I will play with this when I get home from work!
Prior to learning about this, I was doing a; cloth object with form, one sided normal - > mask places -> p.group masked -> edge loop -> take new edge group -> fibremesh
That was giving me a carpet frey… good for communicating that the frey is separate or different cloth type then the main body, but bad for communicating the cloth is worn, un-lined, and loosing integrity.
This tut and your workflow help alot
Glad you got something out of it. Feel Free to Post your Results here. Fixing to have a new Video Tutorial out soon on how to use Nanomesh instead of Micromesh, much more flexible and controllable.
This is a great tutorial, thanks!
For production purposes, is that mesh usefull Or its just for visualization, concept ?
Steban This is a great tutorial, thanks!
For production purposes, is that mesh usefull Or its just for visualization, concept ?
It would be just for Visualization and Concept. Don’t think it would be practical for Production.
Finally had Time to sit down and do the Tutorial. In this Video I’ll show you how to create a Torn/Worn looking Material on the Clothing of your Character using the Versatility of Nanomesh. Also show you how to set-up a Material in Keyshot to bring your Renders Over the Top.
<iframe width=“960” height=“720” src=“https://www.youtube.com/embed/l8hnnO2HYfw” frameborder=“0” allowfullscreen></iframe>
Here’s some Files to get you Started
This is so cool, but how on earth do you export this? I did it as a shirt for a game character but it has 3 mil polys. Is it even possible to export to a program like 3ds max?