…
Thx for the advise!
Nice video BTW.
Are you selecting an area and then somehow extracting? I am new to this and doing an Iron Man and I think some of this would be very helpful! Great work by the way!
thanks,
you can mask a part of your model with ctrl+click and extracting it in the subtool palette
(first step on that tutorial screenshot and there is also a new Zbrush Tutorial about extraction ans Masking
edit:
thank you,
another way to get “clean” geometry is masking your mesh,
than under polygroup options use from masking and extract from that new polygroup,
its a good way to keep the polygroups on your extracted mesh because you dont have to use the clip brushes
you can also use the decimation master,
when modeling high details or hard surfaces its a great way to get new topology very fast
and you can convert your decimated mech to a dynamesh and back,
the dynamesh is a really cool way to use decimation master for modeling
and you can extract without problems from decimated geometry with it
some old stuff
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Thank you very very much, this taught me a lot!
Cheers!
Mealea!
hi
I’m glad the tutorials helped you:)
nice use of cutter realy powerfull movie
thank you for the timelapse . they 're really helpful. small_orange_diamond
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Those time lapse vids are a great watch, thanks! ^^
Very cool man!
Hi,
thanks for your comments,
its cool that the video helped you:)
I moved all the videos toPage I and uploaded a new one
here is a new suit update (wip)
Attachments
I started a new suit
Awesome thread, your hard surface stuff is really good!
I have a question however: when I use the clip brush, most times I end up with ugly artifacts near the clipped edge; like the geometry hasn’t been deleted, but it’s just flattened where the I clipped it. I can post a picture if my problem is not clear
Does this happens also to your models? How do you get rid of such artifacts?
Thanks!
thanks
you can “group loop” your extracted mesh before you use the clip brush,
that should clean up the mesh*
or you turn the extracted mesh into a single Polygroup,
thats a good way to avoid artifacts,
always use the same angle for cutting
if there are still artifacts the only way to get rid of them is using (hide/select/ del hidden/close holes)
the best way to get clean hard surface topo is using the zbrush retopology,
but i it gives my a headache and i cant use it longer than 10 minutes without getting knots on my fingers:p
when working with clip brushes that way
make sure that “polygroups” is activated under “clip brush modifiers” in the “brush” menu
just sketching around,
I’m a big fan of the Blame! Series by Tsutomo Nihei,
the new stuff is inspired by his manga:)
update
I love the new suit thing, you should push it!
Looking good! :lol:
hey thank you,
another update, this time i’ll finish it…maybe…:D^^
another update