ZBrushCentral

How to 'Wing' a Winged Thing.

In response to Ceasar’s request for a tutorial making Pterasaurs, here’s atleast the hardest part: making the wings. I have been up since midnight, now 2 am. Here ya go Ceasar. Hope this helps. 50.

(I haven’t even tried Zscripts, yet.) :wink:

Hi Kid
Interesting alternative technic of the attractors :cool:
Very nice police of caracteres!
Is it from Tim Burton production ?
Have happy Zbrushing!
Pilou

yes,great technic and cool model 50s,kid :+1: :+1:

Thanks Pilou, :smiley: and Gary.

Nice tutorial 50’s!! Good stuff! :+1:
Upham :slight_smile:

My thanks, upham. 50.

Interesting technique 50, seems like you have more control over the shape this way. But it also seems like more work compared to using Membrane Curvature to skin the wing. I’m probably missing something though.

Just had a thought for drawing the selection mask. You can color the individual zspheres black and press Tools :small_orange_diamond:Modifiers :small_orange_diamond:Texture :small_orange_diamond:Color to Texture and then create an alpha from the resulting texture. Not sure if it would speed up the masking process except on complex models though. Just a thought.

Thanks for sharing this 50’s :+1:

Hi TVeyes, I had to read that a couple of times, but that is in interesting idea to play with. Thanks. 50.

I just reread my post and yes it is a bit unclear. And I made a mistake, there is no Color to Texture button when previewing a Zsphere tool, you have to skin it first. Hey it is friday night and I swear they put something funny in the water over here. :wink:

When adaptively skinning a zsphere model each zsphere creates there own set of polygons. So by coloring a zsphere black and skinning the model you end up with a polygonal model where some of the polygons are colored black. The black colored polygons represent the Zspheres range.

So if you wanted to mask an Adaptive skinned Zsphere tool by coloring the individual zspheres you would have to:

1: make sure you had not assigned a new UV mapping to the skinned model.
2: Load up your Zsphere tool and color the desired Zspheres black.
3: Adaptive skin the zsphere tool
4: Select the newly generated tool and press Tool :small_orange_diamond:Modifiers :small_orange_diamond:Texture :small_orange_diamond:Colors to Texture.
5: Convert the generated texture map to an alpha map.
6: Select the model you originaly skinned and edited. Select the alpha from the previous step, set Alpha :small_orange_diamond:Alpha blur to 0 and apply the alpha as a selection mask.

If you had not yet skinned the Zsphere tool you would color the Zspheres, create an adaptive mesh and generate a color/alpha from that. Return to the Zsphere tool and apply the alpha as a selection mask.

Phew that does sound complicated now that I’ve written it down. I guess some of it could be automated by a zscript but again I am not sure if it is worth the time unless used on very complex Zsphere models. But on the other hand you do get very precise masking with a little effort. Thanks again for the above tutorial, got me thinking. Well, back to drinking water :wink:

Thanks TV, that’s a whole new area to explore! Very precise explination. You’re welcome for the tutorial. I learned a couple things making it. I’ve heard Danish water is really good, enjoy. 50. :slight_smile:

Wow! :slight_smile: Thanks man, this’ surely educational! Even I was able to understand it :smiley:

Hi Ceasar! You’re welcome. I hope it helps. 50.

This is really a great bundle of knowledge and modeling --excellent and thanks !! :+1: :+1: