Umm… Is this a silly question H? How did you get all of those individual components into the one tool?
Top knotch work and flow mate but waaay over my head atm…
Umm… Is this a silly question H? How did you get all of those individual components into the one tool?
Top knotch work and flow mate but waaay over my head atm…
This is coming together nicely Handle. Nice to see modeling like this in Zbrush
Yes, that is very nice work, no matter what package used. It’s nice to see someone using all the tools available in Zbrush in productive ways.
Daddymack. In zbrush you can mark your tools, select the multimark tool, redraw the marked objects, then under the tools/modifiers you can make a polymesh 3d to group the objects. I personaly prefer to export all the tools and put them together in cinema4d because it has true perspective and will be where i render out the final image. I still haven’t got to grips with zbrushes renderer and materials, but will give it a good looking at in the next release.
Steve 8)
And here’s a little tip from our dear ol’ Bonecradle posted many moons ago that will also give you a few tips on fine tuning the placement of objects within a created polymesh using masks and tool deform xyz settings.
Handlebar.
Your threads on box modelling are superb. I have been following them closely, and I will post my model soon (perhaps tonight). I have not had this much fun with ZB in a long time. I have been trying to create complex faceloops that I originally thought were only possible in highend apps… but the more I play, the more I think that I may very well be possible… it’s all about the order in which you create the loops (at least that is MY thought)
Anyway… that is off-topic for what I wanted to ask.
You mentioned deleting polys. That REALLy made me listen. Can you explain the process? This would really open some doors for me.
Thanks in advance.
Oo… kayyy… So if I create each object individually I can use the multimark tool to remember their pos and then can use redraw and magically all of the objects will become my current 3d tool if I hit make polymesh? I was under the impression that this was (again) not possible, hence the new subtool function in 3… I would have definitely done all compiling externally, it’s great (also again) to know that there’s other options within Zb2… I officially owe you a beer H, Thanks:D
hi Elixir
To delete polys in zbrush just hide the polys you want to delete on your polymesh and go to tools/geometry/delete hidden and they’ll be gone for good. Looking forward to seeing what your topo experiments.
Daddymack
I think were on the same page about making a composite mesh but just incase we aint here’s a little script. Just click ok when it asks to make a composite mesh. I often use this tecnique for adding eyballs, masking them out and sculpting the eylids around em.
Steve 8)
Humble thanks for the spoonfeed good sir… I’m in neck deep atm, I’ll avva good look as soon as my hands are free
…should be jealous !
Lol Frenchy, more various than stradi, 30 bucks from Trevors fiddle shack
Steve 8)
Ooh ooh! I did it… I did it… jumps out of chair and does happy dance
Yet another zurban myth (can’t add geo to a tool) smashed by you mate… Humble thanks once again good sir
Well you’ve only got a week or so till subtools DM and i’m sure then you’ll be doing the river dance.
Steve 8)
lol… Rob goes over to the victrola to fire up some folk music
I haven’t been this excited about a software release … well… ever!