I’ve been keen to try the new hair/fiber sytem in Zbrush 4 R2b but have been put off by the limitations of exporting the fibers as geometry. After discovering that people were working on a method of converting the geometry to splines I thought I’d install the update & have a crack at it myself.
http://www.moonjam.com/CG/FiberMAX/AJ_FiberMesh.zip
(Click to download)
To install it, either place the Macrosript in your 3ds Max scripts folder, or drag it onto your open 3ds Max window. Right click on a toolbar & choose ‘Customise’ from there you should find a new category titled ‘Zbrush4 R2b’ and in that an Action called ‘FiberMesh to Splines’, which you can then drag to a toolbar.
Once you’ve exported the fibers from Zbrush to 3ds Max via GoZ (or exporting), press the button on the toolbar & it should (hopefully) convert the polys to splines. I’m afraid I’ve only tested this in 3ds Max 2011 so far, so can’t gaurantee it will work in other versions.
I’m by no means a coder, so it’s certainly not the most elegant script/solution but hopefully it will be helpful to some people.
Had a very thin scraping of free time & did some more work on my female character bust. Retopologised the face & rebuilt the hair. There’s still a lot I could do with her but I’ll probably call it a day on this one…
Some more images here
April 27, 2011
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3D, CG
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Been playing around with V-ray SSS2 & thought I’d try rendering my female character. I haven’t done any more modelling so her hair is still very sketchy at this stage, definitely needs more styling!

April 25, 2011
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3D, CG
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Nothing too exciting (or new for that matter) but a female bust I started for one of the challenges on the excellent CGFeedback forum.

I had posted this just before I accidentally deleted my previous blog & thought I’d pop it up again, partly for posterity but mostly to kick myself into actually finishing her!

3D Artist Magazine were extraordinarily kind to include my clay head in a feature about CG artists/modellers who also produce traditional sculpture. I feel especially humbled & to be honest, pretty embarassed to have my work along side genuine uber talent such as Rafael Grassetti, Sze Jones, Alena Wooten & Glauco Longhi to name just a few.
Fortunately, my contribution is relatively brief & there is some really great advice from people who actually know what they’re talking about!

I should point there seems to have been a bit of a mix up as the last few captions don’t quite match the images & the last shot is of the raw claw model, not the fired bust.
April 18, 2011
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3D, CG
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While I’m hoping to upload some new things I’ve been working on shortly I thought I’d share something interesting I’ve been playing with in the last few weeks.
There’s a fantastic thread started by Lee Perry-Smith over at CGFeedback about 3D Scanning, which has had some great discussion about the different methods, techniques & technologies. From a variety of people I was pointed toward a remarkable piece of software called Agisoft Photoscan which can create full 3D geometry from nothing more than a series of photographs.
The ability to translate real world objects into a 3d data has always been something that fascinates me & at work we’ve been experimenting with building a crude scanning system utilising a CNC controlled laser. As exciting as this sounds (lasers!), it’s quite a laborious process with a number of hoops to jump through. Photoscan does away with a great deal of the setup process – in fact all you needs is a camera!
This skull was created from a series of 40 photographs, I then crudely cleaned up the geometry with Topogun and smoothed out some of the projected noise in Zbrush.