ZBrushCentral

Frost on ice cream

Hello.

Does anyone know of a way to sculpt frost on an ice cream as the one in the image?!

More specifically the very fine noise (spikes) that are on the rough areas.
I tried using noisemaker but i can’t achieve the same result.

Thanks in advance.

Hello @fearnight2000 ,

I think that Noisemaker would be a good place to start to generate a noisy surface texture.

The noise would need to be applied to the mesh as real geometry, which will take a very high resolution mesh in order to displace detail that fine. For maximum detail potential you want to be working on a multi-resolution mesh that has been subdivided up from clean low poly quad topology that has been optimized to not waste polygons in areas of the mesh that won’t be holding detail.

From there use features like Adjust Last, Tool> Deformation> Contrast , and the Contrast brushes to really pump up the detail as desired. Remember that you can isolate certain areas of the surface and shape masking with the options in the Masking palette.

I’ll also mention that you could use randomized Nanomeshes to attach actual crystal geometry pieces to the mesh in any pattern you can create polygrouping for. There are multiple ways to create scattered polygrouping with ZModeler or in the Polygroup palette.

:slightly_smiling_face:

Thanks for the reply.
I tried using noisemaker, however I couldn’t achieve the required result.
I will the scattered polygrouping though.

Thanks again.

As I said, Noisemaker is merely a start. You would probably have to apply several different noise effects and then apply a fine, scattered noise as masking. Invert the Mask so that only fine, scattered pinpoints are unmasked along the surface. The Deformation> Contrast slider can then be used to extrude fine spikes across the surface. The minimum possible size will be determined by your mesh resolution and how fine the noise is.

Nanomesh also works very well for this. It actually isn’t necessary to worry about polygrouping. Duplicate your subtool and reduce subdivision level if necessary, delete subdivision levels and apply a nano to “All Polygons”. Then adjust the Nanomesh> Random distribution slider to your liking. Adjust the size and rotation random variables to create a random appearance to the crystals.

Sorry for the late reply.
Thanks again. I’ll try that.