ZBrushCentral

experiment, sphere+edge loop head sculpting

Well, I’ve practiced a few of these for kicks. No doubt that I have too many loops going on, but it’s a learning experience. Any 1to1 you can provide will be appreciated.

One really weird thing. If you edge loop over the poles of the sphere it will actually create a hole in the mesh. That’s how the hole in the top of his head was created and how the neck got started.

Oh, and the thing got a little unsymmetrical. How do I get that back?

Subd level 1 and 3 are pictured here.
another-damn-head.jpg

mask the good half, and go to tool>deformation>smart resym

that should bring ya back up to speed. if at first it seems a no go…go back down levels start with one and do it and go up.

It’s possible that the process of making loops can change the geometry such that there are unequal numbers of vertices on each side. In these circumstances smart resym won’t do it, even if you use a mask.

If that is the case the best thing is to take it into an external program, mirror the good side and then weld the verts.

If you have to do it in Zbrush there’s a couple of things to try (neither may work depending on the situation).

  1. Delete points on the bad side, Store a Morph target, Use the mirror deformation, and then Create Difference Mesh. This can result in triangulation, it did for me, I’m not sure if that operation inherently means that the mesh will become triangulated.

Triangulation is bad because you can’t construct a subdiv, and you can’t delete points unless you’re working at subdiv 1, so if you’re trying to mirror a relatively high poly model, you’ll have lost the ability to reconstruct a lowpoly cage.

or

  1. Delete points on the bad side, Clone the tool, Use the mirror deformation on one of the clones, postion both sides using a marker, bind them into a polymesh using the multimarker tool.

If you just want to avoid phaffing, an editor like wings3D will do the job.

I think I was pretty careful about making sure to create identical edge loops on both sides of the x-axis, so the smart resym ought to work. I couldn’t remember where it was last night, and the darn z-brush help system has no search feature. grumble

I think though, that ultimately it will be less work to just pop the .obj into another program though, because I still need to repair the hole in the top of his head. I will probably also give the smart resym a whirl too just to see how it works.

All in all this has been a good exercise. This is not the first one that I’ve done, but so far the best. It still has a long way to go though. I’ve also found myself looking more at people’s faces today.

Well, I pulled it into silo to fix the mesh up. I got rid of the odd geometry that I created with zbrush edge loops. I also experimented with going all quads, and I manged to do that except for the few triangles that I left in the nostril.

The edge loops made it a bit easier to move things around naturally. Next up, make it look more like a a real person i.e. proportions.

adh-reworked-geometry.jpg

reworked a bit of geometry in silo and then ajusted the major proportions of the head. This is sub-d level 2

[adh3.jpg/center]

Hey, a little help from sokar, and some work on the face and he’s starting to look like a person.

Sure he’s an eyeless freak with a broken nose and a swollen lip, but still, he’s starting to look like a person. :smiley:

![another-damn-head.jpg|640x640](upload://44Yqe983Xkg1CBXztAXg5nYbQyE.jpeg)


Attachments

another-damn-head2.jpg

Still working on him. I think it looks more like a person now. A skinny freakish sort of person, but a person nonetheless.

C&C appreciated

adh6.jpg