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nocturnal451
05-18-03, 12:35 PM
I'm finally getting around to doing another model and working on a werewolf, but I'm running in to a couple of problems... First off, as you can see on the bottom jaw, the material is puckering.. No matter if I start by adding material to add the bottom jaw, or if I use "move" to pull the jaw out. I've tried masking/invert and smoothing it out but it doesn't get rid of it... If I try adding material to try filling it in, it just adds more off the puckering to it... I'm at a loss with it so maybe someone can give me a tip to get it smooth.

My next problem is, my cursor jumping and not being consistantly smooth when I pass on certain parts of the model... If I go to use sub to add a nostril on the nose, my cursor won't even go to the area I want. It will go to the top of the nose, but when I try to move it down the nose it will jump to the edge... I can't get to any areas in between... This only happens on certain areas.. On other areas it works normally...

I'm still learning ZBRUSH, so hopefully it's a simple solution to both of these... I'd appreciate help... Thanks. http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1053286500rkt.jpg

aurick
05-18-03, 12:43 PM
Could you show a polyframe view of the model? (Turn on Transform>Quick 3D Edit and then Transform>pf). I am guessing that you've gotten the polygons in those areas stretched, which makes them really hard to control. It also makes them hard to texture later, if you plan to.

If they are stretched out dramatically in relation to the other polygons, there is a way to correct that. Mask off the stretched areas (by holding downt he Ctrl key and painting the mask). Then use Tool>Modifiers>Selection>Invert to switch the mask so that only the stretched areas are unmasked. Next, press Tool>Modifiers>Deformation>Divide to double the polygon count in the difficult areas. Doing this a couple of times will get the polygons back to the same size as the rest of your model, and make your modeling smooth again.

nocturnal451
05-18-03, 01:08 PM
Thanks aurick... That did it. I knew it had to be a simple solution.