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Kircho
12-06-02, 03:05 PM
HI everyone well , what the saying, long time lister first time speaker :).
I have really enjoyed reading and learning from this forum and finally I decided I would contribute my work :)

THe whole piece is done in less then 3 hours at moment its in the process of being cyclised:

http://www.darkside3d.co.uk/kircho/Alien_Persp.jpg http://www.darkside3d.co.uk/kircho/Alien_Front.jpg

Now I want to voice my question if I may :)
After doing Mr.Brilliant tut on marker/adaptive skinning I was very exicted.
But I found twoproblems going into the modelling process:

1- the objects are very hard to place in the right possition. as there are no manipulators and or snapping to add in rotation and translation?
----Is there way to over come this?

2- When the mesh is joined and skinned with adaptive skinning the edges where the surfaces meet are still quite sharp and very hard to get rid of with smoooth!
--Is there a better technique for smoothing the different components.

------------
Lastly I wanted to extend my sincere gratitude towards the developers of Z-brush, as it really has opened anew way of workflow and deign for me :)

thanks

take care

Kiril

<font color="#949494" size="1"> December 06, 2002 Message edited by: Kircho </font>

<font color="#949494" size="1"> December 06, 2002 Message edited by: Kircho </font>

aurick
12-06-02, 03:55 PM
Welcome to ZBrush Central!

When you are in Edit Mode, hold down the Shift key to activate rotational snapping. The object will automatically snap to the major axial planes. You can do this with the individual pieces as you are placing them in the first place, and then again with the MultipleMarker group while you are repositioning the pieces within it.

The initial mesh created by the MM tool Make Polymesh action will always have sharp edges. This appears as a new tool in your Tool palette. From what you've said, odds are good that you have the polymesh object drawn on the canvas and think that it becomes the unified skin object. This isn't the case! The Make Unified Skin action also creates a new tool in your palette. In both cases, the tool from which the new one is created remains unchanged. This allows you to easily make modifications to the object itself or to the skinning settings if you aren't satisfied with the results.

So after skinning, you need to delete the current object from the canvas and choose the new skin object in the Tool palette. You can smooth out edges during the skinning process by adjusting the mesh resolution slider and the Inventory>Smt slider (smoothness).

Kircho
12-06-02, 11:42 PM
Ji again well I solved one of the problems I can now creat quite smooth intersections, it turned out to be a mix between resolution and Smt.

But the second problem I can not over come.
The problem is that after I mark my objects and use the marker tool to draw them again, It is very difficult to rotate the object to the right angles.
Also I get this really annoying thing where I will rotate the object and then it will go back to its original rotation after I click it again;(
rotation_problems.txt (http://www2.zbrushcentral.com/zbc_uploads/user_file-1039246853shl.txt)

here is a little z-scipt recording I made to illustrate the problem.

I have another question about what determines the angle of snapping ...but that can wait until later.

thankyou kindly for you help so far

take care

Kiril

aurick
12-07-02, 01:24 PM
Try checking out my answer to someone else with a similar problem in this thread (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=004796). I went into a lot more detail, and talked about using the Rotate gyro along with Transform>Modifiers>Info to be very precise with orientations.