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Stylized Eyeleshes. Help beginner <3

Hi, everyone! <3
I recently started sculpting. Now, i’m trying create stylized eyeleshes. I see some topic and teach topoBrush. Its realy cool brush.
I’m try do eyeleshes like this
f2.PNG

with topoBrush i create this
а1

but now it is 3 simillar parts. i use mergeDown for create 1 mesh from 3. what i need to do next? i try dynamesh, smooth, zremesher, divide. but… this is seems like this
a3

very bad :C

how can i create eyeleshes like ref? :C

Hello @Roman_Masson

With this approach it would be much easier to keep your eyelash mesh low poly. It will be much easier to control a small number of points without distortion, than it will be to control the same shape at high poly. For this sort of work, you will need to be proficient with the Topology Brush, ZModeler, edge creasing, and Dynamic Subdivision.



In order to do this, it would be better to draw your mesh out as a single piece to being with, rather than to try and merge those two pieces of thin, high poly geometry. That is never going to look very good. It would also in this case be easier to work with the mesh as a piece of 2d geometry without any thickness, and rely on Dynamic Subdivision to provide both a virtual smoothing preview, as well as a bit of virtual thickness to aid you while working.

So if the top and bottom part of the lashes are supposed to be one piece, draw the topology out that way. Keep the geometry minimal, and don’t add any points unless you need them to define a curve. If you want the lashes to be flat, draw them out on a flat piece of geometry then fit them to the eye. You could position a piece of planar geometry through the eye at the angle you want you want the lashes, then draw out the topology on that.

When you create your topology with the Topology Brush, reduce the Draw Size to 1 when confirming the new topology. This will create the mesh as a 2d piece of geometry without any thickness. This will make it easy to pull the points around without having to worry about an opposing surface.



When you have your piece of 2d geometry, manipulate the points with the Move and Slide tools in ZModeler. The fewer points you have, the easier it will be to shape the curves without distortion. If you positioned a plane through the eye, you can use the surface snapping features in ZModeler to snap points to that surface, keeping the lashes mostly flat. Pull the points into position to conform to the eye, and shape the curves. The topology may perform better drawn one way rather than another, so you may have to experiment.

You can use Dynamic Subdivision to preview what the mesh will look like subdivided. You can also give the mesh a “Thickness” value in the Dynamic Subdivision menu to also allow you to preview the mesh with thickness, while preserving the ability to work on it as a 2d mesh piece.


There are likely to be a number of amateur tutorials floating around the web on this process that you could find with a bit of research. There is no one right way to do it, but the tools you will need to understand are likely to be the same.

Good luck! :slightly_smiling_face:

Hi Roman,

I wasn’t able to illustrate my post earlier, but some of the things I said might make more sense if you could see them:

lashtut

This is what I was talking about when I mentioned inserting some planar geometry. Just append it as a subtool, and then it will act as a platform on which to draw out your topology nice and flat. Realistic lashes would not be flat, but stylized lashes often are, and it will make shaping them easier. You can pull the points into a more curved shape after if you like.

When you draw your topology, it doesn’t have to be perfect. You will use ZModeler to edit it into shape. With the planes visible, you will be able to use the surface of the planes for snapping with the ZModeler> Point> Move function with “Snap to Surface” enabled. Move and slide the points and edges around until the geometry creates the desired shape. Pull the points down to the countour of the eye so the lashes match the curvature.

Enable Dynamic Subdivision with a degree of thickness to preview the mesh as a subdivided 3d shape. When satisfied, click “Apply” in the Dynamic Subdivision menu to apply that thickness and subdivision to the actual mesh as real geometry. Mirror and Weld to the other side.

One final tip: if you press and hold ALT after making contact with the Move Brush, it will instead push and pull a surface inwards and outwards in a normalized direction, rather than sliding it around the screen plane. This can be useful for bringing forward a section of mesh that has fallen below a target surface and can’t be easily seen.

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