ZBrushCentral

Fiddle

I needed to create a fiddle for one of my characters, here’s the first part of many, simply box modeled in zbrush with the help of morph targets, inflate, create difference and edge crease. I will create the pipeing around the edge with zspheres.

fiddle-dee-dee.jpg

Steve 8)

You really are clever little sausage.
Nice Strad.:+1:

Cool way to do that, man. I really love the Box modeling tecnique.
So, thanks for showing that.

Cheers

Roland

Good Z-modeling! :+1:

Wow that is awsome.
Found a good picture for you. I dont think you need this kind of detail but after the perfling is inlayed there is a grove scraped in near the edge.perfling2.jpg

That is looking really good, looking forward to updates.:+1:

Thanks for the comments folks, and thanks for the pic divideandrender. Here’s the first part of the neck, starting from a spiral 3d tool with some setting adjustments. Next deleted some polys, offset, mirrored it and finaly morph target, create difference. From that stage it was simple box modeling.

fiddle-neck.jpg

Steve 8)

Parts are looking great Handlebar. Cant wait to see how it all fits. And am pretty shure the result will look spot on. :cool:

Handlebar - I’m not familiar with using ZB to create reflective symmetry.

Would you perhaps attach a simple zscript (any basic form or example would do) so I can see what it is your doing here?

Out of interest -I wonder if you could have got a scroll effect by also polymeshing a drawn scroll mesh created by the deco brush?
e.g http://www.zbrushcentral.com/zbc/showthread.php?t=26397

These posts are a real inspiration to revisit ZBrush for modelling solutions.

Sure thing boozy, will have to be tomorrow though as i’m just off out down the pub. Here’s a little update, i haven’t sculpted the form yet, still adding details.

fiddle-3.jpg

Steve 8)

Here ya go Boozy.

Your a gentleman Sir. enjoy your supping and many thanks for the explanation:+1:

select tool>make polymesh>draw new polymeshed tool onto the canvas> Edit Mode>Geometry =reconstruct subdivide if less polys are required >Geometry=hide unrequired polys>MorphTarget-store morph target>Geometry=delete hidden polys>Deformation = offset slightly in x axis >snapshot component(shift+s)> deformation =mirror x axis>MorphTarget=create difference mesh>clear canvas>now draw the new difference mesh tool onto the canvas et voila.

Very nice :+1: Looking forward to the finished product.

Thanks for posting the script and thank you Boozy for making it easy to understand.

this looks great, although I have to point out that you’re insane since this would take far less time in a traditional modeling app :slight_smile:

Hehe. Embrace the madness!!! :lol:

Umm… Faaark!

That is some serious mastery you’ve got going there Steven… You’re bursting the bubble of limitations here man… congrats on yet another mindnumbing workflow made up of a series of clever forethunk steps

You’re inspiring me even more to dig into this insane lil app:beer:

Thanks for the kind words folks, this crazy old fool certainly appreciates them :wink: .
Here’s the machine head modeled in about 10 mins which included saveing out the files for the walkthrough. I certainly wouldn’t compare zbrush with conventional modeling apps, but i wouldn’t say it’s slower, just a different workflow, it all depends on your requirements. Deformers are your friend in zbrush.

machine-head.jpg

Steve 8)

Steve, I never thought this could be done inside Zbrush but you are making clear that I’m wrong. The curved shapes are working really well.
I once started building a lute in 3D, but never got through because of some of the more complex shapes. Seeing this I’m thinking I should try Zbrush to help me out. Many thanks, and keep going! :+1: :+1:

BTW Steve good sir, my ZBstudents flipped when I created a topologised head in Zbrush using a combo of your workflow and a few others that posted in the topo thread… Your method of looping around the central poly of the eye is great mate:+1: Thanks again

Thanks Plakkie, Daddymack.

Here’s the fiddle with most of the elements in place, 100% zbrush modeled, need to do a little work here and there but i want to get on with the main character of the scene.

fiddle-dee-dee.jpg

Steve 8)