ZBrushCentral

"Roll over" and edge: Maya equiv of extruding an edge?

Good day ZBrushers.

Quick question. Now normally if I was working on this project in Maya, I’d simply extrude the edge towards the “leg”, in this case. However, I have a model that I masked/extracted to create a thickness for a, eg. a boot. However, I needed have the edge touch the leg and I didn’t want to create a huge thickness from the extract. I attached an image, and I’ll apologize for the crudeness of the drawing as it was in MS paint :)(at my office job), but the blue ring is where the leg is actually at and the cylinder represents the boot. I need to bring the existing boot edge to the blue area. I know there’s the new zbrush modeler, but I haven’t used it yet. Would that be the answer, instead of GoZ to Maya and bringing back?
I tried moving the edge with the Move Topo brush, but that didn’t work so nicely. I haven’t done a lot of hard surface modeling and was trying to figure out logically the solution.

The cuff area, marked in dk blue, was created with the only thing I could think at the time(I’m sure there was a hard modeling solution in Zbrush for this but I don’t know of one), the clay brush. That of course created rough texture and not a nice solid thick piece, so I had to use the damian standard to create the underlying mesh, which would create the “rollover” cuff effect. So now I just have that thickness issue with the edge that should touch the leg(the blue ring).

I also added a pic with the boot. I’ve never done clothing before, so this is fun but overwhelming with all the different ways of completing the final project, ie, topotool to create geo, extracting from a mask,creating a subtool and sculpting it, etc.)

Multiple solutions, I’m sure.

Thanks!

Attachments

rollover.png

boot.jpg

In general the typical 2d open edge extruding style of edition in Max and Maya is not possible in Zbrush. Zbrush likes solids. Zbrush only would allow to close holes, create holes, bridges between holes or change the shape of the edges but not extrude open edges.

But you could close the hole, insert the loop edges that you need and then delete the central polys if needed. To do what you indicate in the sketch would be rather trivial.

"In general the typical 2d open edge extruding style of edition in Max and Maya is not possible in Zbrush. Zbrush likes solids. Zbrush only would allow to close holes, create holes, bridges between holes or change the shape of the edges but not extrude open edges.

But you could close the hole, insert the loop edges that you need and then delete the central polys if needed. To do what you indicate in the sketch would be rather trivial."


Thanks!

I get what you’re saying about the trivial part.

Seeing the end result of what I needed, Is there perhaps a different way that I should have proceeded? I masked off the area of the leg and foot where the boot will be(after duplicating the original mesh so that I could delete everything under the boots to reduce polys for the eventual rigging model), and then extracted with a reasonable thickness. I then had to do that piece of cloth on the upper boot that when sculpting, pulled it away from the leg and so I have that open area.does that make sense?

If there is a better, more efficient way to go about that sculpting, I’m all ears and thumbs ;).

Thanks again!

You could close the hole with zmodeler>edge>convex hole
Then select the center with alt and qmesh with zmodeler. You can customize this to your own shape, delete the center if you need to etc. I hope that I understood what you want to do, but anyway this is enough flexible.
Image 1100.jpgImage 1104.jpgImage 1101.jpgImage 1102.jpgImage 1103.jpg

Hey,

It’s one solution and I’ll take that :). If you were going to sculpt this, what steps would you have taken?
Would you have done the masking>extracting and building/sculpting the overlapping cloth?

Just curious :).

It is not clear to me what type of character you are doing. If it is a cartoon style (like zelda), doing a rough version of the body and then use extract can be a good idea. But you could also duplicate the model and sculpt the clothing when you can see both meshes with the claytube brush. This would allow you a sketch version of the general shape before going to the task of refining geometry.
Pavlovich uses this method several times and the videos describe it in detail:
https://www.youtube.com/user/Pavlovich2005/videos

“It is not clear to me what type of character you are doing. If it is a cartoon style (like zelda), doing a rough version of the body and then use extract can be a good idea. But you could also duplicate the model and sculpt the clothing when you can see both meshes with the claytube brush. This would allow you a sketch version of the general shape before going to the task of refining geometry.
Pavlovich uses this method several times and the videos describe it in detail:
https://www.youtube.com/user/Pavlovich2005/videos


Thanks Michael.

I attached the full picture of the character that I found on a google search! I wanted to create a simpl-ish cartoony type character and then rig her/him/it. So my goal from the beginning is to create a character or at least sculpt and then rig all the way to a complete character to animate.

I’ve watched quite a few different videos on “how to do clothing.” and most are different techniques, I just haven’t figured which one is ideal for me; preferences, ya know?

Anywhoo. Thanks for responding. I appreciate all the input. It’s great to have an artist that isn’t a troll and actually loves to share his/her knowledge and skills.

Happy 3d’ng!

Sean

lucas_marks_turnaround_by_rareraspberry-d3iqu51 copy.jpg

http://www.deviantart.com/art/Lucas-Marks-Turnaround-212883733

Do give credit to the original designer :).

For that type of very loose clothing marvelous designer would be great.
I never have seen a troll in the “Other Questions And Troubleshooting Forum:smiley:

Yeah, I don’t have that program. I know it’s been done in Zbrush :), so before I go trying to learn another program, I’d like to learn this one :).

Thanks again for all your help!

Sean

For that haranguing clothing I would not use any other techniques I mentioned, it is way too unrelated to the main shape. It would be better to use a 2d simple mesh with subdivisions where you can control the global shape without fighting with the two sides of the geometry. Then add thickness when the model is finished at the end, in the edge alone or the full mesh.