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thx 4 the information Dogbone, now i can explain the reason of 3d triangles more 2 myself and others.
lets make a head with a south pole on top! 
greets joep.
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Elixir
Zbrush demands a different way of thinking to the standard modeling apps that give you lots of options. I like to keep things simple, why have twenty functions to create a mesh when you can get very close to what you want with one. I can create a polygon in Maya and i can create a polygon in zbrush, how i manipulate these polygons comes down to practice and experience in both apps. Having a limited toolset isn't a bad thing, and in the long run is a much faster way to work.
mnmava
Glad to help
my only crit, if you are after a realistic head model, is that the eyes are fractionaly too big, the edge flow seems fine to me though. Nice model.
Steve 8)
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HandleBar,
Thanks for sharing. This is a good companion to Jason Belec's ZSphere thread. Both are full of simple, direct information that clarify a difficult program in so many ways. Both are excellent instruction. How would you add a mouth cavity and throat to one of your heads? How would you use this topology approach to create a human body form?
~S.~
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Hi SNARK
The principle behind making a mouth cavity is no different, you're just pulling polygons inwards instead of outwards, there is also the function in the deformation pallet called offset. Just select the group of polygons you want to extrude inwards and set the offset slider to z and adjust the slider to suit. You can form the throat by adding extra loops to the back of the mouth and tweeking them into shape. As far as making a full body with this tecnique i would definately start off with a zsphere model and make cuts into the resulting polymesh with edgeloops.
Steve 8)
Last edited by handlebar; 04-10-07 at 08:52 AM.
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Looking good Harmonic, glad to help out.
Steve 8)
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Thanks handlebar! I am learning a lot from this thread, I started using Zbrush just a few days ago!
However, I can't play your Zscript, I don't know what could be wrong.
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My efforts
I am loving this method. It is very addictive. It is like trying to solve a puzzle.
Anyway here is my WIP of a base mesh that I am creating that will (I hope) be the base for all my models to come. My goal is to get good face loops with the 5 and 3 poles in areas that will not interfere with the subD, or at least put them in areas of natural creases etc...
Last edited by Elixir; 05-08-07 at 08:59 PM.
Reason: after thought
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Cool Elixir, looks like everyone has there own take on head topology, the're all different in their construction which just goes to show that boxmodeling in zbrush is very versatile. Here's my bace head as it stands now but i'm sure it will be refined more at a later stage.
Steve 8)
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Hi SNARK, sometimes zbrush looses symetry and can be fixed with the smart resym button in the tools/deformation pallete. If you have a complex model with many subdivision levels you need to mask out one half of the mesh and use smart resym for each level. Hope that helps.
Steve 8)
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Hi Snark
The new tweak brush can be used to push vertices around. Use this instead of the move tool.
Alex
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Thanks for the reply, Alex.
I have not had success with the tweak tool but I have had success with the draw tool. When I create a ZSphere head, convert it to polymesh and activate the move tool, the transpose icon appears. If I instead activate the draw tool I am able to manipulate the vertices the way I used to be able to manipulate vertices with the move tool. Is this intentional? Is this the new paradigm?
~S.~
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