ZBrushCentral

Topology experiment.

so so :smiley: verry cool face handlebar! the lowres looks just as cool. props. wish i made it.

i have a question 4 everybody: when you people do all the edge loops and
want 2 export as a .obj file 2 another 3d
package, do you import it as 1object or different
objects(the edgeloop parts)

maybe a weird question? anyways thx!

correction.jpg

Thanks for the kind words joep. I always group things first under the polygroup section in the tools pallet. If its the triangles that your worried about you can easily fix that in zbrush by the way you draw out you zspheres, no need to go to another app at this stage realy. Instead of drawing the legs directly out from the same zsphere add two more spheres for the hips and then draw out the legs from them, kind of an upside down tuneing fork shape is that your after.

Steve 8)

handlebar>> thats good news thx :cool: , starting zbrush…

Hey folks dont forget the zscript recording session, you know is invaluable educatonal tool:D

Andreseloy

seeing the how to…remember:+1:

Joep, the zscript XYZ Adjust, really helps with dealing with that triangle and other problems.
http://www.zbrushcentral.com/zbc/showthread.php?t=3405&highlight=adjust

spaceboy412 >> thx, i have the xyz script downloaded and installed now.

this is btw what came out today(without triangles :stuck_out_tongue: yeahh)

aap.jpg

I came across this must read thread on edge loops and poles while doing some further research.

excellent thread, DogBone…thanks for pointing it out.

I second Slosh. Thanks for the link dogbone. It really opened my eyes. I intend to evaluate all my meshes as a result.

It does however make me think… I really love this thread and I have started my own model based on everyones ideas… but after reading the thread from dogbone, is it even possible to create good “Face loops” or are we stuck with extrusion loops as a result of the limitations of ZB. That is to say, I do not know of anyway in ZB that you can minipulate the poles/edges as discussed in the thread. “Spin edge” for instance… can it be done? I have only had ZB for 6 months and I do not presume to know all the ins and outs of it, but it seems to me like that kind of control over edge flow and face loops is reserved for the highend apps like Maya etc…

Comments???

Thank you for the tutorial Handlebar. I have been struggling with edgeloops in the face for a long time but I think I get it now. Crits and Comments welcome.

thx 4 the information Dogbone, now i can explain the reason of 3d triangles more 2 myself and others.
lets make a head with a south pole on top! :smiley:

greets joep.

Elixir

Zbrush demands a different way of thinking to the standard modeling apps that give you lots of options. I like to keep things simple, why have twenty functions to create a mesh when you can get very close to what you want with one. I can create a polygon in Maya and i can create a polygon in zbrush, how i manipulate these polygons comes down to practice and experience in both apps. Having a limited toolset isn’t a bad thing, and in the long run is a much faster way to work.

mnmava

Glad to help :slight_smile: my only crit, if you are after a realistic head model, is that the eyes are fractionaly too big, the edge flow seems fine to me though. Nice model.

Steve 8)

HandleBar,

Thanks for sharing. This is a good companion to Jason Belec’s ZSphere thread. Both are full of simple, direct information that clarify a difficult program in so many ways. Both are excellent instruction. How would you add a mouth cavity and throat to one of your heads? How would you use this topology approach to create a human body form?

~S.~

Hi SNARK

The principle behind making a mouth cavity is no different, you’re just pulling polygons inwards instead of outwards, there is also the function in the deformation pallet called offset. Just select the group of polygons you want to extrude inwards and set the offset slider to z and adjust the slider to suit. You can form the throat by adding extra loops to the back of the mouth and tweeking them into shape. As far as making a full body with this tecnique i would definately start off with a zsphere model and make cuts into the resulting polymesh with edgeloops.

inner-mouth.jpg

Steve 8)

Hey handlebar thanks for the great tutorial. I had to watch that script a bunch of times to get it all of the steps. I applied it to a full figure made of zsphears, worked very well, I was worried I would get a bunch of funky polys where the head connects to the body, but I only got a couple at the base of the neck. Thanks again, that was a huge help and the figure is deforming quite nicely. :+1: :+1: :+1: :+1: :+1:

head zbc.jpg

Attachments

zbc full.jpg

Looking good Harmonic, glad to help out.

Steve 8)

Hi, HandleBar.

Great thread. Thanks for your responses.

It had been awhile since I worked with zspheres but when I found your topology thread I thought I would work with them some more. Here is a picture of a problem I had and how I fixed it. I wondered if there were something I did wrong right at the beginning. Thoughts?

I started with Density and Ires set to ‘1’. When I got to the second stage image of the rough head shape, I tapped ‘A’ to adjust eye position then tapped ‘A’ again to preview the mesh and it came back like the distorted mesh in the third image. If I then went into the tool pallette and clicked on ‘Mc’ that distortion became corrected.

I created an Adaptive Skin instead of a PolyMesh 3D. Is this where I slipped? What is the difference?

Thanks!

~S.~

Attachments

ZSphere Distortion 1.jpg

Thanks handlebar! I am learning a lot from this thread, I started using Zbrush just a few days ago!
However, I can’t play your Zscript, I don’t know what could be wrong.

I am loving this method. It is very addictive. It is like trying to solve a puzzle.

Anyway here is my WIP of a base mesh that I am creating that will (I hope) be the base for all my models to come. My goal is to get good face loops with the 5 and 3 poles in areas that will not interfere with the subD, or at least put them in areas of natural creases etc…

Cool Elixir, looks like everyone has there own take on head topology, the’re all different in their construction which just goes to show that boxmodeling in zbrush is very versatile. Here’s my bace head as it stands now but i’m sure it will be refined more at a later stage.

head.jpg

Steve 8)