View Full Version : Looking for modeling tips...
Thunderwatch
01-23-02, 03:59 PM
Hi, all. I was moving on to texturing, but I'm getting bogged down with modeling difficulties, and I was wondering if anyone might have advice or point me in the direction of a script.
The fantasy heads I posted were fun and quick, but that's partly because there were no rules. But now I'm trying to get a realistic skull shape -- got my anatomy books and everything -- but trying to get the nice round dome of the skull by only using various z-intensity and draw-size settings is driving me bonkers! :) The more adjustments I do to correct problems, the lumpier my head gets. "Smooth" and "Spherize" in the Deformation sub-palette aren't really helping.
Is there a way to apply roundness and smoothness to a large area without having to futz with the z-intensity and draw-size?
Thanks! Much obliged....
--TW
Thunderwatch
01-23-02, 05:50 PM
Well, I'm feeling a little better about the results I'm getting (see below). Any critiques? Feel free to be nit-picky :) . It's what I'm lookin' for....
-TW
http://www2.zbrushcentral.com/zbc_uploads/user_image-1011836927ays.jpg
http://www2.zbrushcentral.com/zbc_uploads/user_image-1011836939qqk.jpg
http://www2.zbrushcentral.com/zbc_uploads/user_image-1011836951oru.jpg
http://www2.zbrushcentral.com/zbc_uploads/user_image-1011836977lpy.jpg
http://www2.zbrushcentral.com/zbc_uploads/user_image-1011836994mde.jpg
drjjwow
01-23-02, 05:55 PM
if you look in the quick links above youll well find a script for making lips,eyes,basic modeling,eyebrows,hair,skin textures,eyelids...etc.... my advice for you is to go there first... and i would expand the lips out alittle and add more detail to the eyes... good luck..
Thunderwatch
01-23-02, 06:54 PM
Thanks, Dr.! I'll check those out.
--TW
white rabbit
01-23-02, 07:01 PM
i haven't had too much experience modeling yet, but the same principals of head shape apply in drawing which i've been doing a long time. remember that the eyes are about halfway down the front of the face and the face sticks out at the nose and then goes in to the chin. i can't write more right now. but good luck
First, nice looking model! :)
Second, here are a few suggestions. I'm no expert, so use your own judgement. :)
1. Try using a very low ZIntensity and small brush size, and going over the groove above the lip. When you've made it shallower, use Edit ::Move to make it narrower.
2. The lips seem to extend to far from the face. Try masking the edges, inverting the mask, and applying "smooth" a couple times. Then Edit ::Move it back some.
Other than that, Just add ears, eyesockets, and nostrils, and so forth. It's looking great and will only get better! :)
PusGhetty
01-23-02, 08:08 PM
Thunderwatch,
Just like white rabbit I am new to modeling in Zbrush but have been drawing freehand for along time. She is totally right! Also, from the front view, The eyes are five across, meaning that the space between the eyes and the spaces between the eye and the temple all need to be the same width as the eyes themselves. Another tip= The center of the pupil(as opposed to the eye ball as a whole) is directly above the corners of the mouth from both the front view and the profile(side view). Hope this helps a little!
Peace!
Thanks for all the tips. When I start to do some serious modeling I will certainly be well equiped.
Thunderwatch
01-23-02, 08:24 PM
Excellent advice all around! :) Thanks mucho.
--TW
impending
01-23-02, 10:48 PM
Hello Thunderwatch,
You mentioned you are having some issues with rounding/curves/lumps etc - others have given you advice you'd be wise to follow, perhaps this additional info will be of use. First, I rarely change the Z intensity when modeling - I set it to "1" then use repeated strokes to build or lower the area I'm working. This will avoid "lumps" in this area. You will naturally need to adjust the brush size as the model dictates.
There is a 3rd adjustment you should make often - you should adjust the graph found in the Transform palatte as seen below.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1011854841nwb.jpg
This graph determines the shape of a stroke of ZAdd or ZSub on your model. I've mirrored the graph to help you visualize the effect of the graph shape. The graph on the left is the default graph setting. It will produce a stroke which is sharply defined, narrow with a high tight ridge. The right graph setting will produce a stroke with gentle curving sides and a broad ridge. If you look at the combined shapes of the mirrored graphs they give a good approximation of how your stroke will be defined. There will definitely be times when you are modeling that one or the other will be most correct. When I model, this graph palatte is always open because I'm always adjusting the slope of the graph for the task at hand.
Note: When doing a "move" transform you will want the graph to be in it's default shape (steep) otherwise the move transform will create an abrupt transition on the areas just outside of your brush size. Try all of the above on a sphere to see for yourself.
Enjoy,
jd
Thunderwatch
01-23-02, 11:51 PM
Thanks, jd! :D :D Great advice. I haven't yet dabbled with the modifier curve -- sounds like I need to.
Messing with the z-intensity is definitely causing the lumps. I'll keep it at a low constant value and see how that works.
Thanks again -- very practical advice. :)
--TW
Thunderwatch
01-24-02, 12:49 AM
Seeing how my signature looks....
Thunderwatch
01-24-02, 12:53 AM
One more try. Trying to get the link working in the signature...
Thanks for the information. that was a very good illustration of the effects of the settings Thanks a lot for passing that information. Another tip for my collection.
far as i can see it looks as if your using your Draw size a little to small for the lips make it a bit bigger for more of a smoother look then push pull it back if you want it smaller,
and try this begin model here http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=003151
i changed a few setting its like start model in your z folder but a little differnt see if you like these setting when modeling. :tu:
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