1. #16
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    Another thing that might help is to add a couple of extra spheres. I think this will help in two ways. It will keep the region from the top of the head from being directly connected to the shoulder and also less to the face (circled in red/green below). it will also allow you to "think cube" by allowing you to have the neck sphere protrude more from the face of the cube rather than the edge. Notice how this produces much less stretching of the underbelly (in yellow).

    morespheres.jpg
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  2. #17
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    I'll give that a try, I've also mulched thru Jason Belec's Zsphere thread for the past several hours making notes, printing some of the tut's and planning some tests... this is going to be fun...or at least lead to a brian freeze.

    thanks.

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  3. #18
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    Default all your replies helped... here's the pudding.

    Thanks to everyone who posted info and suggestions, they were a great help, esspecially the Zsphere thread, wow, thats a long one. Here's what I did with all your suggestions...
    scrub diver 1 copy.jpg
    ZBrush Document a.jpg
    I have a lot to learn about zsphere's, storing mt's, and posing but I like it!
    Last edited by threetails; 12-30-06 at 02:38 AM.

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  4. #19
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    Default Here's some better shots.

    scrub diver 2.jpg
    scrub diver 3.jpg

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  5. #20
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    Very nice work so far!
    Jason Belec
    Kiss Your Sister Studios... YEAUCH

    Eternal Zsphere thread : 'Origins' begins... : Liquid Maya

    Jason can be reached at Cowboy Feng's Spacebar and Grill. If you know where it is, you are indeed privileged. It's your round.

    'Obey me! I am ROOT!'

  6. #21
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    Thanks so much J.B. ...Still can't divide poly's, beyond the 2.6 mil mark for the high freq details. But, I've glanced over a process that was posted recently exploring, uv's... breaking the sculpt into polygroups...cloning...preserving edges...I've forgotten the rest, so i'll search this one and try it out. Is there any other way to do this while staying native to ZB.

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  7. #22

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    Great stuff. Congrats.

    For details above 2.6 million I would recommend painting a Bump Map with the Bump Viewer material. You can find a rough tutorial here:

    http://www.zbrush.info/site/index.ph...iewer_Material



    r

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    Ryan, Thank you for pointing me in the right direction. The www.zbrush.info site is great. Lots of good Info there, to get me thru these next steps. Hope to post more finished pieces soon, of all the work I've been holding off, untill I get a better grasp of the detailing, texturing, and rendering process in ZB. Thanks again.

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  9. #24
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    Default here's some more

    Here's another guy using the Zsphere set up. Hope everyone likes.
    splinter_bug_01.jpg

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  10. #25
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    Interesting. Ear wig from the planet Scary?
    Jason Belec
    Kiss Your Sister Studios... YEAUCH

    Eternal Zsphere thread : 'Origins' begins... : Liquid Maya

    Jason can be reached at Cowboy Feng's Spacebar and Grill. If you know where it is, you are indeed privileged. It's your round.

    'Obey me! I am ROOT!'

  11. #26
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    So you're getting the hang of it?
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  12. #27
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    Default hanging on with a little finger....

    Jason and Bill, I've made really simple forms with them before but I would like to get more complex, like some of the designs on your thred J.B. I'm, going to keep posting images and trying to get the posing aspect down better. still not sure how the morph target works after you make the polymesh but i'll keep testing.
    This was an old design for a friends Indi. Film It's a "Brain Bug, thingy."
    I'll post a few others, soon.
    Last edited by threetails; 01-07-07 at 05:48 PM.

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  13. #28
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    Ummm, morph target is on zspheres before you got final preview and start modelling! No polymesh, this is a live structure across levels under preview. Or I misunderstood your query.
    Jason Belec
    Kiss Your Sister Studios... YEAUCH

    Eternal Zsphere thread : 'Origins' begins... : Liquid Maya

    Jason can be reached at Cowboy Feng's Spacebar and Grill. If you know where it is, you are indeed privileged. It's your round.

    'Obey me! I am ROOT!'

  14. #29
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    So Jason, your sculpture is created entirely while previewing your Zshere's..ok...Would that be thru all the subdivisions as well, only returning to the lowest subdivision before morphing back to zshere's to adjust the pose? or do i even have to return to the lowest sub div before morphing. After crusing your thred i realy thought i had it but i clearly ....ah.....don't
    What is pose to pose?

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  15. #30
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    To adjust the pose you just jump out of preview, thus you are in zsphere mode and you can reposition following some basic rules - trial and error seems to work for most people. Then back to preview mode, it will always jump to the highest level, sorta weird, but that's how it works.

    Morph is stored when you have got all your zspheres in the right place and before you intend to sculpt. This allows repositioning of the zspheres later on. If you don't do it this way, all kinds of crazyness can happen. You set the levels of deatial in the Adaptive tab under Tool at the bottom. Then don't play with this again. To go up and down resolutions, use the division/level tabs near the Top of the Tool palette.

    Sounds so complicated, but like anything else, you just have to do and test and do!
    Jason Belec
    Kiss Your Sister Studios... YEAUCH

    Eternal Zsphere thread : 'Origins' begins... : Liquid Maya

    Jason can be reached at Cowboy Feng's Spacebar and Grill. If you know where it is, you are indeed privileged. It's your round.

    'Obey me! I am ROOT!'

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