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ZBrush sale
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Brutus
BuffNerd
BuffNerd


Joined: 13 Mar 2005
PostPosted: Fri Mar 06, 2009 4:13 pm 
Post subject: ZBrush sale
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There is a limited time, limited supply offer on ZBrush 3.1 software. Its usually $600, marked down to $500.

You can only purchase it through gameartisans.org shop. Its a promo for this year's Dominance War character art competition.

http://gameartisans.org/gamecon/shop/index.php?cPath=23&osCsid=9a335f4fbec7bbe26d41d1e2afe9e594

I just bought a license myself.

Model on!
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RK-Mara
Uber Dick Wad


Joined: 14 Mar 2005
Location: Finland
PostPosted: Fri Mar 06, 2009 5:04 pm 
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I'll just go rob a bank.
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Brutus
BuffNerd
BuffNerd


Joined: 13 Mar 2005
PostPosted: Fri Mar 06, 2009 10:41 pm 
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Sandwich shops are easier. Cool
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Vlad Piranha
Dictator-Elect
Dictator-Elect


Joined: 15 Jul 2005
Location: Sector C Test Labs.
PostPosted: Fri Mar 06, 2009 11:07 pm 
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I was going to make a post for Zbrush earlier today. That's kinda funny. Do you own a legit copy of the 3d software too?
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Brutus
BuffNerd
BuffNerd


Joined: 13 Mar 2005
PostPosted: Sat Mar 07, 2009 12:08 am 
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i have legit Maya 2008 ultimate too. but i didn't pay for it. Cool
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Vlad Piranha
Dictator-Elect
Dictator-Elect


Joined: 15 Jul 2005
Location: Sector C Test Labs.
PostPosted: Sat Mar 07, 2009 6:10 pm 
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How much do you know about normal mapping without using Zbrush? I'm working on making a bunch of foliage models for the mod this week and really want to get the most out of them. I guess this is more pertinent to the Source section, but it overlaps with this discussion.
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Bunny
Chips' Wench


Joined: 15 Mar 2005
Location: In the bunny hole
PostPosted: Sat Mar 07, 2009 11:51 pm 
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I wish my digital media program would teach us some zbrush, it looks amazing to use for detail especially on character heads. Problem is they tell us to learn it ourselves but I don't have that kind of money Sad
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Brutus
BuffNerd
BuffNerd


Joined: 13 Mar 2005
PostPosted: Sun Mar 08, 2009 2:08 am 
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That is lame bunny, they should teach you... It is not the uncontested champion but it is doing pretty well in its niche.

Vlad, I have done normal maps in ZBrush for use in Maya rendering.

I have not tried getting a normal map on a model in game yet though. I either work on old engines, or someone else does the last coding leg. I am sure it pretty straight-forward though. Have you looked for tuts? I am sure there there is some property slot of the model object that lets you assign a normal map, just as you would a diffuse (texture) map.
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Stealth
▲RAWR TRIANGLE RAWR▲


Joined: 13 Mar 2005
PostPosted: Sun Mar 08, 2009 4:08 pm 
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Yea, I'd like to learn how to use zbrush more effectively and what it's used for. I've experimented with it a bunch and it looks like it's made for extremely high polys.
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Motherfucking Triangles! Being all three sided n' shit, who do they think they are?!

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Brutus
BuffNerd
BuffNerd


Joined: 13 Mar 2005
PostPosted: Sun Mar 08, 2009 9:43 pm 
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Yea it cheats in terms of CRAZY high polys. It will keep splitting your surfaces up into greater and greater detail, just keep bumping the slider until your PC gags. Wink It is not uncommon to be working on 2,000,000 to 10,000,000 poly equivalent models!

Obviously that cannot go in game. UT3 can handle only about 70,000 polys for everything - characters and terrain. Razz You have to bake out normal maps, shadow and occlusion maps, etc. to be applied back to your low-poly models for use in game.

It has nice painting tools too. So you can also export a diffuse map as well (dont ask me why they call the texture a 'diffuse map' Razz).
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Vlad Piranha
Dictator-Elect
Dictator-Elect


Joined: 15 Jul 2005
Location: Sector C Test Labs.
PostPosted: Sun Mar 08, 2009 11:17 pm 
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3ds Max refers to base textures as the diffuse map too. Technical terminology sucks. No normal person uses the word 'specular' in day to day conversations.
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massive
Captain Ass Kicking Asshole


Joined: 13 Mar 2005
Location: at Des'
PostPosted: Mon Mar 09, 2009 12:43 am 
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{pst - don't mention the word 'triangle' in this post - }
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Vlad Piranha wrote:
I'm offended that a zombie holocaust isn't on the list. It would be terrifying, sure, but it would be pretty sweet if you think about it.
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Stealth
▲RAWR TRIANGLE RAWR▲


Joined: 13 Mar 2005
PostPosted: Mon Mar 09, 2009 12:14 pm 
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LOL.

Specular ftw! Laughing Once I get a little better with the rendering system, I'll plan my shots better. The closer you are to the target, the longer it takes to render. So where ya see close up of the coins, it took me roughly 10 frames and hour. But when it pulls away, I got 40 frames an hour.
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Motherfucking Triangles! Being all three sided n' shit, who do they think they are?!

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Vlad Piranha
Dictator-Elect
Dictator-Elect


Joined: 15 Jul 2005
Location: Sector C Test Labs.
PostPosted: Mon Mar 09, 2009 7:46 pm 
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The funny thing is that we both have access to the same renderer, Mental Ray. I could pass along some settings for Max that result in good renders for me and they should be totally compatible for your stuff. I've spent the past 6 months learning lighting techniques and I'd like to give you guys some references so you don't have to figure that crap out on your own.
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Brutus
BuffNerd
BuffNerd


Joined: 13 Mar 2005
PostPosted: Wed Mar 11, 2009 8:18 pm 
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I often pass render work to a buddy with Modo. I guess it has kick ass default lighting and render options.

I am not sure why default rendering should be so hard... *triangles?* Razz

However, I will take you up on the Mental Ray settings offer regardless. Very Happy Do post them!
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