ZBrushCentral

My 'How to Sculpt' skull... 1st Z3 model

Namek: Thank you and you’re welcome. I’m working on an old teeth material now, and I’ll add it here as soon as I get it right.

lawndart, Thanks! The How to Sculpt page now has just about everything you need. If you look through and still have a question, post it here and I’ll work on it.

Sven: Thanks! Per your suggestion, I’m working on a tooth material now.

Ryan, Trurl, Jecn: Thank you for your comments!

Because I want something I can use in any future illustration from any angle and with and/or without the jawbone or teeth, I am going to use this model as a chance to learn all the ins and outs of retopology. With the tutorials by Marcus Civis and Rastaman, I now know how to properly ZProject, as well. The goal is to retop or make new meshes so that the jawbone, teeth, and main skull can be separated, and to capture at least 90% of the current level 6 or 7 sculpting in the new meshes. I also want the arches of bone and sockets in the skull correctly topologized, instead of faking it with the sculpting and texturing. This should also take care of the resolution problems from pushing in the eye-sockets and pulling out the teeth in the original mesh!

My first go at creating a new jaw-bone took about 40 minutes total, and the details follow. If I were to start over from scratch it would only take about 15 minutes to get to the same point due to learning various techniques the first time through.

This approach uses a quick ZSphere mesh as a subtool, and ZProject:

[attach=59285]JawboneRetopA.jpg[/attach]

The above picture shows a ZSphere skin subtool which I have begun to Zproject at a lower res. To get to this point I…

  • Append a ZSphere to the skull model while in edit mode.

  • Select the ZSphere subtool, set Transparent ON, X-Symmetry ON (‘X’ key), and re-create the jawbone shape with Zspheres, hitting ‘A’ to check the adaptive mesh from time to time.

  • When the ZSphere model is done, make an adaptive skin, append it to the Skull model, and hide or delete the ZSphere subtool model.

  • Tweak the low res adaptive jawbone level 2 mesh into a rough shape that is mostly correct. It is best to keep using X-Symmetry at this point.

  • Divide to the same level as the skull (level 6 in my case), but start ZProjecting at level 3! I turn off X-Symmetry to do ZProject. AT THIS POINT, DON"T FORGET TO CHANGE TO MOVE MODE AND CLICK ON THE SKIN MESH. This will delete (and reset?) the action line of the Transpose tool if one exists. Even if it doesn’t exist, this step ‘may’ be necessary just prior to starting the ZProjection. To be determined…

  • Turn on Frames to see the polygon structure better as you ZProject.

  • Use a combination of ZSub, ZAdd, and Smooth as you model to keep the polygons roughly square and evenly distributed. Also keep rotating the model so that you only Zproject polys down to the closest points under the new jawbone mesh. If I accidentally Zproject sideways, creating a folded mesh, I immediately use Smooth to get the polys back to a even distribution, then use ZAdd to pull them back up to the original jaw surface (since smooth ususally causes the polys to sink inward). I set ZAdd ON, and then use ALT to ZSub, and SHIFT to Smooth, so workflow is VERY fast and seamlessly smooth!

Notice in the above picture that I am mostly working on one side. I do this because even if trying to use X-symmetry with ZProject, it doesn’t usually work as expected or desired. To transfer over to the other side I mask the left side just short of the center:

[attach=59286]JawboneRetopMaskA.jpg[/attach]

Then I press the magic Smart ReSym button in Tool:Deformation (with ‘x’ only):

[attach=59287]SmartReSymX.jpg[/attach]

Here is the result:

[attach=59288]JawboneRetopMaskB.jpg[/attach]

The above picture shows the symmetry restored. Working at low res first, and with Frames turned on, allows me to easily maintain a very even poly distribution as I work. I also can tweak the mesh using Tweak brush very easily at this stage, which is how I was able to get the mesh perfectly aligned to the teeth-line (otherwise the new mesh topology would have followed the surface of the teeth!).

Another trick to help with seeing the new mesh as I work is to set the material of the new mesh to something like the white cavity MatCap, or something else that contrasts well to the Red Wax of the skull:

[attach=59289]JawboneRetopB.jpg[/attach]

To get the material on the jaw bone, switch on ‘M’ or ‘RGBM’ in the Draw palette, make sure the jawbone mesh subtool is selected, select the desired material, and then press Fill Object in the Color palette. It may also be necessary to change to the Standard brush for this step (I’m not sure if the ZProject brush might try to pull color from the other model or something like that.) In my case, the skull is still set to material 00 I believe, so it displays as whatever material is currently selected. So I either reselect Red Wax, or I can Fill Object on the skull to set it to whatever material I want it to be.

Here is the final stage of the ZProjection at this resolution level (level 3).

[attach=59290]JawboneRetopC.jpg[/attach]

It is now ready for a higher level, and I will go straight to level 6 and transfer the level 6 detail to the jawbone mesh. The inner surfaces and joint-structure will have to be modeled from scratch, since that never existed in the base skull model.

[attach=59361]JawboneRetopD.jpg[/attach]

[attach=59364]JawboneRetopE.jpg[/attach]

It is now at level 6. Divide twice more to level 8 and add final detals.

[attach=59367]JawboneRetopF.jpg[/attach]

JawboneRetopG.jpg

(Yeah! Knaw on that bone ZBrush 2! You want the bone? You can’t handle the bone!)

I will probably use this same technique on the skull, but I may switch over to the other ZBrush retopology method in order to get the zygomatic arch and other tricky skull topology done correctly in the mesh. But even the arch could done with ZSphere modeling by bringing two extensions together and modeling a arched junction just like the real bone arch and knits with a visible seam.

Attachments

JawboneRetopA.jpg

JawboneRetopMaskA.jpg

SmartReSymX.jpg

JawboneRetopMaskB.jpg

JawboneRetopB.jpg

JawboneRetopC.jpg

JawboneRetopD.jpg

JawboneRetopE.jpg

JawboneRetopF.jpg

Nice tut! But I can’t see the pics.

Sorry for the thick question, whats the x-plane you refer to?

…btw great model though I cant see the tut images.

Hi Giantsun, check out:

http://www.zbrush.info/wiki/index.php/Learn_to_Sculpt

The skull tutorial is also accessible from the Z3 tutorial page.

Regarding the pictures, for some reason, the server lost the pics, probably due to taking too long during the composition of the post, or something like that.

Re-uploading now…

Cool, thanks for taking the time to post this…it’s always fun to see how folks approach doing things and we get to learn a little something along the way!

Very nicely done Jaycephus :+1: Thanks for the material.

Great to see you back and rocking with the pixols.

Interesting stuff you got here. I’ll read through it properly when I get through learning retopo tools 1st. Sheesh!!! Its a lot. Cool shader and light setup you got too.

Jaycephus,
This is great work and it is good to see posts from you again. Thanks for sharing your working methods.

Thanks Jaycephus. :+1:

aminuts, TVeyes, Marcus, thanks and you’re welcome.

Brett, Thanks, and thanks for your reply on your Grangle thread. It helped me!

Haha. No problem friend. Wasn’t sure it would help. One day I’ll take the time to doing proper tuts. One day…

Is just amazing work men, congrats :eek:

Thanks, huango.

I got sidetracked by a spyware infestation. I needed to reinstall my entire system from scratch anyway.

hej jay=)

i have been doing a skull used your material and light and is pretty satisfyed for being my first one, but now here is the problem i havent really understood how to paint the black and gray areas from the imageplanes and would really like to know how to do it, care to explain:)?

http://209.132.96.165/zbc/showthread.php?t=50545 here is my skull.

P.S By the way i just LOVE your skull^^ D.S

Jay,could you send me your skull model (even small subdivision),because,i’m working on a dental anatomy much more detailed.space between teeth,angles,rotations,enamel,dentine and pulp.then i’m going to create maya mel script that will enable dentists to create digital model of a patients mouth.

incredible skull. I was learning to make one too but it is no where near the detail yours is. wonderful job.

Excellent Job!
And thanxs for your generous comment.

db

This is very good…!:+1:

And also tnx for the very cool and useful Mat…

:smiley:

can i buy this head model somewhere?