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elarcano
10-13-06, 07:03 AM
Hi guys,

Just started a new character for fun and wanted to share the progress from scratch.

Nothing impresive but I just like the initial shape :D



Sophia Initial.jpg



Take care kiddos :tu:



PS.

And no... It's not a manga rip off of a female spiderman ;)

dzinertim
10-13-06, 07:08 AM
i know what you mean, i like also the megaman look;)
cartoony nice, keep training.

Jason Belec
10-13-06, 07:48 AM
Very cool looking start!!! ;)

Firebert
10-13-06, 08:17 AM
Can't wait to see where you take this one. Those hands are very cool looking with those large boots. Spine seems a bit hyperextended.

gega74
10-13-06, 11:09 AM
WOW GOOOOOD START! :tu:

elarcano
10-16-06, 06:35 AM
Hey gang,



Thanks for your comments. Very encouraging :tu:


Get a bit a way from the "megaman" look ;) -cool game by the way... I used to play the old nintendo version :rolleyes: -



Anyway... update ;)



Sophia Progress.jpg



Colors are just to see better the groups and possible final colors... by the way, does anyone know how to asign a specific color to a polygroup other than hidding everything except a part of the mesh and and then press Tool/Polygroups/Group visible? -would help a lot- I think I read that somewhere but I can't remmember where or if there's faster way.



Take care and thanks for posting :cool:

Marshall2006
10-16-06, 08:09 AM
tiny waist :)

Jason Belec
10-16-06, 08:40 AM
Coming along.... ;)

elarcano
10-29-06, 08:50 AM
Well, some updates... just playing around and learning some box modeling and adding geometry -well, not literaly- with edgeloop.

Oh yeah! Some hair


Sophia Progress 1.jpg

Take care

PS.
Is it me or this thread is so slow that by the time I post an update, she's grown?

Jason Belec
10-29-06, 11:06 AM
It's not you! Really cool start to a character! My kinda gal, big feet to keep her from running away too fast! Not sure about the eyeball-less skull, but hey I should at least give her a chance... ;) Toon babe's are the best!

billrobertson42
10-29-06, 11:11 AM
I like the colors and just about everything else. The hands sort of weird me out a bit though. :) Their size might work better if it's suggested that she's wearing some sort of power glove or something.

Marshall2006
10-29-06, 02:34 PM
did u use masking to expand the gun straps?

Atwooki
10-29-06, 04:34 PM
She looks great, elarcano - perhaps giving her slimmer wrists would maintain her hand-foot ratio and scale, and add to her femininity.. :shrug:

keep her going!

Chris

elarcano
10-29-06, 07:35 PM
Hey guys, thanks for stopping by!


Jason, I really wouldn't mention the eyeball-less skull thing to her, after all, those boots aren't just for walking!

Yeah Bill, looks like she got her outfit from flashdance, huh? The good ol' colorful 80's..... "Oh! What a feeling!" She'll be dressed in black for the most part, though!

Marshall2006, Not really...I mostly hid everything else except the parts I wanted and then just edgelooped them. From then on, it was just some moving around and edgelooping.

Atwooki, That is a very interesting way of seeing proportions!

I'll check the hands and wrist and see what I come up with, but I kinda have a thing for big hands and wrist... just haven't done many female characters. Oh, well....

Thanks guys

elarcano
11-06-06, 02:42 AM
Just playing with some colors and materials


Sophia Progress 2.jpg

Why does every time I open the painted model, the colors suffers changes?
This is what I did: I made a texture and then AUV it and then just painted away... nothing more
Every time I open it it goes darker and the speculars fades away (ei: the shinny boots)


So yes! I need help again
PS.
Is it me or the community's been running slow latetly? Oh nevermind! It seems that you guys are stuck with me ;)

Mr.Monster
11-06-06, 03:13 AM
elarcano (http://www.zbrushcentral.com/zbc/member.php?u=61911),

I like this one alot. If it was a toy I'd buy it for sure.
Good charactor, great outfit, cool style.

She's bound for glory.
~BW

Atwooki
11-06-06, 03:44 AM
Oooh! That color-scheme looks MUCH more dynamic; not a girl to mess with anymore ;)
Nice work :tu:

About the fading: Did you save the shiny material in a document or elsewhere?
Otherwise on re-open it reverts to the 'default' MAT....

Chris

Jason Belec
11-06-06, 07:22 AM
Wow, she looks like a gal that used to work for me! Red hair and similar body type. I'll send her a link as she'll get a kick out of it. ;)

Not sure about the texture issue, can you post examples?

3Dean
11-06-06, 08:37 AM
Looking awesome man. What software are you using?

elarcano
11-06-06, 11:15 AM
Hey Guys! Thanks


3Dean, it just good "old" Zbrush. Started out as Zpheres and ended up as a polymesh. Each colored part is actually a polygroup, so that made things easier to do a basic painting.

Jason, you lucky devil :evil:. The Advantages of being the one "in charge" ;) hahahaha

Atwooki, just wait and see... she's the kinda girl that messes you up ;)

Mr.Monster, Thanks a lot! bound for glory? Well, let see if I don't mess things up first :D

Ok, here's the visual.


ZBrush Document copy.jpg


As Chris (Atwooki) mentioned, it seems that everytime I open the ztool, it goes default.
I did manage to save most of the materials as zmt (material file), though. But, Do I have to paint the materials everytime I re-open the model?

Thanks for posting guy :tu: It's up to us to keep things moving around here ;)

Cornuts
11-06-06, 11:25 AM
hey! Very nice!! Actually dude, it looks much better the darker version :D it looks as if she has more depth in her. And it looks more cinematic too! :D Yea although it is a problem if it does that to every creations you do. sorry though, i dont know how to fix that! :confused: But none the less i cant wait for you to add her eyes and color the lips! Cuz her face does look a bit creepy! More like an old lady! ;)
Anywase, keep up the good job! i cant wait to be as good as you! Lol :D

silvaticus
11-06-06, 11:38 AM
I`m far from being a big Zexpert but I`ll try to help.
Zbrush starts witht he default material, fast shader, that`s why your colors, specularity and all the stuff are different. Unless you have painted/added the materials in Projection Master and they are in your texture.
There`s also a plugin for embedding the materials but I don`t know much about it.

Jason Belec
11-06-06, 12:24 PM
Yeah, you might have put the material on in PM, oops. Then you jump out and it's replaced with the default. This is an area (materials) that really got me early on, Aurick and must have exchanged 50 plus emails trying to sort it out. It's easy once you know....

As for being lucky, I must say I have been privlidged over the years to have quite a few beautiful women work for me. I always think it's sorta funny as everyone else complains that not enough woman exist in the industry. Most of them were among the smartest people I've ever worked with. ;)

Besides, they smell alot better than most of the guys! :lol:

cspalak
11-06-06, 01:36 PM
Hey whats up? I really like the model, I had the same problem with one of my sculpts. To fix it what I did is instead of just saving the tool, I saved the document. Then I reloaded the document when I went and worked on it again. I think I remember that fixing it. Hope that helps.

elarcano
11-06-06, 07:15 PM
cspalak, hey man! How are you? Long time no... write? Say, if I save as a document, doesn't that make the model no longer a 3D object and converts it into a 2.5D? I'll try it anyway, Thanks

Jason, I did paint the colors and materials in PM and they stayed the way I wanted. The problem is when I restart ZB and load the model... then it goes default.
Sniff sniff... yes! they do smell better

silvaticus, After painting the colors and materials I did save the model with the texture. I'm using Svengali's Psnap (http://www.zbrushcentral.com/zbc/showthread.php?t=26981&page=3&pp=20&highlight=psnap) (highly recommended) so it always ask you if you want to save the texture with the model.

Cornuts, Thanks for the comments I agree, she does look creepy without eyes... and she could use some beauty improvements

Someone said eyes? Just temporal... well, everything's temporal for now.

Robopose


Sophia Progress alone.jpg



I imagine there's a way to avoid the materials going default... the question's how? Am I doing something wrong?



Thanks a lot for the interest and possible solutions, it's really encouraging



Oh! Another thing, I was seeking for a fairly updated eye tutorial but most of the ones I found were from some years ago and I though maybe the technique has been improven... so if anyone can point one out that would be great

lemonnado
11-06-06, 07:21 PM
Looking great! Did you also save the document and not 'just' the model/tool. I have not tried it... but try and save the document as well. Then load the document first, then the model/tool. Maybe that restores the materials in the list. Not really made to survive sessions...

Cheers
Lemo

cspalak
11-06-06, 07:27 PM
Hey doing good lol. It will make any active models you have being used on screen 2.5d, but if your reload the document you should see under your tool list the model you used. Then just take your model and redrag it on the screen and you should be good. You may have to reload the tool then draw it, but don't think so.

Wandddo
11-06-06, 08:57 PM
Looking cool! Nice colors too!!After load and drag the model I think you must reload the saved material file too... I use this way and works well... hope you solve that;) keep on the nice model:tu:

feureau
11-06-06, 10:12 PM
It looks a bit like lara croft instead of the female spider, actually. Lookin' good!
I think there's more to be done with the eye. It looks old and scared.

Also, if you use markermaster to save the doc onto that format you'll still have the model active. And you can have separate objects moved together.

That hair is a connected polygroup, isn't it?

elarcano
11-06-06, 11:13 PM
YES!!! I did it! I did it! I... huhhhh, I mean: YOU GUYS did it!!! :D -excuse me for my brief moment of joy. It's a small victory, but a victory nevertheless :tu:

cspalak and lemo's tips were the ones that I could managed to understand! Thanks A BUNCH GUYS! :tu:
I think I even figured out why it goes default -well, you probably know this one- When you save a new material, it replaces the one that is currently selected -at least for that sesion- So when you open ZB again, it asigns the material that was replaced by the one you saved (a specific default material). I tested it and it seems to be that way -I could be wrong, though- ;)
When you save your document and in another sesion you load the same document, all the new materials show along with the ones that were replaced... cool! -for me anyway :lol:-

Wandddo, I'm sure you way should work aswell, I just haven't tested it enough to get it right. Thanks a lot for helping :tu:

feureau, hahaha, yes the eyes give her an old and scared look... I'll try to improve them ;)
Say, If I use markermaster and place several object, will I be able to model or detail each one of them individually?
First I started with bald version and made the hair later on. I was trying to understand multimarkers, so I place them together at a very low SubDiv and made a polymesh from them. So yes, the hair is part of the mesh but it is not connected to the body like the arms, legs, hand are. Would that be what you mean by connected polygroup?
Thanks for reading from the beginning by the way :tu:

Thanks a LOT to everyone who took the time to help. Really Apreciated!

Jason Belec
11-20-06, 11:40 AM
Where is my latest Sophie fix??? Those hands, those boots, that red hair, what a package! I'm with Mr. Monster, doll time!!! Christmas special!! Mmmmmm.....

elarcano
11-29-06, 08:04 AM
Hey Jason, here's your fix -I don't want you to get violent -

I'm waiting on some hairy answers, so I had some time yesterday

Summer's around the corner over here, so she changed her hairstyle



Sophia Progress I DARE YOU 1 -1.jpg


There's still a lot to do.


Does anyone know if I can make a 2D design -like a tattoo- and wrap it around the arm -like a sticker- beside using projection master?

Take care guys

3Dean
11-29-06, 08:39 AM
Hey, looking great. I'd love to know how you made the hair?

Atwooki
11-29-06, 08:52 AM
Looking good :)


Does anyone know if I can make a 2D design -like a tattoo- and wrap it around the arm -like a sticker- beside using projection master?
Use a stencil :tu:

Chris

lemonnado
11-29-06, 09:05 AM
Great! Just Great!
Cool ide to leave one sleeve of. Makes it so much more interesting!
I love the colors. Materials are cool to! All fit's together. I would not know what else to do. Maybe place her into a simple scene like the guy's from that Vancouver school always do.
Cheers
Lemo
:tu: :tu: :tu: :tu: :tu:

Jason Belec
11-29-06, 09:28 AM
She's hot!!! Yes you can do the tattoo thing with PM, just do a couple tests to get it right. ;)

elarcano
11-29-06, 11:02 AM
Hey Guys!

3Dean, Thanks The hair was done just from a simple sphere and edgelooped it in some areas -nothing too fancy-

Atwooki, Cool, thanks! I'll try out the stencil... now I just have to learn how

lemmonado, Thanks a lot for the review I really appreciate it -BBQ's still on... whenever I get over there-

Jason, She told me to say hi to you

Take care

HYDE
11-29-06, 11:44 AM
Hi there elarcano... I have a question. Did you create the hair and eyes as seperate tools and multimarker them in position?

elarcano
11-29-06, 12:28 PM
Hi HYDE,

I did that with the hair and then created a polymesh with the body. The eyes are a seperate ztool, just so she doesn't look creepy ;)

HYDE
11-29-06, 12:32 PM
So you can't pose her at this point unless you export it to Maya or something, right? I need to create a clothed character similar to yours but it may need to be posed after it's done and I don't have anything except Zbrush and Poser. Any advise...what should I do?

Jason Belec
11-29-06, 02:04 PM
Hyde, if you jump over to the zsphere thread and post your sketch I'd be happy to help you out with zsphere structure to pose. Just follow the trail in my signature.... ;)

elarcano
11-29-06, 02:07 PM
Yep! I would need another app to rig and repose her... but! You can create models based on zspheres which you can repose within ZB... that comes in handy when you want or need to repose in ZB.

There's a very very useful thread created by Jason Belec (http://www.pixolator.com/zbc/showthread.php?t=21407) that will get you where you need. That's my suggestion. Other than that you could try to download trial versions of some 3D apps if you already know how to rig models.

Hope that helps :tu:

EDIT: Jason just beat me to the solution ;)

HYDE
11-29-06, 02:11 PM
Thanks Jason, I'm tied up on another project right now, but would love to tap your brain on this subject. I'll repost my question and sketch in the near future. See ya soon...

elarcano
11-29-06, 02:21 PM
By the way guys, anyone knows what's the difference between painting directly on the mesh rather than creating a texture that you'll paint over later on?

Thanks :tu:

Jason Belec
11-29-06, 02:41 PM
Painting directly is rather limited, try it.... You feel like your in kinder garten again! ;)

elarcano
11-29-06, 02:46 PM
So, crying, glue all over my face, hungry and a feeling that I should've gone to the bathroom 10 minutes ago... huh!

Thanks Jason... ahhhhh you woke up the memories :tu:

elarcano
12-04-06, 12:26 PM
x.jpg

lemonnado
12-04-06, 12:55 PM
When I am not totaly wrong then the direct painting is 'vertex' paint. Only the vertices are assigned with color information and the polygon that vertex belongs to is colored in that shade. So, if your polygons are larger than one pixel on the screen then it will look coarse. If the polygons (dense mesh!) are smaller than on pixel, then they will blend in with the surrounding polygons to build that pixels color (smooth). So, in trouble or in doubt, don't use it. With 2.5 (I know.... sounds like a broken record...) the mesh can be so dense that direct painting will actually become advisable. Depending on the point of view.... the big big benefit is that you do NOT need any UV Mapping for direct painting as it paints 'on' the 'points/vertices' of your mesh directly. No projection necessary.
Hope that helped making you dizzy!
Lemo

wckedsunny
12-04-06, 12:57 PM
Hey Elecarno

I dare her .... lols, she is looking hot ;)

Mr.Monster
12-04-06, 01:47 PM
elarcano (http://www.zbrushcentral.com/zbc/member.php?u=61911),
Thanks for sharing this beautiful charactor.

Now I know what I want my girlfriend to be for next Halloween.
she allready looks a bit like her. Just need a red wig and the latex gear.

Super model youve done here.
Thumbs way up!:tu:

~BW

elarcano
12-08-06, 09:20 AM
Lemo, Actually you made things very clear! And it verified what I've been able to see through experimentation. She has a texture but the eyes are painted directly on the sphere. So the details of the eyes get tighter as I go up on SubDiv's levels. Thanks a Lot!

Hey wcked, be careful with what you wish, you might bite off more than you can chew :D

Mr.Monster, You're welcome buddy! It's my pleasure. So! your girlfriend already looks like her, huh? She has a "I DARE YOU" T-shirt?!!! WOW! :P

I'm going to try to give her more tattoos on her right arm that extends to the back -kinda like an irezumi tattoo- That's why I asked if there was another way to wrap a 2D design all around her other than doing it by parts in PM. If this is possible I'd really appreciate the insight... if not I'll have to try doing by parts.

Take care amigos

billrobertson42
12-08-06, 09:30 AM
Just curious, what do you plan to do with her? :) Seriously.

elarcano
12-08-06, 09:40 AM
Hey Bill! I was already grinning when I read your question ;) Well, I started her just for fun and practice but now I'm thinking to include her in a Brotherhood of characters that fit her proportions. I really have to learn to rig because I'm pretty bored of neutral poses. And there's still some detailing to do. I really like detailed cartoon-ish characters.

Thanks for posting ;)

abraXas
12-08-06, 09:45 AM
you have a good incentive here for practicing rig, i think. go on. will be interesting ;)

elarcano
12-08-06, 09:55 AM
abraXas, yeah! I'd like to see her in a running pose ;)

elarcano
12-18-06, 09:00 PM
Hi Guys,

Hmmmm... does anyone know what's happening here?


ZBrush Document 3.jpg

The texture of the whole model is 4096. I can't seem to remember if it's GUV or AUV, though.

Any help will be welcome as usual.

Thanks

dogbone
12-19-06, 12:16 AM
Not sure if this old tut may help. http://www.zbrushcentral.com/zbc/showthread.php?t=27680

billrobertson42
12-19-06, 07:18 AM
Hey Bill! I was already grinning when I read your question ;) Well, I started her just for fun and practice but now I'm thinking to include her in a Brotherhood of characters that fit her proportions. I really have to learn to rig because I'm pretty bored of neutral poses...

I missed your reply earlier. That's cool. I was thinking she might be a fun character to animate a bit. So that's good to hear.

Good luck with your texturing issues.

Keep posting. :)

elarcano
12-19-06, 06:41 PM
Dogbone, thanks a lot for the link Unfortunately it didn't solve the problem... cool tut, though.

Bill, always good to have you around man

Well, since I have a headache -literally- from trying to find a solution to the texture problem, I wanted to share a small update:


ZBrush Document 4.jpg



The holster's just a modification of one of the pockets and the belt's are poly's edge loop-ed



Skull.jpg

The ponytail holder's still in development and could be substituted... as everything else

Take care

Harmonic
01-05-07, 08:12 PM
Love this model, she is just so.. so.. so COOL! what else can you say. Great work.

Jason Belec
01-06-07, 08:35 AM
Every gal needs a floating skull bot to chat with, shoot at, kick around, hug, you know? ;)

elarcano
01-06-07, 12:54 PM
Hey guys!

Harmonic, thanks a lot buddy! I'm really glad you like it :tu:

Jason, Actually she needed the skull since you haven't called her, you know? :lol:

Well, here's a small update on the ponytail holder.


ZBrush Document 5.jpg

I'm still not sure if I'll go all the way with the ponytail holder :rolleyes: although the skull bot sounds like a pretty cool idea :tu: Thanks Jason

Take care amigos

PS.
That red frame really really bothers me -where's the puke icon?!-

AVTPro
01-06-07, 01:34 PM
Love it...again.

Nice wires. Thanks for showing progressions.

arlem
01-07-07, 11:31 AM
Hola, elarcano. Como sé que hablas español, te escribo en castellano si te parece bien, para hacerte una pregunta sobre tu modelo, que por cierto, te está quedando genial.:) ¿Cómo te las has arreglado para texturizar los pantalones, camisa, botas, etc por separado?, ¿qué método usaste?

Gracias de antemano y sigue así, un trabajo excelente.:tu:

elarcano
01-07-07, 12:13 PM
Hola Muchachos!

AVTPro, thanks Alonzo, it's really my pleasure to post in this awesome community

arlem, vaya! por fin un hispanoparlante
En realidad es muy sencillo. Lo que he hecho es que cada parte que has mencionado son polígonos agrupados. Por ejemplo toda la parte de la piel es un grupo. Simplemente escondes todo hasta que queden visibles las partes que quieras agrupar (en este caso la cabeza + estómago + brazos) y bajo tool/polygroups presionas la tecla Group Visible (agrupar lo visible). Haces lo mismo con las partes que deseas separar para poder seleccionarlas en cualquier momento. Así seleccionas una agrupación para que sea lo único visible y lo llevas a Projection Master y a colorear se ha dicho!
En mi corta experiencia me he dado cuenta que es preferible hacer esto en el sub-nivel más bajo para que no hayan inconvenientes cuando subas o bajes de niveles.
Claro está no es un método perfecto ya que a veces hay pequeños saltos de color de grupo a grupo, pero esto lo puedes disfrazar moviendo algunos polígonos para minimizar el detalle
Espero que no te haya aburrido con la larga explicación... es que me emociono con el castellano

Take care amigos :tu:

arlem
01-07-07, 01:25 PM
Hola Muchachos!

AVTPro, thanks Alonzo, it's really my pleasure to post in this awesome community

arlem, vaya! por fin un hispanoparlante
En realidad es muy sencillo. Lo que he hecho es que cada parte que has mencionado son polígonos agrupados. Por ejemplo toda la parte de la piel es un grupo. Simplemente escondes todo hasta que queden visibles las partes que quieras agrupar (en este caso la cabeza + estómago + brazos) y bajo tool/polygroups presionas la tecla Group Visible (agrupar lo visible). Haces lo mismo con las partes que deseas separar para poder seleccionarlas en cualquier momento. Así seleccionas una agrupación para que sea lo único visible y lo llevas a Projection Master y a colorear se ha dicho!
En mi corta experiencia me he dado cuenta que es preferible hacer esto en el sub-nivel más bajo para que no hayan inconvenientes cuando subas o bajes de niveles.
Claro está no es un método perfecto ya que a veces hay pequeños saltos de color de grupo a grupo, pero esto lo puedes disfrazar moviendo algunos polígonos para minimizar el detalle
Espero que no te haya aburrido con la larga explicación... es que me emociono con el castellano

Take care amigos :tu: Jajaja... No, para nada, no me aburres en absoluto. Un placer leerte y además darte las gracias por haberme contestado en castellano. :tu: Repito: genial, tu trabajo!;) Gracias por tu explicación, no tenía ni idea.

Jason Belec
01-08-07, 05:54 AM
Ummmm, yeah right, hahah, ok, cool, see ya down by the ice cream truck.

I have english, a smidgen of french, a pinch of Korean, a swig of German, a little British and less Scottish as languages. Oh yeah my Pig Latin is rusty as well, so I need a translator. ;)

arlem
01-08-07, 05:58 AM
Ummmm, yeah right, hahah, ok, cool, see ya down by the ice cream truck.

I have english, a smidgen of french, a pinch of Korean, a swig of German, a little British and less Scottish as languages. Oh yeah my Pig Latin is rusty as well, so I need a translator. ;)

Edit: Sorry.

Jason Belec
01-08-07, 11:56 AM
No dammit I don't 'español', OK!!!! :lol:

Never worked in the land of strange and wonderous as yet. Someday, who knows, then maybe I'll learn a little.

Hehe, I only learn enough to known when I'm being talked about and how to curse back! ;) Suprised quite a few people over the years.

I'm getting my decoder ring out of a cereal box next week, then you guys are in for it! ;)

elarcano
01-08-07, 03:10 PM
Hey guys! it seems there was a party in this thread and I missed it! :D
Not to worry my friends, my thread-o is your thread-o ;)

Regarding the spanish reply, I was just explaining how I painted the model. It's fairly simple, I just grouped parts of the model (like the head + stomach + arms) and then hide everything else just to take that group into Projection Master. That way the limits of the colors are easier to control for me anyway ;) By no means it's a perfect method, because sometimes bits of color to jump to the next group when you visualize the whole model :confused:
I've found that it results better when you go to the lowest sub-div -actually I don't know why :rolleyes:-

It might be a very basic method but I hope it helps at least someone :tu:

Carry on with the party muchachos! Just don't forget to put the toilet seat down on your way out... you wouldn't want to see Sophia mad ;)

arlem
01-11-07, 07:02 AM
No dammit I don't 'español', OK!!!! :lol:

Never worked in the land of strange and wonderous as yet. Someday, who knows, then maybe I'll learn a little.

Hehe, I only learn enough to known when I'm being talked about and how to curse back! ;) Suprised quite a few people over the years.

I'm getting my decoder ring out of a cereal box next week, then you guys are in for it! ;)Yes, I'm sorry. ;) I will speak in english, Jason.

skinnybonez
01-14-07, 09:31 AM
elarcano...

i'm a big fan of your posts. they are really helpful to the newbies...funny too :D

i have been trying to figure out polygroups and saw this thread (nice work btw). i figured out how to create a polygroup...but, can't figure out how to select/hide different/separate polygroups to assign materials/textures to them...like you did on this. could you give the newbie breakdown for that? :D

oh yeah...your other zsphere thread rocks...really helpful.

keep up the great work.

elarcano
01-14-07, 03:06 PM
Hey Bonez, Thanks a lot for the compliment man :tu: I'm really glad my trail and many errors have helped you ;) maybe if I get somethings right I'd be more helpful :rolleyes:

Ok, to select a polygroup you just press shift+control+left mouse button over a polygroup. If all of the groups of your model are shown on the canvas then this will hide every other group except the one you selected. Once you've done this and you want to access to the rest of hidden polygroups you just press shift+control+left mouse button on any clear part of the canvas. That will show the whole model again. If you want to inverse the view of the hidden polygroups you just drag a reactangle on a clear part of the canvas with shift+control+left mouse button.
This is all covered in the Practical Guide (http://www.pixologic.com/zbrush/education/documentation/guides.php) a must read for everyone :tu: You should also check out the ZClassroom (http://www.pixologic.com/zbrush/education/zclassroom/class.php) ;) Another helpful resource is within ZB it self: zplugin/ zbrush help/ help topics.

To paint a polygroup you just select one and press Projection Master -the big button- or its shortcut (G) and then appears a windows with different options (color, shaded, material, etc).
What I did was select a color and a material and pait it all -since I wanted to start with a flat color for every polygroup. Just don't forget to press the double sided so the back is also painted ;)
It's a really a simple but helpful way of painting a pollygroup.

I hope I've helped you ;)

Oh! I must say that the awesome Zsphere thread (http://www.zbrushcentral.com/zbc/showthread.php?t=21407&page=15&pp=40&highlight=elarcano) is Jason Belec's "little" baby ;) 2 years and 7 months since it was born! Geesh! Theses kids grow up so fast!

Take care :tu: