ZBrushCentral

Cutting Holes for Eyes

Hi,

I am working on a human head WIP created from a sphere. I want to eliminate the geometry within the eyes, cut it out, to produce openings for the insertion of eyeballs.

I have noticed other work that represents the result I want but, I think this may be done in another 3D program and imported into ZBrush. Is this true?

Can this be done in ZBrush?

Thanks,

Marc

Attachments

Face.jpg

Hello, MGebhart

:small_orange_diamond: You could hide the polygons you want to get rid of using the ctrl-shift drag functions. Then you could go to the tool pallete and find the button under Geometry called <b>delete hidden </b>button this will get rid of those hidden polys.  :+1: 

:small_orange_diamond: But the only way to get them back is by using ctrl-z, so be careful. There are no cut or weld functions in zbrush. :-1:

Quote: :small_orange_diamond: You could hide the polygons you want to get rid of using the ctrl-shift drag functions. Then you could go to the tool pallete and find the button under Geometry called delete hidden button this will get rid of those hidden polys.

This works but, also deletes the geometry front and back. Also, since you only have a rectangular selection this gives me rather jagged edges which do not clean-up well.

I guess I will create low res models in Cinema 4D r10 and do the detail work in ZBrush.

Thanks for the suggstion.

Marc

If i remember correctly when rigging for animation you usually want your model to be “watertight”, so the interior eye sockets are sometimes created, instead of cutting them out why don’t you just recess them and put the eyes in the socket?

If it’s deleting polygons from the back of the head, then you also hid those polygons. When hiding polys it helps if you have Tool>Display Properties>Double active. That way, you can easily spot where polygons are missing.

The easiest approach to hide those polys is actually to do the opposite. Hide everything except the polys that you want to remove. Then invert visibility and delete the hidden ones.

To get smooth edges, you need to follow an edge loop. When you cut diagonally across polygons, you get jagged edges.

Don’t cut holes in your head, not only is it painful, but stuff falls out!

No clearly mandatory reason exists to cut out eye, mouth, or nostril holes. In fact it’s better to not do so as it prevents many issues from arising with textures, renders and the addition of extra objects. Now that said, many people believe it’s necessary for some strange reasons. :wink:

how do I invert the display??? Ctrl=I only inverts masks

thanks

Hold Ctrl+Shift and then drag on an empty bit of canvas. Release. The polygon visibility will be inversed.

Everything regarding hiding/selecting polygons is based on the Ctrl+Shift key combo: Ctrl+Shift+Click, Ctrl+Shift+Drag, or Ctrl+Shift+Drag+Release-a-key.