ZBrushCentral

close the eyes without ruining details

Is there anyway I could close a eye in zbrsh layer without ruining the details? sculpted a velociraptor and currently in the process of creating layers for the eyes and nostrils so I can animate the raptor to blink and sniff. The thing is, there are details on the raptor’s eyes that keeps stretching unnaturally whenever I use the move brush to close it. here’s how it looks;

compare it to when it’s open, you can see it’s stretched

I test rendered it in maya with normal maps applies and the map stretches unnaturally and the details doesn’t show much

is there anyway I could fix this?

Attachments

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I’d probably be using subtools. The eye would be a separate part from the body.

do it as a separate subtool and then add it up later?

Add? If you have the body as a subtool and your eyes as another one or two more, you can select the main mesh object and shift points of the eyelid.

So, ypu mean, make a closed version of the eye a separate subtool, and then have the main mesh morph into it? I still have to move the eye lids down with my move brsh right? What difference would it make?

Actually your problem comes from compression vs stretching. If you want to have a clean blink you need to model and sculpt everything in a relaxed position (near closed), and then move your shapes into place for an open eye where the compression should be hidden by the fact that you’re pushing it all up into the eye.

Does this mean I have to retopo the eyes almost closed and resculpt it? I’ll give it a shot, thanks for the tip! :wink:

Resculpt, yes, retopo, no. If your original topology was good just use that.

Would you say it would be much safer to keep the raptor’s mouth closed and retexture it before i take to maya for rigging?

Doesn’t really matter when you build your rig. Would I fix all errors before skinning it? Yeah. But, nothing is really all that linear in CG and you can always fix things after the fact. But planning ahead saves you that time later on.

ok thanks for the reply :slight_smile: