View Full Version : Low-Poly Chocolate Bar (ZBrush 3.0)
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?
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