I’ve been focusing on our new features & export options in this thread… thought I might show a bit of what I’ve learned about working with our current export options.
Our current meshes are quite well suited for creating base meshes ZBrush.
Groboto’s meshes are all triangles, but they are ideally structured for conversion to quads. When importing GroBoto OBJ, I set the Tri2Quad setting to max.
This example uses one of GroBoto’s built in AutoBots (‘Lattice Node’).
The left side of the first image shows the OBJ imported into ZBrush. You can see that GroBoto has placed each ‘branch’ produced by the AutoBot into it’s own group. There are several export grouping options that can be vital to managing these complex meshes in Z.
I exported everything with low poly counts (basically 8 sided for all radial objects)… wanted to start with something that would allow good subdivision options in ZBrush. The long narrow cylinders in the GroBoto model are beveled, the short, flat ones are not. This makes a difference when later subdividing in ZBrush. If smooth-subdivision is on, un-beveled cylinders become rounded (sausage or lozenge-like), whereas beveled cylinders maintain a sharper shape.
The right half of the first image shows the model after a bit of editing, and with subdivisions cranked up to 3.
The second image is just a couple of in-progress close-ups (subDiv 2). I like using inflate & scale with small brushes (not much larger than the individual GroBoto primitives). The off-center distortions that result ad a lot of character & variety to the forms. Using the same tools with somewhat larger brushes works well for varying what I like to think of as the ‘line weight’ of these branchy forms.
I’ll probably jump back in and see what I can make of this simple test model. I’m also using this same approach on my first real attempt at a ZBrush model:
UHF-Head WIP
-Darrel

