![]() ![]() What Swade was saying about Zbrush being different under the hood is true but logical reasoning doesn't follow that Zbrush calculates differently than other 3d apps therefore a 3d mouse that is good in other apps will not be good for Zbrush that's "Affirming the Consequent". Mine quickly became indispensible and is a pleasure to use. The fact that Zbrush doesn't is about the only down side I can think of. Grathanich, 3d mice are a great tool in many situations well worth taking up if you use software that supports them. But it actually won't make a difference in zbrush, sorry! So a 3d mouse would be helpful in other programs like maya, max, and I believe mudbox allows you to sculpt in "actual" 3d as well. This is what allowed zbrush to use millions of polys years ago when that was completely unfeasible in any other sculpting/modeling program. When you're seeing that 3d mesh then zbrush is in full 3d but it goes to 2d once you stop. When when you stop it'll go back to your previous level. When you rotate the camera/ztool in zbrush you'll notice that it steps down a few subdivision levels while you're rotating. The matcap is giving you the impression that it's 3D so that you can sculpt. Zbrush actually is using your document window as if it's a 2D image and storing your sculpting information as pixel data (normal, color, displacement, etc). When you are sculpting in zbrush, the program isn't actually rendering in 3d. The castings were vac cast urethane, then chromed and the final paint job was by the super talented Toby Hawkes.This actually wouldn't really do much in zbrush because of the way zbrush actually works compared to other sculpting modeling programs. This was also when I still worked in the workshop so I was responsible for cleaning up the print and I still knew how to mould things! This may be the last thing I ever moulded I think?! The last two images are of a plasticine model that Glyn initially worked up and then a subsequent mirrored 3D scan of it to use as a reference for the proper sculpt. However, the test scene made it to the final cut too and you can see the original unaltered muzzle in the interrogation between Kylo and Poe.Ĭostume Designer was Micheal Kaplan and Glyn Dillon was the concept artist. This was because after filming a test scene with Adam, JJ reduced the size of it which is what you see in the majority film. In the model the muzzle appears to be bigger than what you might be used to. ![]() If any of you are interested you can see more there as I get it approved: īack in the day when there was no such thing as zRemesher, panel loops or booleans. I’m putting stuff slowly up on instagram. ![]() Occasionally I need to use Rhinoceros3D for some of the more precise technical fixings and hardware. All this was printed.Īll the 3D printing is outsourced to 3Dsystems and is in high quality SLA, it’s then moulded and vacuum cast in a urethane in-house.Ībout 95% of my workflow is zBrush, especially since pixologic introduced Live Booleans. I used this data to project the geometry through onto the main model. ![]() I had a found sheep skull which I used photographs of to generate alphas for brushes as well as some high res 3D scans using a FAROarm scanner. I’m posting Enfys because she was a highlight for me as far as the texture reference was concerned, not to mention a top design by Glyn Dillon and Dave Crossman that was a pleasure to work on. A lot of the rebel gear is made by hand practically in the workshop using drawings and profiles sliced from the models, there’s a really nice mix of talent in our dept. Most of the troopers and high volume armour elements get remodelled in nurbs from my low poly meshes by the CAD guys but often the more sculptural models I split into mouldable parts for printing myself. I’ve been working on Star Wars as the costume concept modeller since The Force Awakens, I’m basically the go between for the 2D concept artists and the 3D CAD guys, pretty much all the stormtroopers, helmets and a large portion of costume hardware comes through me. I’m slowly getting permission to put up some of the stuff I’ve been working on for the last few years, I’ll post it all up here one day, hopefully. Hello ZBC, here are some renders of the Enfys Nest model I sculpted during Solo. ![]()
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