ZBrushCentral

1) markers :: 2) defaultscript.TXT

  1. i modeled a very basic character in maya (#1 see lame attachment below). since it was a test i didn’t bother modeling full hands, feet or a reasonable head. i brought the simple model into zbrush and sculpted it into a model which i liked enough that i want to take it past a test (blue part of #2). problem is i didn’t give myself enough material to sculpt the fingers, toes and parts of the face. so i created separate low-poly geometry for the missing parts, then i imported these separately into zbrush and sculpted then to the same level of detail as the body (green parts of #2). now my problem is matching up these parts with the body (#2). i’d prefere to do this in zbrush but can’t figure out how, as there seems to be no way to add geometry to a previously imported model and retain subdivision hierarchy. my guess is that markers or layers are the way to go but i can’t figure out how to get this to work. is there a way to import the extra parts into ZBrush and sculpt the hands and feet while having the body visible as a reference so i can match up the where the body and parts meet (i.e. ankles, wrists and neck)?

    1. is there a way to set the default brush size for edit mode. i’ve been able to set the default brush size in Draw Mode creating a a custom defaultzscript.TXT which includes

    [ISet,Draw: Draw Size, 40]
    [ISet,Draw: Focal Shift,-60]
    [ISet,Draw: Z Intensity,5]

however as soon as switch to edit mode the brush size, focal shift, etc… get reset to the pixologic defaults of (64,0,100,…).

Attachments

join.jpg

ok lets ignore 2) since its inconsequential, but… can any one help me with question 1). will markers work, if so any pointers on how?

thanks

u can use the multimarker tool to reposition the markers

The multimarker tool will allow you to combine the various models, but it will not join the seams. Instead, you will have intersecting meshes. You can also accomplish the same result with the Insert Local Mesh feature in ZSpheres.

The next version will allow you to accomplish something like what you’re talking about by using the MM tool or ZSpheres to create a single mesh and then use the new ZSphere functionality to stitch a new model over top of the combined surface. See the sneak preview in the main forum for more information.