ZBrushCentral

A scarred head and some questions...

This is the first “serious” thing I’ve done with Zbrush in the two weeks I’ve had it. I wanted to experiment with MultiMarkers and try to produce a somewhat finished looking image. Up until this point it’s all been tutorials.

Facetest1.jpg

MultiMarkers were a headache at first, but… well. Okay. They’re still a headache. I was hoping with MultiMarkers to be able to lock the eyes into the head without converting the entire thing to a polymesh. The problem is, evey time I rotate or move the head, the eyes stay locked where I placed them as MultiMarkers. Is this just the way MultiMarkers work? It sure would be handy to be able to lock them into the head so I can rotate and adjust the eyes at will rather than repositioning them every time I move the head.

Another question: I sculpted the head out of a Sphere3D and was unable to use Projection Master until I converted the head to a polymesh. Fine, but even after I converted the head to a polymesh Zbrush told me that I had to convert the head to a polymesh. No matter how many times I did it, it still wouldn’t register. Finally I managed to squeak by exporting the head as a lightwave object, then re-importing it.

Any suggestions?

Attachments

Facetest2.jpg

Hi Grimbot,
Your work had caught my attention. For a reason I can’t define I find it attractive, can you post a larger version of the first image so I can make it a wallpaper?

To address your difficulties with the conversion of your model to a polymesh. After executing the function zbrush creates a new instance of your model which is considered a polymesh. The new version is added to your tools pallet, you must choose it from the menue and re-create it.

Kircho

After turning your multi marker object , you can reposition the markers to the new angle. You must come out of edit but stay in draw mode - then go
to the tool menu and open modifiers - there you will find a reposition button that will change the markers to your new orientation. next time you draw it it should appear in the new position… I think thats right.
Nice head by the way!

Next time you need to use make polymesh button…use

svengali’s plugin. The link is in my signature. It will make the polymesh and draw it to your screen automatically instead of creating and having to go look for it.

Thanks for the help guys. I’m still having trouble repositioning my markers as the “reposition markers” button is greyed-out, but I’m sure I’ll figure it out with a bit more fooling around.

I discovered a pretty fast way to add custom details (well, I’m sure someone else discovered it first… but I felt pretty good about it nonetheless). For this guy’s eyebrows I tries making a separate mesh and I tried drawing it on using projection master. What I eventually ended up doing was taking a screenshot of my Zbrush workspace with the head facing me straight-on, then I imported it into photoshop and drew the eyebrows on the flattened head image using a different layer. I peeled the layer out into another file, added detail, then exported it as a jpeg. Finally, I imported the jpeg back into Zbrush as an alpha and used projection master to place it on the head.

You’ve gotta love that Zbrush gives you so many different options for completing any given task. I may go redo the warrior tutorial using this guy’s head as part of it.

HeadB.jpg

Attachments

HeadA.jpg

Okay. I’m sick of looking at this guy. Time to move on to bigger (and hopefully better) things.

Comp.jpg

Hi Grimbot,

ABOUT MULTIMARKERS:

I’d like to pass on some info on MultiMarkers that may help…

Multimarker use involves commands from several different palettes. A while back I tried to simplify the process with a set of MultiMarker buttons that were added to the MOLDY2 modeling tool.

First, a comment on Multimarker group operations in ZBrush 2: You may have noticed that the first element in the group disappears while the group is being manipulated, then reappears when the mouse button is released. The old version, ZBrush 1.55b, didn’t have this feature.

Note that the element that disappears is always the FIRST element in the MultiMarker group. You can simply reverse the order so that the last element becomes the FIRST by pressing the REORDER button on the MARKER menu. A neat little trick is to add a DUMMY object as the last object in the group, then REORDER. The dummy becomes the first object and the one that disappears during moves. Be sure to place the dummy relative to the other objects in the MultiMarker group since it becomes the CENTER OF ROTATION. After you get your MultiMarker elements properly situated and scaled, you can delete the DUMMY, then, if you want, convert the MultiMarker Group to a polymesh.

What the MultiMarker buttons in Moldy2 do:

Update MM - lets you fix the current relationships between the various elements in the Multimarker group in their Home Position. (note that the scale of the FIRST object in the group determines the scale of the entire Multimarker complex. When you Update MM the scale of the complex will change accordingly.)

Move MM - This puts the MultiMarker Group into the TRANSFORM:MOVE mode displaying the Canvas Gyro over the first element in the MM group. Move the group up,down,left,right and UNCLICK when done (note the little green LED also indicates when a button is in effect)

Scale MM - Lets you scale the entire MultiMarker Group, again with the canvas Gyro.

Scale 1 - lets you scale each element of the MultiMarker Group, individually.

Rotate 1 - lets you rotate each element of the MultiMarker Group, individually… however, the rotation is hard to control (as you may have already discovered). Sometimes it works best to rotate the element, then Update, then rotate it some more, then Update again and so on. The other thing to do is to get the elements positioned, Update the MultiMarker Group, then select the individual object for editing and rotate it outside of MultiMarker. (Remember to update the Multimarker for the individual object!)

SetNew MM - This lets you set a whole NEW orientation for the MultiMarker Group, as a whole.

Make Poly - Generates a polymesh for the whole MultiMarker Group and automatically assigns a 2048x2048 map that consolidates thetextures used by the individual elements.

That’s what they do.

ABOUT MOLDY - Moldy also provides OTHER BUTTONS useful when doing MultiMarker operations:
The axis orientation buttons let you turn the MultiMarker Group by 90 degrees , front, back, left, right, top, bottom. This makes adjustments of MultiMarker elements MUCH EASIER and more accurate.

You can also STORE and RETRIEVE transform information for the MultiMarker Group using the four buttons (with LEDs) bottom center. There are FOUR numbered buttons: press a number button to STORE the current orientation of the MultiMarker Group. press a gnumber button to set the MultiMarker Group back to the stored view. This can be handy for working up close or far from the Group or to temporarily view the Group from an oblique view.

The CENTER button repositions the MultiMarker group so the first element is placed in the center of the canvas.

To find Moldy2, click the link below my signature. Put the Moldy file in your ZScripts folder and load it using the Zscript menu.

Sven

Thanks Svengali. I’ve been trying to avoid using things like Moldy2 until I figure out the basic Zbrush tools, but it looks lke this one is invaluable. I’ll check it out right away!

Hi Grimbot,

You’re probably wise to avoid shortcuts, especially at this point in learning ZB.

I guess the important MultiMarker - ZB menu options are TRANSFORM:Move and TRANSFORM:Scale to manipulate the whole MM Group; and the TOOL:Modifiers:Reposition button to establish new marker positions (temporarily turn off TRANSFORM:Edit to activate).

But I do recommend another useful plug-in, the AXIS group (linked below), with buttons which can be dragged out to your interface. These allignment buttons are useful with MultiMarker and any other modeling you might do.

Judging by your first posts here you’re ascending quite well up the ZB learning curve. :slight_smile:

Sven

Hi Grimbot, thanks for posting a higher res image, I really appricate it.

cheers

Kircho