ZBrushCentral

eye question

hi Ryter,
I have trouble with the eyes (and well not so much now but lips) too…I have watched in amazement Tjadens…(i believe it was his) script on using zspheres and was amazed how he modeled with so few polys and did the eye sockets so well. I think that script is a thing a beauty to watch and to help …

your mind rethink …my mind loves more complex spheres as its is easier to model and detail but…in the end the goal seems to be less polys fantastic texturing.

However having said that…we, me, you need to find the way that works for us, I, you, they…our brains all see differently so it may be that non-zadd may not be the way to go for you…

you insist on no help model wise which tells me you are trying to find your own path…trust yourself to find it and not be ruled by majority opinions…your path is your path and no way is the 100% only way.

Trust yourself, don’t try so hard and the light bulb will shine doubly bright very soon!

rtyer great thread…

tjaden…took a while to run the script but I must say that was a real pleasure to watch you model…learned a few things that will be helpful with regards to zsphere heads…

Question…to tjadan and those that watched that script…now in order to take a low poly model like that and put it in to useable less blocky type model do you just smooth and divide that down? What is your next step in the modeling or texturing a model such as this…Thank you for any response on the subject.
:+1: :sunglasses: :+1:

Hey ron. glad that script was helpful. with that model just make an adaptive skin from it, divide twice and smooth 100. that makes a pretty good base to start working with. I also find i need to physically double the size of the model once or twice to get detailed control. the picture in the above post is that model after that has been done to it, and some more sculpting applied. i have found the Moldy script by Svengali absolutely invaluble at this stage and i use the < and > keys all the time. these adjust brush size and allow very quick variation in the amount of mesh u push and pull around. :slight_smile: :slight_smile:
Moldy Script

Hi ryter, i’ve been busy with something new i’m working on, and experienced similar “jaggies” half way through completion of my model. I didn’t want to start over again so had to get that part back to where it was before “jaggies”. I went to view poly mode so i could see how bad this was. I resorted to a brush size of 1 and tried to pull points into line. This was very difficult indeed “on my model”. So i tried something else, i masked the area, inverted and smoothed a couple of times, this “pulled” the points back into line, and “jaggies” were gone. As far as shaping eyes, i prefer z add and z sub, experiment with brush size and z intensity. Sorry for a bit long winded, hope this helps. :+1:

one script I will have to write for a job I do often.
saying thank you to everyone for your kindness,time, and patience.

I ran the Point Modeled script and I have one question. When it was done, I wanted to see it skinned so I saved it as a tool (so I could come back to it if I made a mistake) and then hit the make Unified skin. It immediately reverted back to the original zSpheres that you started with. I then reloaded the tool and it too was only ZSpheres. What did I do wrong? BTW: It was a little irritating since I waited through that whole long script, but wasn’t able to see the finished product.

hey LD. sorry about the fact the final stage isn’t in the script. try loading that tool and turning on preview in it’s inventory you then need to make an adaptive skin of the tool, divide twice and smooth 100. this will give a nice smooth base head with good egding around the eyes, ears and mouth. if you just want to see a picture of what it looks like, the one in my post earlier is of that model. also there are more pictures in the thread where i posted that script the first time, which ishere :slight_smile: :slight_smile: