Thanks SC and dr.J, I watched both of your z-scripts and then tried out the method myself . Itâs really amazing how much control you get over the object whenits low-polygon, I really like modeling this way. This is actually really perfect timing because I intend to start trying to model bodies soon to go with my heads and having this much control will definately help me.
dr. jjwowâŠI decided to watch your script as well, but unfortunately I donât know what a snow tracker is (Floridian, you see). I loved watching your intricate technique, but honestly, I canât tell what it is. Do you have a finished picture you may have put this object in? Sorry, hope you are not offended.
slosh you can click the link below to view what a snow tracker is in my mindâŠsorry but i posted this image about a week ago and i had thought that everybody had a chance to see it⊠sorry. http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=004680
Thanks for all the replies . I
ll check out the tut.
And to LWTB, a picture is worth a thousand words, Thanks
Frank Lee Hawkins
Just to throw in a bit more info â Iâm guessing from your first post that the Divide that you used was the slider just below the Object Preview. If so, that doesnât change the polygon count; only the amount of subdividing that takes place.
If you go to Tool>Modifiers>Deformations, you will find another item labeled âDivideâ â this one being a button. Clicking that button will double the polygon count in unmasked areas.
DONâT change your Initialize settings once youâve started modeling! Doing so causes your tool to revert to its primitive state, erasing all of your hard work.
if you go to your your Initialize and erasing all of your hard work as aurick said just CTRL Z it back i thought i would just throw that in incase you accidently did.
Ohhh! Thanks, Dr. JJ. I did see that pic afterall (stupid me). I just didnât make the connection. Without the coloring and all, I didnât recognize it. Love the finished product!
Has anyone noticed that if you model with a really low poly object with symmetry, the symmetry starts to distort?
Hey G, check to see what axes you have constrained under âTransform->ModifiersââŠIf itâs only set to one axis, you shouldnât have the problemâŠThe default is âXYZâ, and you should set it to the axis you requireâŠ
Thanks Stoney, low poly modelling here I comeâŠ!
No prob, GâŠAnother point is that sometimes you might want two axes enabledâŠThat is also an optionâŠ
For instance, if youâre making a nose, you might want to pull the vertex out and down, but not sidewaysâŠIn this case, you would turn off the âsidewaysâ axisâŠ
Cheers bud, wonder why the distortion occurs when all 3 axis are selected?, maybe this problem could be amended in future versions of zbrush.
There isnât any problem to fix, GâŠThe distortion comes from the fact that if you have more than one axis selected, itâs very hard to move a vertex in only one axisâŠIf you only have the axis selected you needâŠ
No problem!
Forgive me for being a bit slow⊠but how come you donât have any probs with a high poly model?, I canât understand why a low poly model should behave differently. By the way Iâm talking about modelling using mirrored x symmetry.
So am I GâŠ
Well, this is just a guess but look at a low-poly vs. high-poly sphereâŠWhen you have low poly, you can âfocusâ your action on a particular areaâŠThe polygons are larger. Since itâs the vertices you are actually moving, the contraint plus the brush size plus the Z-Intensity will affect the actionâŠTry experimenting with both low and high poly spheres, and you should set âdotâ mode so you can see whatâs going onâŠ
What a dumb ass I am :rolleyes: , I found the reason for the distortion (thank god you say!), to get a low poly mesh I used the optimise modifier tab, but what I didnât realise was that the model isnât equally reduced, eg. if you use the tab to knock the default sphere down to 32 poly, the h-divide becomes 8 and the v-divide becomes 5, so I changed the v to match the h and bingo! no more probs. Phew :o
I never use the optimise at allâŠJust set HDiv and VDiv where I need itâŠGlad you worked it out! Optimise is for âsimplifyingâ your mesh, and isnât the same thing at allâŠ
Yeah, your right. Donât know why I was using the optimise button, being quite new to Z, I overlooked the h and v divide settings. but you live and learn.
G, you should also be aware that you donât always set HDiv and VDiv to the same valueâŠIt depends on what youâre modelling. Sometimes you want more density horizontally than vertically or vice-versaâŠThe time to decide is before you start modellingâŠA little planning saves a lot of time and wasted effortâŠ
Thanks StoneCutter, solid info.