ZBrushCentral

eye question

At making heads, I am not doing well.
The biggest source of frustration is the eye area.
I have run countless scripts by various members of this forum and am basically back where I started.
One particular obstacle is that when shaping the eye I hit jagged edges that I cannot get rid of and it ends up with me having to delete and start over.
I have tried reshaping,masking, smoothing, dividing ,etc.
One solution has been simply to paint over it but that really doesn’t help the problem.
Can anyone tell me the cause and perhaps the cure.
Many thanks

Hi Rtyer, perhaps I can help you this time (but not sure). This tip was given to me by TVeyes. Export the tool to anyplace on your computer (it will slow your computer down eventually). Export the TOOL. Then reimport the tool back. There are modifiers you do not have access to on the bottom after you reimport it, check them out. Do not recall their names, but the first one only goes to one, I put it there, and the last one is smoothness. Play with these.

Another tip for later that I am definitely going to use is to create my models and paintings at double the document size. Then went you reimport the tool (hm, don’t know about paintings), reimport it to a document size that is half of what it was exported as. Have seen on the forum that if you do this, it really gets rid of the jaggies a lot.

Mandy

Many thanks
Will try the export,import.
But the jagged edges are not related to
anti-aliasing( sizing and resizing.
That is a “pixel” problem,what I am doing wrong is somewhere in the pulling and pushing.

Tried export,import,extremely good idea for smoothing, will put it into the routine,but it didn’t get rid of the jagged parts of the eye. I suspect that the solution lays more in what caused it rather than fixing.
By the way nothing is cheap, exporting and importing and smoothing resulted in a head that contained 125,000 polygons which would make it the very last thing that you do.
( the game people just passed out)

I’m not sure what tool you’re using to move your points around but it looks like you’ve used Move with a very small brush size (1).

If this is the case try using it with a slightly bigger brush size (2, 3, 4…). If you’re using zadd/zsub then the same applies but turn down the ZDepth (to 1, I think the default is 4) when you’re doing detailed work.

Hope this helps :slight_smile:

Sleeper

Just an idea…
If you want to do detail, increase the resolution,if you are then wanting to use the head at a lower res in another app, downsize it there. (for example in blender it is called the decimator). Blender is free! :slight_smile: :slight_smile:

This is one of the main faults of modeling from a sphere. You eventually run into a problem with the geometry not being able to move to where you want it too.

If you would like, here are two base heads that I modified from a base head Bay did. There is a male, and female version of them, and these should help you get your eyes off to a better start.

What I would suggest is to get the eye shape, and ears, and the mouth shape lined up before you start adding any more geometry.

Male head:

Right Click and Save

Female Head:

Right Click and Save

wchamlet: you have no idea how much I appreciate the advice and the offer. But
as bad as I am, is as stubborn as I am.
I want to do it myself. If I take your heads as a starting point, I learn nothing and every head I would ever post, I would have to add that it was “based on…”
Mr’s Harris,Komar,Ed the atom, in their threads have also been kind enough to post heads to work from.But I thank you very much.
Sleeper Service: you are correct but the brush size in that area was about a 10.
So far I have trying to get along without zadd, because I am getting the general opinion that that is the best way.I am making and deleting an average of 4 heads a day, each taking about one hour before I “put them to sleep”.
All are being deleted because of eyes,if I can lick eyes I will consider it time well spent.

rtyer the techinques found in this script may be of help… Cube3DSkinnedCharacterHead.TXT

You’re very welcome. Helping people, encouraging people, and sharing with people is what I’m all about! :smiley:

Have you looked into making a polymesh eye? Ken Brilliant has made some great walkthroughs with mutlimarkers and creating a polymesh from them.

Here is his multimarker tutorial: http://www2.zbrushcentral.com/showcase/lessons/ZSpheres_MultiMarker.zip

Turn on the polyframe display, and you will see this much more clearly: You have several polygons there that have been severely stretched in relation to the other polygons in the head. This is what is resulting in your jaggies.

Edit>Move is not necessarily the best approach when you are working on the eyes. Edit>Draw is normally more successful, with a combination of ZADD and ZSUB.

Here is a ZScript by Southern that illustrates a very good technique for modeling from a sphere: The Grumpy Elf.

Thank you all for your help.
A couple of things, obviously.
First it is not that common a problem.
Two, there are as many solutions as there are ways to make head.
Third there are some nice people here.
(but I knew that anyway)
Will try everything.

Rtyer, it not only looks like your draw size is wrong, but something that could be very very simple. When pushing and pulling, the way you have your head positioned before doing this makes a world of difference.

And I will take that script on here :smiley:

Mandy

Aurick,I think you touched on it, “the stretching too far”.At times I may get impatience and “pull a few” further than they were designed for.
But if that were the case could they not be “put back”?

That’s what “undo” is for. :slight_smile: If you can’t undo, then you can try moving points one at a time, or you can divide just the stretched polygons a time or two. To do that, mask them, invert the mask, and then divide the mesh. By dividing them, you are breaking them into smaller polygons, thus bringing them closer to the size of the surrounding polygons.

Note: If you do that with a polymesh object, you’re going to get triangles around the divided area. Which probably wouldn’t be a good thing.

hi ryter, as wchamlet has said you will run into problems around the eye, mouth and ear area when using a sphere3D as a base. i would suggest starting with zspheres. i know by taking others base models you wont be learning the process… but i have a script that runs through how i set up a head using zspheres that should help you to get started on one of your own. here it ispoint modelled head.zip

tjaden, thank you for the advice and down the road I may have to, but right now it would compound the problem.
I have tutorials by Harris,Komar,Atom,“The Black”.
They have been run and run and run,
Due to a great set of circumstance I have time at the moment to spend on this.
Problem is they all differ in some area, .Some believe in zadd,zsub, others don’t use it.All are great and produce good models as the net result.Surely better than I
All have a few things in common.Except for the one by Komar( low poly)they all start with the default sphere.They basically shape the head the same etc.
I have run their tutorials and tried their methods and have improved somewhat.
But after awhile, when I sit down I have to remember who is the teacher today?
Am I zadding,zsubing,pulling, pushing, working with the sphere, the cube, the “bonk”
Komar’s looked the easiest to emulate.
Yeah! Sure!
When I ran Harris’,I spent over a week about 4 hours a day trying to get half spheres for eye lids and ended up getting one of those toys where you press the stomach and the eyes pop out.
Common sense would have dictated that I quit a long time ago, but I refuse.
To try and emulate another now might turn out to be the proverbial straw.
The funny thing is that once I am able to model a head I don’t know what I will do with it.
But I will learn how to do it. Bet on it.
Thanks for your help and advice,much appreciated.
I know you got a lot more than you asked for,
forgive me its a form of purging.

Hey rtyer, or should that be tryer :wink:

It sounds like you need to get to know your mesh a little better. As Aurick said, turn on the Polyframe view when modelling to see the grid pattern and how it flows over your model.

In your model here, it looks like you have forced your model into shapes that its mesh isn’t able to handle. It’s like sanding wood against the grain - you just end up with ugly grooves that are difficult to remove.

In much 3D modelling, the flow of the mesh is all-important. The two main techniques for modelling heads that people have described deal with this in different ways.

By starting with a zsphere model, the mesh is organised from the beginning in a way that is friendly for making heads. The mesh flows in circles about the eyes (and mouth and nose), which makes it easier to form the shape of the eye socket and lids.

The sphere3D, on the other hand, basically has a squarish, gridlike mesh. To make it suitable for adding details like eye-sockets/eyelids, people work with high-resolution spheres. By making the mesh very fine it becomes more like clay to work - the runckles where the detail goes against the flow of the mesh are still there, but they are minimised because you have so many polygons. When running the zscripts using the sphere, take note of the polygon count/resolution that people use at each stage of the modelling.

My apologies if this is too simple or self-evident. It just seemed from your posts that you were maybe getting a little lost among the zscripts and needed a refresher on the reasons behind the different ways of doing things.

As an exercise, you could record zscripts of your modelling sessions. If you find you have a problem, rerun the zscript, stop it before the problem and try a different approach (like dividing first). The undo feature also enables this but the undo history isn’t saved with a tool (on my wish-list), whereas a zscript can be used over several modelling sessions. It always lets me vent steam in the garden before returning to the fray with a clearer head :slight_smile:

Many thanks for the time Bonecradle, will give it a try.
I can never say that no-one ever helped me.

Hey Rtyer. i know sometimes it’s all alot to take in. i would add one more thing i’ve found from using zspheres. i have found that the mesh almosts works as a guide for my modelling. i watch there psoitions and the contours they create as i work. to the point that i would find it hard to work on a model where the mesh didn’t visually describe the surface. i don’t know if that make sense. i sort of mean modelling by moving the lines of the mesh rather than looking at the surface thay create. say you decide to remodel the shape of the eye sockets on a model. the mesh itself will show you how you are redistributing the surface. i know it may seem like a harder setup and modelling process. but to me to use a sphere3d would actually be harder.
:slight_smile: :slight_smile: