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Dan Silverman
02-17-04, 02:00 AM
I am a ZBrush newbie, so expect many newbie questions from me. Sorry about that :).

ZBrush is a new concept for me since I come from a 3D and 2D background. The idea of snapshotting images into the background is something that it takes a bit of getting used to. I am used to either working in 3D or 2D but not both :) .

Here is what I want to do and why I have a question. I want to model using severel models and then make a unified skin for them to ultimately end up with one model that I can then add details to and paint. I do not want to (at this time) use ZSpheres. For the sake of this post, let's say I want to create a dinosour head and I want to model the top of the head as one model and the jaw as a second model.

In traditional 3D applications like 3D Studio MAX I could mdoel the top of the head as one model and then then jaw seperately and then have the freedom to rotate the view so that I could align the two models and make any adjustments. Now let's look at ZBrush for a moment.

I create a sphere (for this example only) and use the basic editing tools (such as MOVE) to create the basic upper-head shape. As long as I am remain in edit mode I can freely rotate this object so I can create the overall basic shape of the upper-head. Now I want to create the jaw. As soon as I leave edit mode on the upper-head and draw the new sphere then the upper-head is snapshotted into the background and I can no longer rotate the head. This makes it hard to make the jaw as I would not only have to make the length of the jaw correct, but also the width and I can no longer rotate the original upper-head.

How do I get around this? Do I use multi-maker and redraw the objects as one? Is this the correct method?

Any advise would be much appreciated.

andreseloy
02-17-04, 02:10 AM
Hi Dan Welcome¡¡ Yes you are right¡¡ Use the MM for assembly different obj. and then the polimesh to integrate then. Here is a minitut from thisMM and Polymesh Minitut.TXT (http://www.pixolator.com/ubb/uploaded_files/user_file-1077012593ock.txt)
Please let me know if it work for you¡
Thanks for your attention
Andreseloy

Polaris30
02-17-04, 02:23 AM
Yes!

For models with multiple pices, Multimarkers are your best friend...

and the best thing of all!!! It takes all the UV maps and places them together in 1 texture.....

This is great for people comeing from other game engines to A6... they can take the multiple bodyparts, and RE-UV map them all to 1 texture...and 1 model :)

Bonecradle
02-17-04, 01:24 PM
<BLOCKQUOTE>quote:</font><HR>In traditional 3D applications like 3D Studio MAX I could mdoel the top of the head as one model and then then jaw seperately and then have the freedom to rotate the view so that I could align the two models and make any adjustments. Now let's look at ZBrush for a moment.<HR></BLOCKQUOTE>

You can do this in ZBrush and it is very easy. Check out the annotated zscript I made in this thread (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=013708&p=2) (3rd post down).

Game Master 770
05-22-04, 03:55 AM
forget about MM, try using zSpheres and replacing them with meshs. They are cooler since they can be stretched and deformed based on the zspheres that make up the mesh.
Try 2 things. make a heirarchal zsphere chain. replace the head zsphere and the chain with meshs. play with the zspheres to see how they respond.