ZBrushCentral

Question about Michael's Eyes

Hey guys,
I’ve been working on this Michael Head,and the eyes seem to have this extra peice of skin or geometry that sits in front of my eyeballs,i think it’s the way i created my mask to remove the eyelash geometry,but i,m not certain so i thought i’d run it by you guys and see what you thought?
Here’s the image,also this is nowhere near the finished version,i’m almost finished with my own skin texture,{this one uses tue map from Daz},and yeah,i know the hair sucks,any tips on doing better hair would be appreciated.
Thanx,
Wade

hey wade…give mentat a holler about hair…he has done some very nice hair work to say the least…your image is shaping up though… :+1:

Here’s a tutorial I did about doing hair, as well: http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=002238

You can check the quicklinks above for other hair tips.

Hi Wadeo! About the eye…What you are actually seeing is the back of the socket. For some reason the Poser modes have this front of the socket (outer eyelid) and then that inner eyelid in the back. You can do several things. First if you have formed your eyeball correctly you should be able to move it forward until it just covers the back of the socket. If that is proving to be difficult try taking the head object…increase it in size so you can see the eyesocket really well…rotate it so you can see that inner eyelid…them using the move tool with a small brush size just drag it down bit by bit until it is below the outer eyelid…that way it should not interfere with the placement of your eyes.

About the hair…I’ve been working on an indepth tutorial for making hair with the fiberbrush…it involves masking, stenciling, texturemaster effects, live object brushing versus baked images…will probably be a little while before I finish it but just to get you started try this…experiment with different brush sizes and RGB intensities, alter the DENSITY in the Fibre Brush menu. Low Z depth settings and high RGB settings will give you a lot of color coverage but it will be somewhat transparent. High Z depth settings and low RGB settings will cover the object well but will give very little color depth. You have to experiment. Just remember you can use more than ONE color to make hair!!! Don’t be afraid of it. Spend a few days playing with the Fibre Brush and all the various settings and I am certain you will get more comfortable with it! Good luck and if you run into a problem don’t hesitate to e-mail me.

By the way WingeOnes anime hair rocks!

Thanks again guys,
Mentat,i’m going to try out your techniques,and thanks alot for the info.
I also think you can paint out those socket geometries in the wireframe template,i’ll let you know.
Thanx,
Wade

I’m sorry to have to disagree with you, Mentat, but the Poser characters don’t have any backs to the sockets. Just holes.

My preferred method is to not use the Poser eyes at all. When exporting, I simply remove the eyes from the hierarchy list and create my own in ZBrush. This will also prove that the character is empty headed, too. :wink: Remove the eyes, and you can see right through to the back of the head.

If you want to use the Poser eyes, then it’s good to know how they are constructed. In order to try and get better realism in the way that they interact with the light, DAZ created the models with a transparent, reflective cornea surrounding the part of the eyeball that normally has texture. When importing the eyes into ZBrush, that transparency is of course lost.

To overcome this, all you have to do is delete the cornea geometry at the same time that you’re deleting the eyelashes. On the Michael texture map, is the smaller set of eyeballs in the upper left corner. When the cornea is deleted, the textured iris and eyeball will be visible.

Of course, there are several drawbacks to this approach. Unless you export the eyes separately from Poser, they will end up on the same layer and of the same material as the rest of the face. The same layer business makes it hard to texture your character. The same material makes the eyes look very flat and lifeless.

All told, creating the eyes in ZBrush is probably the most satisfactory method.

Hope all of that helps you out!

Sorry Aurick but I don’t think you understood Wadeo’s problem. I just used that analogy with the “eyesocket” to try to explain it. I know you can see the back of the head through the eye holes. There is however a very defineable “inner eyelid” just behind the outer eyelid. It’s almost like the eye socket has a cradle where the poser eye rested. I believe this is part of the Poser geometry which allows for the morphing (eye socket sizing etc) in Poser. I do not believe Wadeo used the Poser eyes - he created new ZBrush eyes and is having difficulty in getting them placed over that extra piece of mesh in the eye socket. I experience this problem all the time and I know what he is talking about. Look closely at his picture. See the dark line of tissue just above the lower eyelid? That mesh is actually behind the lower eyelid and behind the tear ducts in the corner of the eye. That’s what he is trying to get rid of. I have not found any elements (yet) in the poser texture map that can be masked out to get rid of it so I move it manually. :wink:

DAZ Michael has a small piece of geommetry (like a tube)that goes from the rear of the eye lid back into the head. It is there to make sure that when you render a ‘head’ close-up in poser that you don’t see an edge of ‘geomettry’ where the eyesocket turns inwards.

I believe that this is being improved in upcoming versions having spoken to people in recent days, possibly on the next stephanie model (which is actually a Michael underneath, confusing, I know).

and don’t forget that DOUBLE shows both sides of the mesh which helps.

Yup! That’s the thingy Glen!

LOL

I completely forgot about that extra bit of geometry. I’ve always actually subconsciously used it as a guide for positioning my ZBrush eyes. If I can see any of it, then the eye is either too small or too far back. Which in truth means that my eyeballs are probably always fractionally too large or too far forward.

I am amazed! Do you understand me Mr. M7? only you would.