ZBrushCentral

Low poly Construction Demo script

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

Ken,
Since I am still learning, I decided to try to texture and finish the head after the script ran. The reason I haven’t really done any heads is because I can’t quite figure out how to get the eyes into the eyesockets properly. They are either too close, hiding the eyelids, or too far back, which does not show enough of the beautiful eye art. Please help (anyone) :confused: :confused: :qu:

Hey S…
Here’s a basic quickie, Eye and Head tut…HeadNeyes.txt
Let me know if I can answer any follow-up questions… :wink:

Hey Slosh,
SToneCutter’s script nicely shows how to put eyes in the head.
What I also do sometimes is mark the head object, go to another layer, make and set the eyes, then go back to the head layer, clear it, and replace the head object using the marker, and continue to sculpt the lids until they fit better around the eyes.

Bingo, KenB! I like that idea. I tried a low poly. Ended up all lips! I need some more practice. I like the Eye Maker that EZ posted. I think eyes are my favorite thing to make. Sooooo, if I can just get some sort of head to put them in :0)

Uh oh, Ken, this is what the 1.51 cat dragged in with the LowPoly script. Granted, it does have a certain surrealistic quality about it, but not quite the same as your more famous output. :wink:

Some recorded sessions from ZBrush 1.23b will not run correctly in version 1.51. This is because the new version uses a slightly different recording method that allows the canvas to be zoomed or panned and still record correctly.

Unfortunately, there is not currently a way to make the script work in version 1.5.

However, Ken has also taken to a new approach starting with ZSpheres to get the initial low poly mesh. Here is an example: Hoot. It shows the completed image, along with a step-by-step that shows the initial ZSphere model and then several steps along the way to completing the model.

Jaycephus,

Here is link to a very similar construction script that works with zb 1.5 (but not 1.23) http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=008210