ZBrushCentral

whats the best way to create rivets in a pipe

I have a pipe in my model thats curving around and would like to put rivets all the way around it. What is the best way to go about doing this?

Here is a picture that illustrates what I am thinking of:

<img src=“http://www.zbrushcentral.com/pixo/atn.gif”>

Where is your picture?

guess i screwed up the image code, but i found a better one anyway:

revelle-kitchen-sink-mixer-tap-with-008209M.jpg

Are you asking for the best way to do it in ZB ? or in general ?

If you want to do it in zb…well, the best way i believe is to unwrapp the model in your main 3dapp, then make a texture alfa with the pattern for this shape, then tile the UVs to the desired result and then import it in Zbrush, put the texture alfa to the obj. and create masking from intensity. Then from defformation hit Inflate and you have it…

The other best way is to make this obj. in your main 3dapp…

or, another way to do it is to create one long cylinder then a dozen small cylinders and arrange them over the small one - similiar to the way you create a chain, or motorcycle chain (the video tut that Pixolator created the motorbike).
Then with transpose master pose it, but it will create some distortions i think…

so if i started with a base mesh, can i just unwrap this base mesh then transfer the uv’s to the first subdivision of the high res version im making? the base mesh obj i originally imported to make the high res isnt uved correctly.

At any point you can export the lowest subD level and uwrapp it, then import it back with UV… its not a problem. You dont need to unwrap the original basemesh, then import and transfer the UVs… :wink: