1. #166
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    @Slice There are different ways to deal with situations like that , This is one method. Hope it helps

    -Hide the polygons which you want to delete ,
    -go to the highest subdivision
    delete all the lower subdivisions Tools>Geometry>Del Lower
    -delete the hidden geomentry go to Tools>Geometry>Delhidden

    -then reconstruct your geometry Tools>Geometry>Reconstruct subdiv

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    Thank you Canndis for replying, much appreciated, however, your reply brings up another question... how do I ignore backfacing polygons when hiding some??

    Sorry for being ignorant:P

    Slice

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    you should be careful so that you don't select them , enable the double side visibility form display properties

    Tools>Display properties>Double

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    thanks man i owe you one

  5. #170
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    Default Cool

    Awesome video man! One quick question. Once you combine the two subtools then deconstruct them again to edit; if you combine them once more, will you have to do the whole "export .obj file then import with mergred welds" process again or is that fixed by exporting/importing it the first initial time?

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    Default Mesh group question

    m sorry i have to say this, but i dont know if u have been asked by this problem , gobi; i didnt have time to read all the 12 page and decided to ask u this.

    So here is my problem:

    - i worked with Zspheres to create my basic human model.( i didnt pay much attention to the finger at the time) After every sculpt is done except the finger. i found out that the hand was a mess(4 fingers mesh twish into each other)! u know what i mean ? its hard to explain this without picture, but i will get one for u, if u need.
    when turn on the frame view, my hand mesh seem unrepairable(groups coming together in one place).

    so what do i do?
    my idea is to delete the hand mesh, build another hand(separately) and replace it!

    so how do i delete the messed mesh? when i delete it, i guess that will open a hole in my model. is there anyway to close the hole?
    if i am to build another hand, that means i will have to make the new one into the subtool. this mean connecting a closed mesh(no hole) into the part where there is hole( as i guessed). is this merging possible?

    m sorry my question is a messed up. but i really appreciate it if u can help.

    thanks.

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    Default more question!!

    okay i have read some part of the forum, and here is the more question!:

    to candis:

    continue from ur last reply to SLICE question, i want to ask u this. when we delete polygon, then it will leave a hole. How do i close it?


    Technical question. m working on my model, it has 4million+ polygon. 8 subdiv. i want to make another devision to my model. what RAM configuration should i use?

    M running a Q6600 2.4 Ghz, 4Gb DDR2 1066 ram, Nvidia 512Mb(GF 9500) on ASUS P5Q.

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    continue from ur last reply to SLICE question, i want to ask u this. when we delete polygon, then it will leave a hole. How do i close it?

    Well first of all you have to plan your work,whether you are going to make a hole or not , Zbrush doest not have a fill hole option yet. But this wont restrict you from closing it , you can always take your model to other traditional modelling software , close the hole and get it back to zbrush.

    I work on a very low end system compared to the config you have mentioned,
    Anything beyond 2 million will slow down my work.So Usually if I am modelling a character I plan in such a way that I give more polygons where it is necessary and adding to that in the later stage I do a local subdivision , that gives me resolution where I need , I know it spoils the model but I can easily hide it.

    That said , you can add another 4 gb of ram and make sure that you are using a 64 bit Operating system.

  9. #174
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    Default Thanks

    ok candis, i get it now.


    i want to change to 64-bit, but many of my editing software wont support it. i will have to buy another version of them i guess.
    i still have problem with the finger things..
    Zspheres seems to be unfriendly with making finger. i tried another model and get the same problem, i cant get a clean mesh of zspheres around the finger.


    i tried to connect a hand to my model, but seems impossible. i cant merge it together

  10. #175
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    @dasca_thea

    You can take your base mesh to maya or max join the hand , get it back to zbrush and mask the hand and then project the details.

    I you don't know how to project your model then check out these videos

    http://vimeo.com/3213597
    http://vimeo.com/3213568

  11. #176
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    Don't know if this is the right thread to post it in but was wondering how sculpt stuff as seen in the pictures below?

    Read stuff like



    ........

    for sculpting i use clay,standardbrush with lazy, pinch and flatten brush , but the most is pinch. using pinch with and without alt(zadd zsub) give really different results

    .....
    But I just can't seem to make it work.

    Anyone got any good tips or like a good video that demonstrates a good technique?

    Thanks in advance !
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  12. #177
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    Quote Originally Posted by TastelessTouch
    Awesome video man! One quick question. Once you combine the two subtools then deconstruct them again to edit; if you combine them once more, will you have to do the whole "export .obj file then import with mergred welds" process again or is that fixed by exporting/importing it the first initial time?
    Hello

    now all you have to do is use the new setting in Subtool menu. Which is merge visible with weld on. Once you import them with welded it wil import/export welded.

    Paul

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    Quote Originally Posted by TheDarkKnightNL
    Don't know if this is the right thread to post it in but was wondering how sculpt stuff as seen in the pictures below?

    Read stuff like

    But I just can't seem to make it work.

    Anyone got any good tips or like a good video that demonstrates a good technique?

    Thanks in advance !
    there are several techniques for this. you can experiment with the new Trim and planar brushes in 3.5. Use masking to pull out the parts that you want to extrude out.

    A lot of people use the combination of flatten with the pinch brush. You need to mask out parts that you do not want to effect and use the flatten brush to flat the surface and then go back with the pinch brush to define the edge. Remember to also try using the ALT key with the pinch brush. It will create a really nice effect.

    Paul

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    i would say its a combination of techniques...but to get such detail (in zbrush alone) I would use projection master and sculpt with alphas.

    you can use the mrgbz grabber to create alphas from anything on the canvas.

    Then use that to sculpt with in projection master...although you can sculpt with alphas using the 3d brushes I still use projection master for details because it gives more control over each stroke.

    then retypo when you have theform right.

    you could also extrude polys...


  15. #180
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    Default license question

    Ok, I have a question. I bought and downloaded zbrush 3.12 for mac not too long ago. It is installed in my home computer and it's been working wonderfully, I am really glad I bought it.
    But
    , I read the license file and it says something about being able to install it on your home computer AND in your work computer (so long as you don't use both at the same time). This would be really useful for me because I would love to be able to use zbrush where I work– it's a small design company, and i would like to incorporate zbrush into their workflow. I would be the only one using zbrush, and i would uninstall it if I ever left that job– I wouldn't want to just give them a piece of software I bought with my own money!

    I'd understand if this wasn't possible, the only reason i ask is because i actually read the license text file. If it was possible– it would be really cool.

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