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Pixolator
05-17-01, 01:04 AM
Hi :)
This tutorial describes one of the methods that can be used when modeling a 3D object. The key points within this tutorial are the method of subdividing a 3D object in order to get higher resolution mesh and the use of the editing curve and its impact on the resulting surface.

Rendering Mode Note: I usually choose the RENDER:FAST RENDERER mode when I model a 3D object. This mode is faster than the preview renderer mode and by ignoring any material information that you may already have on the object, it reduces material-shading distractions.

Select the FAST RENDERER mode, and let’s start…

http://www.pixolator.com/images01/oldhead/oldheadstages.jpg

1. We will be using the Sphere3D tool as a starting point. Select the Sphere3D tool. Activate the TOOL ::MODIFIERS ::SYMMETRY ::X mode. Set Tool ::MODIFIER ::Deformation ::Initialize ::HDivide=64 and VDivide=32 . We start with a relatively low-resolution (polygons count) mesh because it is much easier to mold the base shape of the head when there are fewer polygons, further more, less polygons means faster interaction speed. As we add more details to the model and we find that the current resolution is insufficient, only then we may choose to increase the mesh resolution (either globally or only in the area that requires higher resolution). In this example I have turned off the TOOL ::MODIFIERS ::SH and SV which disables the subdivision renderer. We do that because you may find it easier to model the head when the object is faceted and you can easily see the actual polygons. When done with the modeling session, you may reactivate the SH and SV in order to get a smooth surface. Now, draw a sphere in your canvas and rotate it such a way that the poles of the sphere are pointing up and down (and not in/out, as it is drawn by default). We choose this orientation of the sphere because it will make it easier to align the nose/eyes/mouth to the polygons grid. After you have drawn the sphere in the canvas, enter EDIT ::DRAW mode and draw the front features of the face. Switch to EDIT ::MOVE mode and use push/pull actions in order to deform the sphere into a head looking like object. Notice that when drawing the front features of the face, you should try to align these to the existing polygons grid (which is the reason that we have turned off the SH/SV).

2. Continue editing...

3. Continue editing until you get to the point that you are satisfied with the overall shape of the head and ready to add finer details.

4. Increase the mesh resolution by using the TOOL ::MODIFIERS ::DEFORMATION ::Divide function and then apply TOOL ::MODIFIERS ::DEFORMATION ::Smooth at 100% once.

5. Continue using the EDIT ::DRAW and EDIT ::MOVE mode until you get to the point that are satisfied with the overall shape of the head and ready to add the finer details.

6. Increase the mesh resolution by using the TOOL ::MODIFIERS ::DEFORMATION ::Divide function and then apply TOOL ::MODIFIERS ::DEFORMATION ::Smooth at 100% once.

7. If you feel that you would need even higher resolution in specific areas then you can use selective masking before applying any further subdivision. In this case, I opted to increase the resolution in the eyes, nose, mouth, and ears.
7a: In order to apply the masking, you need to be in EDIT ::DRAW mode and holding the ‘control’ key while drawing in these areas (Note: the masked area is drawn darker than the unmasked area).
7b: Use the Tool ::Modifiers ::Selection ::Inv to inverse the masking. This will now apply the masking to the other areas and remove the masking from the area that we wish to subdivide.
7c: Apply TOOL ::MODIFIERS ::DEFORMATION ::Divide once. Now the object has higher resolution in the eyes, nose, mouth, and ears areas.
7d: Press the TOOL ::MODIFIERS ::SELECTION ::CLEAR in order to remove the masking and the apply TOOL ::MODIFIERS ::DEFORMATION ::Smooth at 100% once. If you intend to model a young looking (smooth surface) face, then you can simply continue using the edit mode and add further details to you model. In this example, we are interested in creating a rough/old looking surface so we continue with the next step…

8. The shape of the editing brush is by default a very ‘soft’ brush. In order to continue and model the face to have a rough surface we need to modify the brush shape.

:ex: The shape (fall off) of the editing brush has a significant impact on the type of surface that will be created!.

To modify the editing brush we need open the curve control which is located in the TRANSFORM ::MODIFIERS sub palette. By default the curve looks like the image below…
http://www.pixolator.com/images01/oldhead/softedittip.jpg
We need to modify its shape in order to get a sharper-editing tip. Click on the middle dot and move it up in order to get shape similar to the image below…
http://www.pixolator.com/images01/oldhead/hardedittip.jpg
Now the editing tip is ready, lets continue…

8a: While in EDIT ::DRAW mode, draw on the model and you’ll notice that the surface is losing its smoothness and becomes much rougher. You may need to adjust the ZIntensity and brush size in order to get the impact that you are looking for.
8b: a zoomed area of the face.

9. Continue editing, try using various editing curves, ZIntensities and brush sizes in order to get a better feel of the impact that these controls have over the surface.

10. Reactivate the SH and SV and we are done.


While working on an image, I usually end up modeling several variations of the main creature head. These models do not get to be used in the image, so here is a page with some of these models…
http://www.pixolator.com/images01/Models01.jpe

Notes:
1. You may even start with a lower resolution mesh (SH=32 SV=16)
2. If you have reached a stage in your modeling that the object has a lot of fine details but you are simply not satisfied with the shape of the model, you may want to use the TOOL ::MODIFIERS ::DEFORMATION ::Optimize (once or twice) in order to reduce the mesh resolution and continue from that stage.
3. I usually use the EDIT MOVE mode when modeling a large area of the object, use the EDIT DRAW mode for fine details.

I hope that you’ll find this tutorial helpful,
If you try this tutorial, please post your image/s and finding.

Pixolator

CDEdwards
05-17-01, 04:27 AM
:eek: Whoa! Looks good. :) My head modeling technique is a little different than this one. I'll have to give this one a try and see how it feels. ;)

ed_the_atom
05-17-01, 05:08 AM
yep.......had a quick play with tutorial....I always had in the back of my mind the half-baked knowledge of the draw tool and its modification abilities.......but there it remained.

I have achieved some photo-realistic heads, with just the default editing brush.......a lot of time and a lot of practice. Now with the editing brush modifier I can model faster and better.....all the hours of practice have helped.......now I'm blown away.

My initial approach to the sphere and head is far different to yours Pixolator, I also never add resolution, but that is my way. I will be posting a head, which I might add I can't wait to draw, when I find the time in the next few days. I have hit pay-dirt, and my ZBrushing is now in orbit....watch this space. I urge everyone to experiment and experience. Throw away your cameras!

Many thanks .....

Nikko
05-17-01, 06:56 AM
THANK YOU, Pixolator! There was some very good info in there I hadn't considered. I can't wait to apply it.

CDEdwards
05-17-01, 10:34 AM
After thoroughly reviewing the tutorial, I realize that my technique is not much different, I just do a little more prep work in the beginning, and then a few other things during the modeling. :) Here are some of the things I do that you may want to try in addition to the steps Pixolator specified above.

Sample Head
------------
http://www2.zbrushcentral.com/zbc_uploads0/user_image-990118762euo.gif

Prep Work
----------
After placing the sphere I enter Edit mode and
1) Modify my sphere to a more oval shape, by changing the Tool ::Initialize ::X Size and Y Size to 75.

2) Tilt the head by changing the Tool ::Deformation ::Rot X to 105.

Other steps
------------
1) I find myself constantly changing Draw ::Draw Size and Draw ::Z Intensity. The Draw ::Draw Size varies the area covered, while the Z Intensity varies the depth of the features. I mostly use a Draw ::Z Intensity of between 1 and 10.

2) I often mask just one particular feature and work with it individually or in pairs (using the Tool ::Symmetry ::X), like the eyes, ears, nose or lips.

3) I resize these individually selected features using the Tool ::Deformation ::Size XYZ, especially for lips, I use Tool ::Deformation ::Inflate.

4) Also, while having the individual or paired features selected, I use the Transform ::Edit ::Move and

5) Oh yeah, and lots and lots of model rotating while modeling. Not the Tool ::Rot X, Y and Z, but the Transform ::Rotate or while in Edit ::Draw Pointer mode clicking and dragging outside the selection sphere. Rotate the model 360 degrees over and over again until the model looks acceptable.

s o u t h e r n
05-17-01, 12:23 PM
Hi Pix,

Top tutorial as usual.

http://www2.zbrushcentral.com/zbc_uploads0/user_image-990127384ngq.jpg

S

ed_the_atom
05-18-01, 06:31 AM
Yep well .....

It's all very fine to draw what I see as simple heads. I know nobody cares......what I think or do.......all unproven as yet ....
A child could model all I've seen so far. How about extending Zbrush to where it can go? :)
And if I sound Like an_______ it is because I am One.
Let's see some good stuff please.

I'll put my money where my alcoholic mouth is as soon as I have had my birthday party...yep first day of school tomorrow....and worked Sunday for 8 hours.. which is USA's Saturday. The States.......so yesterday, man......

Pix please delete as I go... thanks

impending
05-18-01, 09:00 AM
Hello Pixolator,

Someone questioned, "do you ever sleep?" - ha - they noted your posting was time stamped about 4 in the morning. I notice this thread is stamped a much more reasonable 6:31am ;) ;)

As everyone else, I enjoy your tuts. From this one I've learned the low to high poly progression, makes sense. I've always started at max resolution. Some tools I create specifically for export so I avoid any area selective division (causes possible texturing issues).

As a suggestion, your fine tutorials would be enhanced if some of the numbered instruction images could be linked to a full scale image. This would exceed the benefit of the closeups. I feel guilty even suggesting this additional effort but if it's true you don't need sleep . . . . . :cool:

jd

upham
05-18-01, 03:29 PM
I just want to add an extra tip here that may help some in the future and add some extra precison in your model and texture making.
http://www2.zbrushcentral.com/zbc_uploads0/user_image-990224858jil.gif
Right at the start select the sphere and change it's mesh density (if required) and then simply type "90" in the MODIFIERS> DEFORMATION> RotX box(Pic-2). This rotates the sphere so the spheres "Poles" are facing north and south.(Pic-3). I do this because when you come to unwrapping the model (which you can do with a simply button-press in version 1.2!) - the texture unwraps with the face in the middle of the map. The default sphere draws the sphere with the pole facing towards you (pic-1), and if you built your head with this and unwrapped it, the map would be seriously weird!

In the example above I have unwrapped the head and designed a facial tattoo (called a Moko) for a Maori warrior face, (pic-4 & 5). I have done this in photoshop using the unwrapped map as a template. Then I bring the black'n'white tattoo design into ZBrush via the alpha pallette and apply it to the model, via the heads MODIFIERS> SELECTION> "ALP" button. (Alp = apply a mask from the Alpha pallette). The Alpha mask fits perfectly!. I found the mesh has to be pretty dense for such as detailed alpha map applied to it, which reached the limits of my wee computer, so when I cut into the head via a low ZIntensity- ZSub brush stroke, the design came out a bit pixelated around the edges (live and learn!)

Here is the picture set up with a sigle spot light from above. I've mucked up the material (too shiney/metalic), but I was concentrating on technique here.
http://www2.zbrushcentral.com/zbc_uploads0/user_image-990224927kah.jpg

This method doesn't have to be just for tattoos! You can unwrap the model to create an alpha map in photoshop for certain bumpy areas of the face or define smooth areas. Or simply to create masks for use in other programs.

My 2-cents.
Upham.

Nikko
05-18-01, 05:26 PM
Upham, GREAT tips! Nice looking image, too, or at least the beginnings of one. Those eyes look seriously creepy. Well done.

Stacey
05-19-01, 01:35 PM
Now we're getting somewhere! :) A little light went off while I was working through your tutorial Pixolator! Kathy gave me some help with my tablet, and I'm finally starting to understand the tools somewhat. Here is my first posted image, it sucks, but compared to what I was doing last week I'm so happy! Thanks for the tutorial :)
http://colourz.com/misc/head.jpg http://colourz.com/misc/head2.jpg

Stacey
05-19-01, 02:48 PM
Sorry for posting twice in a row but... is there an eye tutorial somewhere that I missed? :D
http://colourz.com/misc/dragon.jpg

Pixolator
05-19-01, 05:41 PM
Hi :)
Thanks for posting your images and tips :)

Stacy: I have added the Eye tutorial in this thread (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=000308).

upham
05-21-01, 02:37 PM
Hey Pixolator,
I sheepishly have to admit I lazily skipped reading step one, where you mention rotating the sphere, which was kinda my point in my post above. Sorry, I repeated what you wrote.
I definatly learnt something from this tutorial. Especially the brush-curve. That was new to me. Although I do not understand the logic of your graph-curves??. If the graph was a normal X&Y structure .... No, no, hang on I've just worked it out while typing! Doh! You change it (in the second pic) so it rises sharply in the Y direction to start with, producing a more ... um, a tool that punches in or out quicker/steaper. (not sure how to phrase it) I understand now!

Also I've always been a bit freaked by the divide tool on a mesh. See pic below...
I always thought you meant to divide your mesh via the importing of an polymesh tool as you showed me in the Games modeling tut. (and you can't unwrap a .obj spherilized-cube)
http://www2.zbrushcentral.com/zbc_uploads0/user_image-990480422mzr.gif

When I mask a sphere and click divide, I get all these lines through the mask which makes me think I've mucked it up. Now I just realised that it is all the new horizontal and vertical subdivisions in the mesh created by the divide. Am I right? This still means the polygons to the sides and top have been split as well, right?

Anyway, thanks again. I'll post some examples soon.
Upham. (dill-head) :rolleyes:

aurick
05-21-01, 05:42 PM
Okay, Pixolator. Here is the first head that I have created using your tutorial. I haven't started any of the texturing or anything like that yet. Thought you might like to watch the work in progress. Besides, I felt that it was more appropriate to display it at this phase of development so that it would be in keeping with the theme of the thread.

:ex: I would appreciate any 121 from anyone who cares to.

http://www2.zbrushcentral.com/zbc_uploads0/user_image-990492103kvp.jpg

SKELATRON00
07-23-01, 08:13 PM
ok im a beginner at zbrush figers y im postin any way i was wndering does the same go 4 demo :confused: :confused: :confused: :confused: ??? and i know this is a little mean but could include more pics??? thnx. :D ;)

Korr3d
12-22-01, 08:11 PM
I found out about Zbrush two days ago and I decided to give it a try. Since that moment, I cant's sleep because all I think about is zbrush :) I went trough several tutorials and learned a good deal about the software.

Here is the first project I completed.

http://www2.zbrushcentral.com/zbc_uploads0/user_image-1009071860gfo.jpg http://www2.zbrushcentral.com/zbc_uploads0/user_image-1009071902ztb.jpg

After doing this test model two questions remain unanswered :)

:b3: how can I add eyeballs (or other objects) to the model and keep the original models (and others) editable ?

:b3: is there a way to select back the models for more editing ?

I'd apreciate comments about my first model and answers to these questions.

ZBrush is awesome !!

Danny Despres
Http://dreamlords.tripod.com/members/ddespres/

nyugfu
01-27-02, 09:10 AM
<BLOCKQUOTE>quote:</font><HR>
It's all very fine to draw what I see as simple heads. I know nobody cares......what I think or do.......all unproven as yet ....
A child could model all I've seen so far. How about extending Zbrush to where it can go?
And if I sound Like an_______ it is because I am One.
Let's see some good stuff please.
<HR></BLOCKQUOTE>

Ed, if you could do these heads as a child, you must some sort of an artistic prodigy. However, I've seen some of your posts such as Malcolm M, and if a child could do the heads above, a fetus might as well do that one. Perhaps you were just new to ZBrush at that time and didn't have the knowledge or practice to bring out your artistic skills into the 3D program. Still, it seems rather odd how harsh you are to other users about proportion and anatomical details when you can post your figures without being totally embarassed.

It seems as though you judge the aesthetic qualities of the model based solely on reality. You seem to know a great deal about human anatomy. However, your execution so far has been terribly poor. I'm amazed by the knowledge you have shown in some of your posts about anatomy, yet I'm equally amazed that someone who is so familiar with the muscles of the human face could model figures as disproportioned and awkward as your attempts so far. You must have simply memorized facts out of a book, because if you had gained the knowledge from propoer artistic training, your execution would be much better. Sorry to be a bit harsh, but perhaps it's time you taste some of your own medicine.

I just recently acquired ZBrush and I don't have even close to the skill of Pixolator or some of the talented users of this forum, but I have enough training to recognize artistic talent when I see it. I'm sure if Pixolator wanted to do a photorealistic head with standard proportions, he could do so easily and flawlessly. However, I think he is well beyond the rudimentary stage of slavishly copying life and has reached the point where he can stylize the figure and work with his imagination without being hindered.

Maybe soon you can dazzle us with your photorealistic art. But if you are going photorealistic, you might as well do it right, as shown in these two pictures:

wire (http://www.electrowebanimation.com/upload/featured_artist/ULF_LUNDGREN/popup4.jpg)

and the rendered version:

Rendered (http://www.electrowebanimation.com/upload/featured_artist/ULF_LUNDGREN/popup3.jpg)

Xion
09-30-02, 08:30 PM
nice head everybody, for those of you who are using that newbie tutorial that pixellogic posted up, try following that zscript that comes with it, it will make it more easier for beginners to "visualize", rather then reading a crapload of text lol.

ctbram
03-13-04, 05:24 AM
How do I do these tutorials? I go to Tool > Modifier >

and all I have under modifier is undefined???

I can't get past the first couple steps??

When I try the pixolator demo in the program I get "Interface item could not be found".

Can anyone tell me what I am doing wrong please?

Go here for a screen shot of what I am seeing.... http://home.comcast.net/~rmulawa/images/zbrush_error.jpg

Thanks in advance :)

juandel
03-13-04, 05:37 AM
looks like you have simplebrush as active tool - instead of 3dsphere. no symmetry available for simplebrush, its a 2 - 2.5d brush.

to load/activate 3dsphere click on simple brushs icon, a palette with all kinds of tools/brushes will pop up, including the sphere3d - select that one - there you go :)

oops - i just realized that you have loadd the thread as a script. should make it even easier. 3dsphere should be made available as small icon in the tool palettes window - just click on it to make it the active one.

hope this helps

- juandel

Svengali
03-13-04, 06:45 AM
Hi ct,

There are a number of self-running head modeling tutorials built into both the demo and the purchased version of ZBrush.

What's nice about them is they let you run in several modes, each with different levels of info prompting as to what happens during each step of the modeling process. Those would be worthwhile for you to run through to understand the necessary steps (buttons to press.)

Specific to your question, as Juandel says, you must, under the Tool palette, select Sphere3d. Since Sphere3d is a 3d tool, different options appear under the TRANSFORM menu, including the ones you haven't been able to find, that are appropriate to 3d modeling.

After you draw your sphere3d on the canvas, you must go into EDIT mode so the sphere3d can be rotated and edited. You enter Edit mode by either pressing the TRANSFORM/EDIT button or pressing on the T key.

That should get you going.

But I highly recommend the self-running built in demos... they will tell you what you need to know to understand ZBrush methods, procedures and interface.

Sven

ShadowMaker SdR
05-21-04, 12:06 PM
<BLOCKQUOTE>quote:</font><HR>But I highly recommend the self-running built in demos... they will tell you what you need to know to understand ZBrush methods, procedures and interface. <HR></BLOCKQUOTE>

Hi, I am just getting to grips with the Zbrush interface by using the 1.55 demo. I like what I see so far, but I have a question regarding the built-in Head Modeling Session #3. I understand what's happening up until the mouth.

I see that the lips are being drawn, but without anything being changed (apparently) the same draw size, and Z-intensity is used with Zadd still selected and somehow the mouth cavity appears to be formed.

If I try to recreate this all I get is bigger/fatter lips. Is there some sort 'reverse' keyboard shortcut to temporarily change Zadd to ZSub or something like that?

What am I missing?

Greetings

Sander de Regt

ShadowMaker SdR
Culemborg
The Netherlands

BazC
05-21-04, 02:28 PM
Pressing the alt key while modelling will change to z-sub until released :) - Baz

ShadowMaker SdR
05-23-04, 04:14 AM
Thanks...that's the info I needed.
This really saves my *$$ or at the very least helps me understand what's going on in the tutorials.

Greetings

Sander de Regt

ShadowMaker SdR
Culemborg
The Netherlands

BazC
05-23-04, 06:02 AM
You're welcome!