ZBrushCentral

First Model! Whoo Hoo!

Hello All!
I am happy to say that after three nights I’ve made enough progress on my first model to post it. I’ve been working with ZBrush diligently and I’m very excited by the control and precision ZBrush gives the modeler! Modeling in Maya seems clunky and barbaric by comparison!

MACMaNs Creature01.jpg

Anyway, I drew this creature for my “Clothed Figure Drawing” class and decided it would make as good a subject as any. The model isn’t finished but it is coming along! I have the head done and once I’ve caught up with my diligently ignored homework I’ll be able to finish the rest of him.

I created a base model in Maya, unfortunately I made a mistake. I found that ZBrush doesn’t align the faces according to curves you create while modeling in ZBrush. It goes off of the base models poly alignment. I’ll remember that for next time. My first models poly count was way to low and some edges were a pain unless I built up the detail to insane amounts. I just figured ZBrush would handle the ploys direction. Is there a way to pull or change the direction or flow of polys as I see fit?

On a similar note, is it possible to add polys to a model? If I bring in a base but find that I need an extra finger or fold of skin, would I be able to arbitrarily add polys to my surface? Will this affect the divide history? Do the lower levels automatically add the missing polygons?

I was also wondering about creating holes in the model, for instance the handle to a coffee cup or a large ear ring hole in a character’s ear. Would I have to build the holes into the base model, or is it possible to do this in ZBrush?

My first real mistake was adding the eyes too late. It seems that if the original geometry is meant to be divided, the second geometry (such as eyes) is expected to be added early on in the modeling process. If not, all the divide history of the original geometry will be lost. Why can’t I rotate two separate models on the same axis while still keeping the history of the original geometry’s divided mesh? I need the eyes to figure out the eye sockets and how the skin connects to the eye. This area is tough enough to model with out dealing with the possibility of ruining the eye it self. This situation goes for any secondary geometry. Am I missing something? Does the displacement map solution solve this, or maybe someone’s got a work around?

PS – I created the model using a mouse! I don’t suggest attempting this at home kids.

Attachments

MACMaNs Creature02.jpg

Hello, noisy person! Haha … ZB gets you like that. doesn’t it! Nice model.

To be honest, the best way to answer your questions is to direct you to the ZB2 pdf tutorial. There’s no filler … it covers all the main parts of ZB, and it’ll get you up to speed in a few evenings. But, in brief, extra polys are added by using the edge-loop tool, or by sub-dividing (whole model or unhidden sections), and there are nudge and move tools for moving verts. Holes in the mesh can be created, but I think the best strategy is to get your base sorted first before importing into ZB. All part of the planning process. But I’m no expert, and I’m sure one of the knowledgeable dudes will wander by shortly.

Enjoy! Look forward to seeing how you get on.

modelers would pounce like rabid babies deprived of milk!”
Ya… I know that feeling :D:D:D:D:D:D:D.

I myself have armored myself and my PC with a significant amount of tools before I found ZBrush on the Web by chance. I was trying to define my visions with the XSI 4.2 Modeler (which is really cool) but never got to the deired results. ZBrush is delivering those with trance like easy.

When ZBrush would have legs. I’d take it with my other two dogs every day to the dogpark as my third perfect companion!

LemonNado

You know the whole reason I write these long a** posts is because my second passion is writing. Unfortunately, since I have no professional obligation to writing, I’ve been known to babble to unsuspecting innocents, like all of you! :smiley:

Thanks for the comment lemonnado you were right by the way… a couple days of ZBrush and I was starting to forget the key commands in Maya! :lol:

I NEED a tablet though! It’s VERY annoying having to bounce from one Z Intensity to the next just to get the “flow” of an area right. But to be honest, I don’t think the mouse hinders me much more than that. I guess once I get a tablet I’ll know just how much it’s crippling me.

well you were amusing enuf to forgive the mile long post!:rolleyes:

Look into multi-markers…they will allow you to do your eyes later and add them…check out the help in z2 for some great scripts on that.

Once you get a tablet…you are going to wonder much like you do now about Zbrush…why the hell didn’t find this sooner…and wouldn’t using a mouse be cruel and unusual punishment for both myself and the poor squirming creature?

enjoy the ride…it’s like a very cool never ending learning process…everyday yields up some cool new thing you can do.

Load some files of this thread and play scripts for see how easy to sculpt in Zb in real time as a classic sculptor:cool:
Have happy Zbrushing!
Pilou
ps You can put maya in the garbage :lol:

Hey Macman,

You may want to visit Kurv Studios (www.kurvstudios.com) and sign up for the free tutorial videos there.

ZBCs very own Glen Southern has 3 vids available for download, and in them he spends a considerable amount of time using edge loops and lores mesh editing point-by-point to manage topology. He uses ZSpheres to generate the base mesh in the vids, but the same techniques apply to imported meshes too.

If you are upto speed with ZB, there will be little to learn about the interface etc from these vids, but always nice to see a master at work, and for me, to hear a good old fashioned Northwest UK accent over the top of the video - Makes such a nice change from hearing US accents over tute vids :smiley:

Regards

Adam

…cool script by Strike :cool:
Pilou

I’ve been spending time watching tuts and vids on ZB. I’m working on a second model now.

Thanks for the post, the english accent will be a nice change of pace.

Mac