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Moka
09-25-06, 02:27 PM
Hi there !
I a new Zbrush lover and i come from Maya...
Now, i have some problem with eyes...
I tried to sculpt my first head and you can see here one of tree heads that i've done this week (i know Zbrush just since last week)

test.jpg

I have a question: must i have to make the eyes within the head or may i make the eyeball alone and put it than separately in the head ???
What is better for texturing ??
It's possible to group more mesh in Zbrush ???
(Face+eyes+hair+theets+tongue etc..)
It's that (a group) a good way for Zbrush or did i need just a mesh???
Tanks a lot for your help and scuse my bad english

Moka

Twitchmonkey
09-26-06, 02:05 AM
I'm new to this as well (with a less productive Maya background than your own, I'm sure) but I'll try to help based on what I've learned thus far. Eyes can be added to the model as new geometry via projection master by turning deformation on and normalized off, and then creating 3dspheres within the sockets. This works in theory, however, I created a thread a little while ago where I attempted to do this, and no matter what I tried, I could never produce a desirable effect.

Another likely route would be to simply create the eyes as seperate models. I don't believe there is any way to do this however, that will keep your original head fully editable in 3D space. Thus, this works fine for artwork, but won't be suitable for an animated model.

Moka
09-26-06, 03:42 AM
I think i must learn to think different (i already have a mac.....it can be easyer).
I tryed ever to have a similar approcing like maya but it could be an error...
IT is Zbrush good just for deails and texturing or may we use it also for modelling? I means not just for artwork but ever for animation.

ok Twitchmonkey i go to learn a little bit more....can be that ifind out some new for each other

Twitchmonkey
09-26-06, 04:05 AM
You're definitely going to have to think a little differently for Zbrush than you have in Maya. Personally, I find it more intuitive. Zspheres are kind of annoying, as what you're making in Zspheres may not closely resemble the actual model, or "adaptive skin". So during the modeling process, you have to check and see what the effects of your changes are. However, the great strength of Zbrush, is that you can start with a low subdivision level to define the shape of a head for instance and to position the parts. Then you can move up a level and mayber define the eyelids or nostrils, and then move up more and more and continue to add detail, all the way to very fine, miniscule edits and then go back. Just go down the sudivision levels and reposition things, and those edits will appear in your model at the highest level.

While I'm certainly no expert at Zbrush, I can do things in it after maybe 8 hours total of using it that I couldn't do after months of struggling with Maya.