1. #31
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    ah; instead of using a cylinder, use the Hcylinder insert mesh--when using this method, your insert mesh needs one (and only one!) hole on it. Drag that out on your polygroup, then ctl-drag twice; it should interpolate the geo correctly. turn off the geometry > smt modifier to have a "harder" transition.
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  2. #32
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    Ah ha! That worked. So it does need to have a hole in it to connect correctly. That's exactly what I needed to know. Thanks!
    Last edited by film_guy01; 08-16-12 at 08:50 AM.

  3. #33
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    Yeah, does the mesh you are inserting have an open end? What you are getting is the imperfect hole at the pole of a closed cylinder. Use the HR cylinder insert brush, click on the new polygroup of your base shape and draw out the open ended cylinder on that group, cntrl swipe, cntrl swipe and bob's yer uncle.
    Last edited by Kanga; 08-16-12 at 11:59 AM.

  4. #34
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    @Pavlovich

    Thank you very much, that's would do it! I am kinda surprised that none of the beta testers actually asked for better implementation of such features considering that we are actually talking about asset management. It is bit odd you cannot delete a brush from the set as well.

    ...or maybe that's just me talking considering that I have, yet again, another issue to clear up

    Curve Snap Surface Brush - Adjusting length resets the curve order

    I think there is a problem with Curve Snap Surface Brush because whenever you are adjusting the length of one particular curve (alt - ), the order of all curves gets rearranged. On example, even your curve was created on the first place, every update to the length rearranges that curve to to the last place in the order. The problem is that any change in the order makes your surface twisted.

    Cheers!
    Ivan
    Last edited by moth3r; 08-18-12 at 06:41 AM.

  5. #35

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    Hi, I was just wondering in the one video you create a ring by drawing out the curve and then holding shift. I can't seem to get this to work, it just makes the curve a straight line, and the one or two times I have gotten it to "work" it only goes about half way around. Any suggestions?
    http://morgancrooks.blogspot.com/

  6. #36
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    @moth3r

    Who's saying we didn't ask?? :-P

    @Unbeliever88

    Hi, I was just wondering in the one video you create a ring by drawing out the curve and then holding shift. I can't seem to get this to work, it just makes the curve a straight line, and the one or two times I have gotten it to "work" it only goes about half way around. Any suggestions?
    Depending on the topology of the underlying mesh that you're trying to make a ring around, it can sometimes have a hard time completing the ring all the way around the mesh, I've had that happen too. In fact, on my creature guy, when I tried making a ring around his neck (with the mouth sculpted inwards) I was having a hard time; I had to temporarily store a morph target and sculpt his mouth / neck cavity out for the topology curve drawing to get the curves to successfully go all the way around.

    I would say that if you're going across an axis with symmetry turned on, go ahead and turn symmetry off...and like I said about the mouth / neck cavity example, you can temporarily fill in problem areas of your sculpt if your ring isn't going all the way around the mesh. Not an ideal solution but I haven't played with it enough to find a better one. Usually what I use it for is going around simpler shapes (simple rectangular / trapezoid shapes, cylindrical arms / legs / fingers, that sort of thing) and it works 90% of the time. Shoulders can be trickier and the shift + leave mesh technique doesn't work, usually have to "ring" it manually in those cases.
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  7. #37

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    Yeah, that seemed to work, thanks.
    http://morgancrooks.blogspot.com/

  8. #38
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    @Pavlovich

    Quote Originally Posted by Pavlovich View Post

    Who's saying we didn't ask?? :-P .
    LOL, I got my peace of mind Thanks!
    Last edited by moth3r; 08-21-12 at 02:31 AM.

  9. #39
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    totally posted in the wrong tread

    REMOVED ..
    Last edited by Bertmac; 09-02-12 at 03:20 PM.
    www.Muezli.com with lots of fresh fruit and yogurt.

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    Hey Pavlovich,

    Thanks so much for your videos, they've helped me a lot in trying to figure out how to do this model I'm trying to do.

    Basically, I'm making a few twisting ropes that intersect each other in knots. (this curve insert brush seems amazing for this) I am having a problem though and was wondering if there was a way to twist a brush along the curve? I played with the twist settings in the brush menu but it doesnt seem to twist the insertMeshBrush I created.

    I also tried twisting the insertMeshbrush model its self but in order to get the amount of twist I want I need to make the model pretty long so I cant get the fine bends that I need to make knots. I hope this makes sense...

    Is it possible to twist along a insertMeshBrush curve?

    Thanks,, and thanks again for your videos.

  11. #41
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    therrrrrrre used to be an option available for twist, but it was removed. The best solution I've come up with is making a thin cylinder and wrapping your curve down that; someone might have a better solution (maybe try making a straight curve and using twist under the deformer menu). Or maybe something fancier using ZSphere rigging.

    Not sure of a super great way to do this off the top of my head
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  12. #42
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    Quote Originally Posted by Pavlovich View Post
    therrrrrrre used to be an option available for twist, but it was removed. The best solution I've come up with is making a thin cylinder and wrapping your curve down that; someone might have a better solution (maybe try making a straight curve and using twist under the deformer menu). Or maybe something fancier using ZSphere rigging.

    Not sure of a super great way to do this off the top of my head

    They took it out? Damn... I guess it's only helpful on certain instances like what I'm trying to do.. I'll give that a shot.. Thanks!

  13. #43
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    Wink Appreciation and Scale transpose problem

    Hello Michael, I'm a very BIG fan of yours,, in fact your comprehensive tutorial on zbrush helped me get started on Zbrush and i am really proud of your teaching style! please keep it up!

    On the insert mesh videos on Zclassroom i have a question...

    in the second video,, somewhere around 5:59 mins of the video,, you used the scale transpose tool to scale the cube, i tried that with mine and it is not using the last transpose circle as pivot point,, it is scaling the object from the object centre and if i try the middle circle, it does uniform scale,,
    i tried tweaking the preference menu to get a better result,, all to no avail,, please tell me what I need to do

    I am currently using Zbrush 4R4

  14. #44
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    Default Curve Mesh Insert Question

    Hi,
    I'm pretty new, been watching a lot of tutorials, thanks for making some

    I think I know the answer, but I thought I'd ask to be sure since there are so many options buried in the interface for someone relatively new to 3D period. I know you can change the size of a whole string of instances in a curve by changing the brush size, and the fade to a point like with the tentacles, but it seems to me they missed a great opportunity to have the option to control size/spacing with pressure sensitive pens. That would have allowed more expressive control. Or maybe I've simply missed it, but it seems to me you would have included that method in one of your tutorials if there was.

    Anyhow, having fun with it, I'm better at creating from imagination in 2D than 3D for some reason. I also wanted to ask if you recommend any particular method for learning human/creature anatomy, since my knowledge is unfortunately lacking in that area, I can of course create from reference, but I'm trying to get to the point where I don't need references less.
    "Art is a lie that tells the truth." ~Pablo Picasso
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    Quote Originally Posted by The.Great.ESCape View Post
    Hi,
    I'm pretty new, been watching a lot of tutorials, thanks for making some

    I think I know the answer, but I thought I'd ask to be sure since there are so many options buried in the interface for someone relatively new to 3D period. I know you can change the size of a whole string of instances in a curve by changing the brush size, and the fade to a point like with the tentacles, but it seems to me they missed a great opportunity to have the option to control size/spacing with pressure sensitive pens. That would have allowed more expressive control. Or maybe I've simply missed it, but it seems to me you would have included that method in one of your tutorials if there was.

    Anyhow, having fun with it, I'm better at creating from imagination in 2D than 3D for some reason. I also wanted to ask if you recommend any particular method for learning human/creature anatomy, since my knowledge is unfortunately lacking in that area, I can of course create from reference, but I'm trying to get to the point where I don't need references less.
    oops... invert the order of 2D and 3D there...better creating from scratch in 3D
    "Art is a lie that tells the truth." ~Pablo Picasso
    Check out my deviantART account if you are so inclined: http://th3-gr3at-escap3.deviantart.com/

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