ZBrushCentral

Ken Brilliant Lesson 4 -- Unified Skinning

So far what has been posted looks quite impressive! But I am afraid I am going to have to pass on this challenge. The closest I could get using this technique is something akin to a football with potato sprouts growing out of it. :frowning:

There are some really cool models here!

Northstar: are you using Unified Skinning (not Adaptive?) And did you try increasing the smoothing value?

EDITED: Please ignore. Download problem resolved - it suddenly decided to work OK tonight.

<font color="#949494" size=ā€œ1ā€> November 25, 2002 Message edited by: Flycatcher </font>

Hey, this is great stuff peoples… right on… keep em coming… Zsphere’s really require some imagination in placement for sure, but wow, what results… :+1:

:)this is an excellent tutorial and I enjoyed it very much, here is my results.

I’ve tried the unified skinning method, but am having trouble with the x-symettry after making the initial profile. It sames after adding a couple of z-sphere to the profile you wind up moving individual chains and as the model grows more complew thing get messy real quick. It seems the symettry starts to drift after several additional spheres.

hi, ArtGraf! in case you havent done so yet, go and get Daveys fabulous Restore Symmetry script!

hope this helps!

  • juandel

I printed out the PDF tutorial after trying to follow it on the computer. It finally hit me after wrangling around with it for about three hours. I kept overlooking the x-mirror symmetry. You have to establish on the root sphere. That’s what I was overlooking.
Many thanks Aurickle for this wonderful technique. Everything should be a breeze from here out. Also gotta take a look at the Multimarker tutorial.ArfGrafix

Alright. I was determined to get this down pat. I tried the symettry script and was a little bit flummoxed by it since I was trying to master the mechanics of the initial software. Then I tried restricting the various axes as I modeled and this has helped keep control over symettry without resorting to the script.

Yeah. An extremly interessting Tutorial Ken!
Thanks alot. I really like the uncomplicated way, to roughen out the basic volume of a model (whatever it will be).

To keep a model simple enough for animating, you can model a rough body in your favorite modeling Appliction, uv mapp it and then convert it to zbrush.
There you can create the hires model, from wich one creates a normal map. This map can be used as a displacement map to rebuild the detailed surface on the lowpoly mesh.

BUT I would like to roughen out my basic mesh with zspheres, but create a less dense mesh from it with unified skin, much like the adaptive skin. maybe a little more detailed.
But I dont get it. If I lower the parameters of unified skin to much, the mesh dont fit the desired form and is yet to dense.

I hope there will be an improvement soon, so that one can use this absolutly great modeling tool not just for models inside zbrush, but also for exporting and animating in other 3D applications.

The procedere would then be: model a rough form with zspheres, export your model, cut in edgeloops for animation and detail it to the level you need it. uv map it, then export the mesh, model the details in zbrush, create the Normal/heightmap and map it to your lowres version.
So you should receive a highly detailed model with a low poly count. Perfect :slight_smile:

regards Marc

by the way: great model, Mahlikus!

April Session on Digital Sculpting :slight_smile:

Hi!! I was wondering if this method is easy to export afterword like lets say in C4d or if there are to many polys to achive this?

As an alternative, can we create adisplacement map in high poly and then export the model and texture in low poly?
As a mater of fact, can this method have low poly to start with??