Zbrush Relief

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Kassim Bisaillon

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Aug 4, 2024, 5:39:12 PM8/4/24
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Onequick question if I may. If using the projection master and an alpha image to create the relief on a plan, what would be a good way to achieve smooth rounded edges. It seems the perimeter and edges are more like a vertical wall rather than the smooth rounded edges I am looking for. I can try to manually smooth using one of the brushes but thought there might be a way to achieve this differently.

I developed this method of making Bas relief models using 3D models last year using various software and trial and error. It is a little bit complicated and time consuming but it gives better results than the ZBrush method and has other uses.


This is a very easy to use and effective software for making bas relief images from other 3D model angles. It has an advantage over the Blender method because it is better optimised to load more detailed models as it leverages GPU. One of the reasons I had to use the displacement map method in Blender was because larger models were too memory intensive to use. The Pro version lets you import multiple objects and normal maps.


I also tried it with one of my normal maps of a squirrel I made a while ago. Sort of makes a trapped Han Solo effect. I think the idea with using normal maps in the program is to make interesting combination effects with other 3D models rather than using them on their own.


Relief Maker is a new software from a company called Alibre LLC who also develop a CAD software which has been around for many years. It has a new launch discount at the moment with different license options depending on usage needs. You can also ask for a 7 day trial without export options.


As I have already discussed, making heightmaps into 3D objects is possible using other software but it is quite technical in comparison and does not capture the same level of detail as well unless you import an alpha from Relief Maker into ZBrush or 3DCoat which can support the high levels of subdivision needed.


In my opinion the alpha images from Relief maker were the best out of the three methods I tried but I will still use the other methods because they all have their uses. I honestly thought Relief Maker was the quickest and easiest to use and gave the best result out of those three methods though.


The website for Relief Maker is really good and there is a lot of documentation and helpful videos on how to use the software and how to use the results in other software. It is aimed toward people working in industries ranging from woodworking, coin design, lazer engraving, jewelry, mold cavity design, 3D CG, game development and art and sculpture. You could use it to create structure images for Rebelle 7 as well.


Seeing the posts by Marion working on basket weaves and others attempting gradients and shallow reliefs I thought that the design software used for coins and woodcarving would be valuable. The CAD files are are similar.

If you have time, take a look at these 2 programs. both kind of expensive, but valuable if you have the need.


The outsiders might dismiss these brushes as merely variations on the shape created by the stroke. Other brushes include those created to draw out multi-meshes. A zipper brush that would have a starting pull-head, zipper teeth, and end-stop - yes, created as a full discrete 3D object in the time it takes to stroke the pen across the canvas. Snakes, dragons, buttons, stitches: these multi-mesh brushes are all available to full ZBrush.


Is Blender capable of making a bas-relief from 3D objects, like one can see in this video clip?

Just a sincere question, not trying to start any type of controversy (I am a complete newbie to this world).


Matt, thank you very much for your informative reply!!

To be completely honest, I am just a beginner so most of the technical details you described I do not understand (yet) to their absolute implications, but I will store this reply and get back to it when I am more familiar with those techniques.

In the mean time, one obvious pointer would be to use/learn ZBrush too, it seems like a very strong tool.

Many thanks again, for the YouTube video clip first of all (it made my day when I saw it!), and for your reply here also! All the best, Colin.


Trying to turn figurative portraits into a relief for 3D printing. Currently, image files are grayscale jpeg format. Is Heightfield the best tool or is there a better tool in Rhino for this kind of work. The finished files will be 3D printed.


Hi NGV- in plain Rhino that will work OK, as well as MeshHeightfield; but there are some things to keep in mind -

-Smooth and noise free grayscale is more important than high res. JPEG is not ideal as it tends to be noisy.


Its also possible to use some 3d modeling apps (ie ZBrush or other) to modify the relief so it looks the way you want. There is a program called Leveller that is very low cost and specifically does relief modeling. Its marketed as a terrain modification or creation app, but it has all the necessary tools for this work.


Modifying images or meshes are your only options for doing this type of work. Nurbs surfaces are not suited for this kind of modification, so if you needed a nurbs model for any reason, the very last step would be to convert any of the sculpting work to nurbs.


ZBrush is a powerful 3D sculpting software that can quickly create various relief models. In this article organized by Fox Renderfarm, the best cloud rendering services providers and render farm, you will learn how to convert images into relief models using ZBrush.


3.After input, Flip H/Flip V is the horizontal/vertical inversion switch. Rotate (rotation) and Invers (black and white inversion) can be used. MRes is the resolution of the generated model, here choose 2048. MDep is the model thickness, MSm is the degree of smoothing, DblS is the single and double-sided switch.


Fox Renderfarm hopes it will be of some help to you. It is well known that Fox Renderfarm is an excellent cloud rendering services provider in the CG world, so if you need to find a render farm, why not try Fox Renderfarm, which is offering a free $25 trial for new users? Thanks for reading!


I know this post is very old. I just cannot find any real information on creating heightmap grayscale images using zbrush other than exporting the displacement map. That does not work unless I were to use it for details on lower poly models for rendering with uv maps. It is always square and distorted without any real way of scaling accurately.


I tested this by importing into aspire and creating a component from the imported bitmap. Resize the z scale to the height you want. It works, stl will generate more accurate output if you have undercuts in your sculpt. Although, you cannot access those unless you have a rotary axis with a strong enough hold on it that the edges are not going to create too much force and possibly rotate the axis during cutting.


Create embossed surfaces in stunning detail with the new Bas Relief features in ZBrush. Pose your model as desired and create a special new alpha from that view which can be used to create raised sections of detail that more closely resemble the results of traditional relief sculpture.




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Model created in Zbrush. It represents Serbian national hero Peko Pavlovic from Herzegovina Uprising 1875. Bas relief comes with a frame made from Serbian motives.Includes 3 file variants:500 k STL triangulated mesh4.5 Mil OBJ quad highopoly meshZPR file with backgound image


Royalty Free License allows you to use the product without the need to pay royalties or other license fees for multiple uses, per volume sold, or some time period of use or sales. You can use it as long as it is incorporated into the product and the 3rd party cannot retrieve it individually in either the digital or physical form. You cannot resell the model you bought in the digital or printed form, but can use it in your commercial projects multiple times after paying for it just once.


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This thesis presents various techniques for recreating and enhancing two-dimensional paintings and images in three-dimensional ways. The techniques include camera projection modeling, digital relief sculpture, and digital impasto. We also explore current problems of replicating and enhancing natural media and describe various solutions, along with their relative strengths and weaknesses. The importance of artistic skill in the implementation of these techniques is covered, along with implementation within the current industry applications Autodesk Maya, Adobe Photoshop, Corel Painter, and Pixologic Zbrush. The result is a set of methods for the digital artist to create effects that would not otherwise be possible.



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