View Full Version : Hand problem
Curious
05-15-04, 10:28 AM
I'm modeling a full body with hands attatched. But I'm having a horrible time with a jumbled mess of polys around the fingers. No amount of smoothing helps.
I believe my problem may be with my Zphere placement, but I can't seem to remedy it. Can you give me any pointers, or direct me to any related tuts?
Here's a pic of my problem: http://www2.zbrushcentral.com/uploaded_from_zbc/200405/user_image-1084642060kwi.jpg
There have been many threads showing ways to create good hands. Here is one of them (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=012048).
Rafael Hernandez
05-15-04, 01:00 PM
You have to remember that each zsphere represents a cube with 6 sides. If you place more than one sphere in one side you will get this messy geometry. In the adaptive skin menu set the density to 1 to see what I mean. In order to get nice geometry in places where more than one sphere is going to be connected you need to set the intersection resolution to a lower value. By default this resolution is set to 6.
I see that you want to do an standard 5 fingers hand. So you'll need to set the intersection resolution to 4.
You can find the interception resolution dial under tool->adaptive skin and it's called Ires.
Curious
05-15-04, 02:26 PM
Auric,
Thanks for the tut. Seems I've aproached my hand Zphere construction the wrong way. My problem now is that I have 2 days invested in sculpting the whole body, and whenever I delete, or add a Zsphere (ie fingers) all my modeling is lost on the rest of the body. Is there a way to edit my Zspheres and not lose 2 days of sculpting, or do I have to start again from scratch?
Rafael,
Changing my Ires does not seem to effect any visible changes. I've been sculpting the adaptive skin while still in Zsphere mode in hopes of making multiple poses. Is the Ires not responding because the adaptive skin has been sculpted already?
Fouad B.
05-15-04, 02:31 PM
you can not begin modelisation if your Zsphere model is not finished, if you add node sphere you will lost your modelisation in adaptative skin.
you can only move (just a little bit) and rotate articulations to change the pose.
see that little script
hand (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=015508)
Frenchy Pilou
05-15-04, 04:22 PM
Why not play the tut inside the the prog ?
One is named "Zspheres" :)
All is explain in it :D
Pilou
Rafael Hernandez
05-15-04, 05:49 PM
I could not tell you for sure why is not working for you but I prepared a quick zscript so that you can see how to use this slider.
handmethod1.TXT (http://www.pixolator.com/ubb/uploaded_files/user_file-1084668576ffo.txt)
Curious
05-15-04, 07:47 PM
Froud,
That's bad news. I thought I was done my Zspheres, but turns out I wasn't. Thanks for the info though.
Pilou,
Will do man, thanks.
Rafael,
Thanks for the great script! You're awesome. I'm too far gone in this particular model to change my zspheres, but I'll definately use your technique for my next one!
I'll take my "learning" lumps and finish this model, (even with it's funky hands) and post the results. Thanks for all your help!
aminuts
05-15-04, 08:49 PM
if you delete the fingers and hand zspheres you lose your whole model? or other parts of it?
you should be able to remove those then when redoing the palm up the res for the palm sphere, draw it, then back it back down for the finger spheres without losing anything other than those parts.
Maybe I misread something here....but you shouldn't have to redo the whole model.. ohhh....did you lose the modifications done to rest of model by removing the hands? if so that would be good to know i reckon.
Curious
05-15-04, 09:09 PM
Amintus wrote:
<BLOCKQUOTE>quote:</font><HR> ohhh....did you lose the modifications done to rest of model by removing the hands? if so that would be good to know i reckon.
<HR></BLOCKQUOTE>
Exactly. Unfortunately, any modifications (sculpting of adaptive skin) is completely lost if you add or subtract Zspheres.
A major workflow concept to remember (learned the hard way).
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