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Pixolator
04-19-01, 07:45 PM
Hi :),

The purpose of this mini-prop-tutorial is to show how to merge two 3D tools into one.
In this example we will create a simple Axe Tool by first creating the Blade Tool, then creating the Handle Tool, and then combining them into one tool that can be used and saved as an Axe Tool. (It is possible to combine more than two tools, but the method described here is most effective when only two tools are used.)

Creating the blade…
http://www.pixolator.com/images01/PropAxe1.jpe

Creating the handle…
http://www.pixolator.com/images01/PropAxe2.jpe

Combining the blade and the handle…
http://www.pixolator.com/images01/PropAxe3.jpe

I hope you’ll find this helpful :D

Nikko
04-19-01, 10:08 PM
Hey, Pix, What would be the best way to get this axe to be identical on both sides, not flat like it is on the back? Would you just reproduce it again, back-to-back with the first copy? I had a little trouble trying to do it this way. I'm not quite sure what I did wrong. Thanks for your help.

:cool:

CDEdwards
04-20-01, 06:16 AM
Well, I don't know with the axe, but with some of the props I've been working on, I've found myself rotating practically 360 degrees around objects in order to get the desired effect. Take a look at my Gem Stone Tutorial (http://www.electrobotics.net/Wow/ZTutorials/4/index.html) for a sample of what I've been doing.

Pixolator
04-20-01, 07:27 AM
Hi Nikko and CDEdwards, welcome to ZBrushCentral :)

Nikko: Here is one way to get the blade the same on both sides (not flat side)
http://www2.zbrushcentral.com/zbc_uploads0/Pixolator-987776801bdw.jpg

Another would be to import the one-sided blade twice and have the 2nd one rotated 180 degrees.
The prop above may not have sufficiently sharp blades, if you would like me to explain the double import sequence, please let me know.

-Pixolator

CDEdwards
04-20-01, 07:41 AM
Yes! Please explain the double import sequence for clarity. :) I have some ideas for that technique. :)

Nikko
04-20-01, 08:18 AM
Thanks, Pix, for that new tutorial, the double-sided axe.

As far as the double-import goes, I GOT IT! At first I ended up with this double-flat-sided axe with the detail on the inside, till I realized that I had to move the second import 8 in the z axis to match the sharp edge of the first. Otherwise, most of the masses of the two imported blades are intersecting each other, not visible.

Thank you Pix, your tutorials get me thinking.

Nikko

CDEdwards
04-23-01, 02:18 PM
Pixolator, I'm having trouble doing the following.

On part 3 of 3, after step 2, I'd like to apply the Tool: Texture: TXR->COL to the axe handle with a fast shader material. Ok, I do that. I now perform steps 4, 5, and 6. Now, I'd like to apply a metal material to the axe blade. Trouble is that even though the handle is masked, the material is still applied to the axe handle as well as the axe blade. I can eventually get it to work out by inverting the selection and doing another fill object with the fast shader and reapplying the TXR->COL again, then inverting and applying the metal texture to the blade. Suppose, however that there is a 3rd imported object in this process with a 3rd type of material. I have found no way to complete this process with 3 assembled objects. Is this a bug , or am I doing something wrong? I know that I can go in later and touch up paint color, material, etc., but it would simplify the process greatly to be able to apply materials to individual parts as a prop is assembled.

Thanks. :)

Pixolator
04-23-01, 02:55 PM
Hi,
Nikko: Good point :) the imported blade would need to be displaced in order for it to be visible and not to overlap the existing blade.
Note: While importing multiple objects you may find that parts of the imported object may become invisible.
If you encounter this, then simply activating the “Double” option in the TOOL:MODIFIERS submenu will make all polygons visible. The double-sided option can be -at any time- turned off/on but it should be activated only when needed because it would force all polygons to be rendered (even those that are in the back/hidden side of the object) which will result in slower rendering speed due to the increased number of polygons that need to be rendered.

CDEdwards: I will post today/tonight a more detailed explanation of the multiple (3 or 4) import procedure, which you may find helpful :)

-Pixolator

Pixolator
04-24-01, 08:38 AM
The PolyMesh3D tutorial is now posted in here (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=000074).

Thor
01-02-04, 08:25 AM
Sorry about posting to such an old thread...

...but I'm having trouble with this tutorial.

I seem to be missing the part where the bevel is applied. :confused:

When I finish the steps in part 1, the blade is completely flat. How do I sharpen the blade?

http://www2.zbrushcentral.com/uploaded_from_zbc/200401/user_image-1073060715oul.jpg

Thanx.

Hmmm... seems to be a "Deformation:Taper X,Z 50" step that's missing from part 1

Mike Bailey
01-02-04, 04:37 PM
In part 1 step 4 perspective click XYZ before you enter value -50.