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WingedOne
05-20-07, 12:29 PM
Step 1: Creating a low-resolution cube with 6 polygons.

I tried to make a ZScript for this, but I couldn't get the retopologizing part of my ZScript to record correctly :cry: . So, I am posting a text version of this tutorial.

To start with I needed to make a Low-Poly cube. An alternative method would be to just load the PolyCube which came with ZBrush 3.0 from the ZBrush Tool folder.

I started by selecting the cube3D tool and maxing out it's resolution in the initialize settings.

Then under the Unified Skin sub-menu I dropped the resolution down to 8 and set the smooth to 0 and then pressed the Make Unified Skin button.

ChocolateTutor1.JPG

Step 2:

I went into the Transform menu and pressed the frame button, so I could see the polygon framework of my mesh.

ChocolateTutor2.JPG

Step 3:

I drew my mesh on the canvas so I could see what was happening with my mesh on-screen.

ChocolateTutor3.JPG

Step 4:

I went into the Texture sub-menu of my tool pallette and pressed the EnableUV button, so that I could Reconstruct sub-divide my cube.

ChocolateTutor4.JPG

Step 5:

Then I went into the Geometry sub-pallette of my tool menu and pressed Reconstruct Subdiv and then went down to the lower subdivision and pressed the Del Higher button.

ChocolateTutor5.JPG

Step 6:

I did this each time until I had a low-res 6-sided cube.

ChocolateTutor6.JPG

Continues in next post...

WingedOne
05-20-07, 01:12 PM
Step 7: Retopologizing the cube

Next, I selected the ZSphere tool.

ChocolateTutor7.JPG

Step 8:

I then opened up the Rigging sub-pallette of the current tool menu and pressed the Select button.

ChocolateTutor8.JPG

Step 9:

I selected the low-resolution cube that I created.

ChocolateTutor9.JPG

Step 10:

I then opened up the Topology sub-pallete and pressed the Select button and selected the low-resolution cube again.

ChocolateTutor10.JPG

Step 11:

Next step was to press the Edit Topology button.

ChocolateTutor11.JPG

Step 12:

I re-edited the topology of my low-resolution cube, so that it looked like this:

ChocolateTutor12.JPG

Step 13:

Check out the Adaptive Skin preview by pressing the "A" key on your keyboard. Notice it looks smooth right now, which isn't what I want for this project.

ChocolateTutor13.JPG

Step 14:

Here I changed the settings, so I'd have a nice angular-solid cube to work from. First, I went back to the Topology sub-menu and changed Subdiv to 1 and RigSmooth to its lowest value.

ChocolateTutor14.JPG

Step 15:

I also lowered the Density slider to 1 in the Adaptive-Skin sub-menu of the tool pallette.

ChocolateTutor15.JPG

Step 16:

I pressed "A" again to see how my adaptive skin looked. Here I have a nice solid angular shape to start out with.

ChocolateTutor16.JPG

Step 17:

For the final retopologizing step, I went into the Adaptive Skin sub-pallette of the tool menu and pressed the "Make Adaptive Skin" button. Now, I have an adaptive skin ready to be modelled.

ChocolateTutor17.JPG

Continues in next post...

billrobertson42
05-20-07, 01:15 PM
I like it. It's nice and simple. Right at my level. :D

WingedOne
05-20-07, 02:10 PM
Step 18: Modelling the Chocolate Bar

My next step was to use the size slider in the Deformation sub-menu of the tool pallette to get the proportions of the cube to something right for a chocolate bar. What axis you use might differ depending on what direction the cube was facing when it was being retopologized.

ChocolateTutor18.JPG

ChocolateTutor19.JPG

Step 19:

I pressed the Unify button in the Deformation sub-menu so the tool was a more manageable size on-screen.

ChocolateTutor20.JPG

Step 20:

Next, I used the taper slider in the Deformation sub-menu to flare out the bottom of the chocolate bar a little bit.

ChocolateTutor21.JPG

ChocolateTutor22.JPG

Step 21:

I used CTR+Shift+Left Mouse click and dragged a box around the top surface of the chocolate bar to hide the rest of the chocolate bar.

ChocolateTutor23.JPG

Step 22:

I opened up the Polygroups sub-pallette of the tool menu and pressed the Group Visible button. The makes the visible selection of the mesh a separate group from the rest of the mesh that's currently hidden. This makes selecting the top part of the chocolate par easier for the next step.

ChocolateTutor23a.JPG

Step 23:

I used CTR+Shift+Left Mouse Click to drag a box around one of the top-surface polygons to make that the only visible polygon.

ChocolateTutor24.JPG

Step 24:

I went into the Geometry sub-menu of the current tool pallette and pressed the Edge Loop button, which creates another smaller polygon inside the current visible one.

ChocolateTutor25.JPG

ChocolateTutor26.JPG

Step 25:

I then CTRL+Shift+Left Mouse clicked in an empty area of the canvas to reveal the rest of the model.

Then I CTRL+Shift+Left Mouse clicked on one of the top surface vertexes to hide the rest of the chocolate bar except for the top surface.

Then I repeated steps 23 through 25 for each polygon on the top surface, resulting in this:

ChocolateTutor27.JPG

Continues in next post...

WingedOne
05-20-07, 04:08 PM
Step 26: Resizing the Newly Created Polygons

The polygons that I created with the Edge Loop button aren't as wide as I'd like them to be. I want to make them a bit wider so the border around them is even.

My next step was to select the top row of polygons in this group and hide the rest by using CTR+SHIFT+Left Mouse Click and drag.

ChocolateTutor28.JPG

Step 27:

Right now the selected polygons are off-center, but I want the resizing to be in the center of the row of polygons.

What I did next was to go to the Transform Menu and press the S. Pivot (Set Pivot) button which will temporarily center the geometry around an origin point.

ChocolateTutor29.JPG

Step 28:

I went into the deformation sub-menu and resized the width of the polygons by about 10 percent along the Z axis (your axis may differ).

ChocolateTutor30.JPG

Step 29:

I went back into the transformation menu and hit the C. Pivot button which sets the center of rotation back to its original point.

ChocolateTutor31.JPG

Step 30:

I repeated the same steps for the bottom row of the new polygon group, which resulted in this:

ChocolateTutor32.JPG

Step 31:

I used CTR+Shft+Left Mouse Clock and clicked on one of the vertexes of the pink group (your color might be different) so only the blue polygons were visible.

ChocolateTutor33.JPG

Step 32:

I went back into the Geometry sub-pallette of the tool menu and pressed the edge loop button again.

ChocolateTutor25.JPG

Which resulted in this:

ChocolateTutor34.JPG

Step 33:

I used CTRL+SHIFT+Left Mouse Click again to make only the newest set of polygons visible. I used the steps posted above to make this new set of polygons wider as well.

ChocolateTutor35.JPG

Step 34:

I selected the new set of polygons so only they were visible and used the Offset slider in the deformation sub-pallette to raise them a little bit higher.

ChocolateTutor36.JPG

Step 35:

Next, I selected the last set of polygons that I created and pressed the Edge Loop button again in the Geometry sub-pallette of the tool menu. Again, resizing the width of them as I saw fit.

ChocolateTutor37.JPG

Step 36:

I then hid the rest of the chocolate bar except the last set of polygons

ChocolateTutor38.JPG

Step 37:

I went back into the Deformation sub-menu of the tool pallette and used the offset slider to lower this set of polygons just a tiny little bit. I just used a value of 2.

ChocolateTutor39.JPG

Step 38:

I pressed the Edge Loop button again in the Geometry sub-menu of the tool pallette.

ChocolateTutor40.JPG

This results in the polygons being extruded into the surface as shown here:

ChocolateTutor41.JPG

Continues in next post...

Frenchy Pilou
05-20-07, 04:14 PM
Seems very difficult :)
A simple cylinder can make the trick :)
Free to you to convert it in poly mesh3D
And use some Stroke "Grid" function ;)
You will have all chocolates you want :cool:

PS of course it's not exactly a low poly (just a lowpoly* 4)

WingedOne
05-20-07, 04:48 PM
Step 39:

I wanted this new extrusion to be beveled slightly so I went into the Deformation sub-pallette of the tool menu and used the smooth slider.

ChocolateTutor42.JPG

Which resulted in this:

ChocolateTutor43.JPG

Step 40:

I used CTRL+SHFT+Left Mouse Click on an empty part of the canvas to unhide everything.

This is what I had so far:

ChocolateTutor44.JPG

Step 41:

Now, I wanted to create a groove in between all of the segments of chocolate. I used CTR+SHIFT+Left Mouse Click to hide everything except the polygons bordering the segments.

ChocolateTutor45.JPG

Step 42:

I used Edge Loop in the Geometry sub-pallette of the tool menu to create a new set of polygons within these polygons.

ChocolateTutor46.JPG

Step 43:

As you can see, right now, this border is too wide for the type of grooves I want to make, so I used the same re-sizing techniques posted above to make them narrow. I resized using a value of -50. I didn't need to resize the grooves around the outside edges of the whole mesh since I felt they were narrow enough.

ChocolateTutor47.JPG

The polygons that I used to extrude the grooves looked like this when I was done re-sizing them.

ChocolateTutor48.JPG

Step 44:

I then selected this set of polygons that I used to make the grooves using CTRL+SHIFT+Left Mouse Click until this was the only polygroup visible.

ChocolateTutor49.JPG

Step 45:

I used offset in the Deformation sub-pallette and then used the Edge Loop button in the Geometry sub-pallette to extrude the grooves inward into the chocolate bar a little bit:

ChocolateTutor50.JPG

The modelling phase is done! This is what it looks like:

ChocolateTutor51.JPG

Next step is working on the displacement map.

Continues in next post...

andreseloy
05-21-07, 12:19 AM
Thanks friend very kind from you!
Looking your next release!:tu:
Andreseloy

Blaine91555
05-25-07, 03:11 PM
Very nice and simple. This is the sort of tut's needed in the Wiki. I read it is now open for editing. You might put this in?