Hey guys,
I’m slowly getting more and more into zBrush now that I’ve had a bit of downtime.
I’ve recently started dabbling with doing jewelry design in zBrush, but I’m having some issues figuring out the best approach.
For instance:
I thought that for open air/filagree type designs the best method would be to extract geometry from either a masked area or a layer, but my issue is when I go to inflate the piece to add some thickness to the piece I get a real mess on the edges of the mesh. It seems to really kill the idea of sculpting along the edges as well. Is there a better method to this or a tutorial some where that goes in depth on extractions, subdivision best practices etc? I seems to be having the most problems in zBrush with bringing myself to a messy mesh.
Now, second question. I created my ring shape for one piece by initializing a a cylinder and then trying to either mask or sculpt on top of that… Well, I have two problems:
A: I can’t seem to sculpt the outer ring only… anything I deform on the outside carries over because of the thin nature of the ring, so I thought I’d try to mask just the inside of the ring in order to prevent it from being affected, but I can’t seem to make that work, which brings me to my second problem here…
B: When I draw mask on one side of the rings I get “leaks” similar to drawing on paper with a sharpie… Well, needless to say that doesn’t work out so well when I go to extract or sculpt the rest.
I feel like this is such a noob question, and I am a beginner, but I just feel like this solution should be so much more obvious…
I would be eternally grateful if one of you masters will either train me in the way of the force, or at least point me to a specific tutorial that would help me work through this.
I love zBrush because finally as a traditional sculptor I can create and enjoy my passion for 3D, but I’m still having some issues with my ignorance of the more complex parts of general 3D modeling.
Thanks for any help everyone.
- holto