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View Full Version : Hand examples using 1.5



Mackarel
09-03-02, 01:09 PM
I recently purchased the full version after using the demo and I have been trying out the new Zsphere tool. I had some success with a bird model and I thought I would try to model a hand, easy I thought, but nothing looked right. The only way to get it looking some bit like a hand was to have zpheres unconnected at the wrists and adaptive skinning the model. The Problem comes with the skin over the wrists. The adaptive skinning produces these unsightly ridges where the unconnected Zpheres are. The way to sort this out was to make a unified skin from the the resultant adaptive model. This works but creates very large polygon counts. Is there another way to produce hands from Zpheres with the adpative skinning process?


http://www2.zbrushcentral.com/zbc_uploads/user_image-1031083488vtd.jpg

gughunter
09-03-02, 01:16 PM
I think I remember seeing something about an option to optimize meshes (intelligently reduce the number of polygons). If that's correct, you might be able to mask out the high-detail areas and optimize the broader, flatter areas. No doubt someone more knowledgeable will come along with an answer, but this might be something to experiment with until then. :)

KenH
09-03-02, 04:12 PM
There is an optimise feature under the deformer menu, but it seems to make uniform meshes all lumpy after you use it.