ZBrushCentral

Low poly Construction Demo script

Some of you perusing this board might have come across mention of building models starting with a low resolution mesh. (there was a really good eye demo recently by jelee) I like this method, so I recorded a script to capture the process.

Turn on show actions in the script menu if you are uncertain about the tools used.

A couple of things to point out:

The starting object is a sphere with 16 H-divide and 16 V-divide. This is low, but this process works on the basis of starting off with a low resolution mesh and then adding detail as needed.

You will also notice that I put the poles (the area where the polygons converge at the top and bottom of a sphere and other default objects) facing forward. Normally, you want these areas out of the way since they are hard to sculpt with due to the poly configuration. In this case, I will take advantage of the radial pattern of faces and use it for the mouth area. This is another point about this construction method; you should pay attention and work with the actual poly configuration instead of just pulling faces arbitrarily. This will allow for better smoothing.

With this method, you need to be aware of the polygons and the shapes they are forming in the early stages. I usually turn off the SH & SV (smoothing) to see the faces more clearly.

When you have taken the mesh as far as it can go at the current resolution, divide it, or portions of it, for added resolution.

So watch this and decide if it’s a method you’d like to try. It is slightly more technical, but has advantages too.

If you have any suggestions or tricks or corrections, please post them too!

Low_poly_demo.txt

Thanx, Ken…I’ll be running this right away, and I think from what I’ve already seen of this method, it just might change my approach to modelling…Another generous and valuable contribution from you…
:+1: :+1: :+1:

My god this is awesome.

To get a good view of the talent of Ken’s work, turn on the dots mode in the preferences when the script is done running.

What a GORGEOUS MESH! WOW! Perfect. I’m so impressed and humbled.

Well Ken, after watching this the conclusion that I was on the wrong track totally is inescapable…You just changed my entire process for modelling in ZEE, and this baby should be in the quicklinks and anywhere else where new users go to start out…
If I had seen this method, which you and JELEE have laid out so beautifully, I would be much farther ahead in my work…!

Thank you for altering my reality, and everybody here should check ths out!
:+1: :+1: :+1: :+1: :+1: :+1:

Methinks we have a convert in Stonecutter! This is a very valuable technique SC. I usually start with a very low poly mesh on most of my projects. That’s how I did Dr. Eggnog, the Alzohr and the Blue Meanies. One note- when using TextureMaster on low poly meshes what you see is not always what you will get. When you pick the object again the texture will “slide” into alignment with the mesh which depending on the mesh size and distribution may deform the texture significantly. A lot of planning is required if you want hard crisp detail when using TM with this method. Just keep an eye on your mesh, the distribution and size of the polygons and you should be fine. Of course you can always add texture after you drop the object which will allow you to keep more detail. :wink: Great work Ken bringing the light to the masses! :smiley:

Oh yes, Lonnie! You got that right, I am a convert!! :slight_smile:
In fact, I’ve only used TM once, and prefer to ‘paint’ on the snapshotted model…
Now, if you want to do a tut on this low-poly, and TM working together deal, well I guess I can book my flight to Nirvana! :wink:
Thanks for the added info…

i too found this demo very useful… its a awesome display of pure talent… and the eyes are wide open now… thanks for the new wave…

So glad that you are finding this script helpful! This method of working is based on model construction in more traditional 3D modeling programs; You usually start with low res shapes and add detail as you work. Poly arangement is very important. ZB is not a traditional program for sure, but it does still utilize polygons like many other programs.

Kathy, y’know, the women always compliment me on my gorgeous mesh. What can I say?

Thank you for the script. Haven’t run it yet but by all the praise I have to assume it’s great ~s~ From someone who needs all the help she can get, I thank you.

That head and eyes look awesome btw.

a brilliant lesson! :+1: :+1: :+1: :+1: thank you so much, Ken!

  • juandel

What can one say? The results speak for itself. Great demo Ken! You articulated the process much better that I could. Thank you. I liked watching you work in the shaded mode as it was much easier and enjoyable to watch progress (I tend to work in wireframe mode but it occurred to me that it doesn’t play back as well as I thought.) Great job texturing that face as well. It has so much character that I had to go back and read through the posting a second time to make sure I didn’t miss his background story that usually comes with these guys.
jelee

Yes Ken this script of yours is the perfect complement to jellee’s eye script which had already sent me into a new direction.

I noticed on Jellee’s script that he sometimes moves the polygon point on individual axes.

What do you think of this Ken. At what point would you do this?

Thelonius,

I’m not sure I totally understand your question. Move points in any direction you want as long as they help towards defining the whole form.

I meant to mention that Pixolator posted a bunch of tool scripts, one of which was a shark that used the low poly method. I think it is in the tool thread that has been posted recently. Check that out too.

The Pixolator shark script can be found here Z-TOOL BOX

Just went through it. Very awesome i love that method. You can get things to be very precise using the low poly modeling.
Ken, Thelonius’s question was if you sometimes or have ever thought about switching to moving the points along one axis. Instead of choosing XYZ axis, do you ever change to just Z axis, or just XY under transform modifiers.

Ooops. Sorry for not getting to this sooner guys. Thelonious and LWTB it really is a matter of modeling preference. I started using the axis to constrain some of my transforms because when I was working on a profile like the shape of a nose, I was simultaneously accidentally pushing it away making for a crooked nose when seen from the front view. So as a safety precaution for myself, I use the X and Y axis when working from the front of the model, Z and Y axis when working on the left or right of the model and if necessary, the X and Z if working from the top or bottom view. Now this does take up time and is no where as fast as freestyle XYZ but if you want more control over your transforms without any surprises when you rotate your model around, it is available to you.
So now you know I use crutches, what can I say, they just help me.
jelee

No crutch and no need to apologise, J…
Only common sense! :wink: And between you and Ken, I think you have fundamentally changed a lot of members modelling practises, definitely mine! Your tutorial and Kens have sure opened my mind to a lot of possibilities, and have showed a much faster, and yet more controlled approach. Before I saw this method, my standard procedure was to maximise the mesh resolution at the beginning, and control the draw and move functions with Intensity and Size adjustments…I think now, that this method was not giving me enough time to add the detail possible, as well as controlling the planes and contours to the extent possible…

A :+1: folded dimensionally to an impossible to conceive number to both of you!

Here is an example of another low-poly mesh. Note that I did not up the mesh after I finished modeling. Low-Poly method rocks and I am glad more people are getting the hang of it. Peace.

LowPolygonHead.zip

Ken thnx so much for this thread and for the generous zscript…I have to tell you that the script was the last thing I viewed last night beofre bed…it was very enjoyable to watch you work to say the least…I will try some of this very soon for sure…may fix some of my problems with my own images…and Mentat…you also knocked out a very nice model as well…thnx guys :+1: :+1: :+1:

Hey guys,

I never really played much with constraining the axis, but after playing with it, I really like the option. So much so, that I wrote a little script to make the selection faster.
It uses the hot keys SHIFT+X, SHIFT+Y,SHIFT+Z to toggle the axis on and off.
So thanks for pointing that out!
nice model, mentat7
Axis_select.txt