@Chris3d
It’s tough to say without getting a better look at them, but they could have been either hand modeled or created with an array.
@Chris3d
It’s tough to say without getting a better look at them, but they could have been either hand modeled or created with an array.
@Spyndel your ClipCurve (stretch Edge) methode works not really.
Watch after the ClipCurve your Backside of your Edge Loop.
The only methode where works good is the Point > transpose (methode). ;o)
And if is for someone helpful:
Preferences > Transpose or also Transpose Units. You can optimize your own transpose tool. ;o) For work more exactly with the transpose tool.
It’s more of a “flatten edge” method, and it’s not my method. Picked it up from a video.
I didn’t fabricate the screenshots. It’s possible you’re not understanding something or other. Would you care to illustrate how it’s not working for you?
Holy s***. Häääääääääh* lol, now it worked.
Really strange.
But I think I’ve found my problem:
If you move the point-(the shifted Edges) with: Point > Move (so you have moved the point manually/by hand) and the Edges are not set “correctly” straight down. And if you want now have again back the straight edgeloop/the two Edges with that point, then gives “your” method this result:
The Edges are now back stretched. But in the backside is the Edgeloop higher as result.
But if you move the Point (for receive the shifted Edges back) with the transpose tool methode before, you receive the right result with your Edges stretched method (ClipBrush).
So seen, it was my fault. Therefore sorry for that.
But in the same time it shows that this method works not always (if you move as an example your Edges with the: Point > move method before).
Well, after all, i’ve now in the same time learned what:
To be careful between if you move edges with: Point > move Or: Point > transpose. If you want later move your straight edgesloops back (with “your” ClipBrush method).
PS. Sorry for my english. I often have to edit my posts many times. Because often i write very bad english lol, if i want explain something.
The clip brush just flattens the edgeloop. I used Edge > Slide > Edge Loop Complete to move the loop into the position I wanted. That moves the whole loop at once.
Sorry, it has an error crept in my post. I wrote Point > Slide. But i meant Point > move lol
Now i’ve edited my post again. Really sorry for that chaos.
EDIT
Hääääääääääääääh* So really strange. I once tried it again, but sometimes works, and sometimes not. No matter which point move method i use (point > transpose or point > slide or what else).
Sometimes works well and sometimes not really, after after the stretching method with the ClipBrush and Masking. Really, really strange.
I do not understand that. Really peculiarly… höööö*
I wanted to spruce up my doghouse a bit, so I built a Nanomesh doghouse on top of my original low poly doghouse using it as a sort of frame. I doubt it’s 3d print friendly. I’d have to merge all the planks with the underlying frame to make it solid, but I just wanted to see those little cracks of light in between the wood.
The basic process here ( Tip! You must sometimes use Tool > Geometry> Modify Topology > Align Edge to get all your Nanos going in the direction you want them to):
Spyndel what are the step for use nanomesh? i still confuse with it,
thanks in advance
There are a couple different ways to get started with it, I think.
First, prepare your nano by angling the camera at it in the way you’d like it to appear on the target polygon (front facing, side facing, etc.)
Then:
OR
Either way basically creates a new ZModeler brush with the Nano loaded. Select POLYGON > INSERT NANOMESH with the desired target, and insert the nano on the desired polys. Once placed, you can change their attributes in the Tool > Nanomesh menu.
many thanks Spyndel
ps:the image below is related to bridge action on connected polys that some guy in other thread asked for…
Great Thread
When bridging two adjecent faces zb seems to not merge the tris to the center vtx, but quad it out so that point has a bunch of extra edges. Anyone else zoomed in close and noticed that?
Edge Align tool looks great as well. Anyone know if there is a way to perfectly center a loop between two other loops after it has been created? That would have been neet
The hardest thing about zmodeler is creating edge flow, so much vert bridging and deleting edges…When doing things organic, I have better luck at zrmesher 2.0…I noticed know one have posted any thing on you tube that is organic when involving people or animals .
Has anyone found a way to insert an EdgeLoop with the averaged curvature or edge flow of the mesh you’re inserting into?
I’ve messed with the modifiers to get something close but it doesn’t subdivide cleanly and properly curved when inserted on a curved surface.
“Edge>Insert>Multiple Edgeloops>Specified Resolution 1>Interactive Elevation>Flat>Averaged Normals”
When you single click on an edge with those settings it creates an edge and moves a bit to get to the averaged normal of each intersecting edge. This implies to me that the functionality is there, but just isn’t implemented quite fully yet, or I’m just missing some crucial settings.
here’s a example of organic workflow with qcube zmodeler dynamic and dynamesh
@Mikadeius
Edge Align tool looks great as well. Anyone know if there is a way to perfectly center a loop between two other loops after it has been created? That would have been neet
I’m not your to have understood you.
But if yes, is that maybe the answer:
Right click on an Edge > Insert > Multiple EdgeLoops > and now click only one time on an Edge.
He set the EdgeLoop automatically in the center between the polys. But again: Click only one time and move or hold your mouse not during the click. Only once click on an Edge. ;o)
They make also a new Polygroup in this moment.
When doing organic things where I actually care about the edge flow (remember that topology is usually a final consideration in many re-mesh heavy Zbrush workflows, not the first ), I find is useful to start with ZRemesher, and touch up with ZModeler. Point > Slide, and Point> Stitch are two very useful tools, and very quick to use as long as you set polygon and edge action to “Do Nothing” to avoid missed targets. Otherwise I only use ZModeler to box out the shape, and then I’m onto remeshing and sculpting–which is the entire point of Zbrush. ZModeler is there to supplement that ability, not replace it. Why would somebody model something organic in Zbrush, when you can sculpt it?
ZModeler is a box modeling tool. You must embrace a box modeling philosophy to get the most out of it. It can supplement that with light poly editing functionality here and there, but if you rely too much on a polygon by polygon workflow, you’re going to bang your head against a wall. If you really need to create a hyper efficient mesh on a polygonal basis, there are tools better suited for that. Zbrush has never been concerned with that, and still isn’t. Try to view ZModeler as a huge increase in Zbrush shape-making ability, and use it as such.
That’s just some free advice offered in good spirit, so feel free to embrace or ignore as you will.
As soon as I’m done playing with my doghouse, I will do a more organic oriented character base mesh project and post it here.
Sorry to backtrack a bit here to your problem with the loop flattening. But it appears many of your problems are the result of working with Perspective turned on. ZModeler works best in Ortho view, at least for hard surface or mechanical style objects. That way you know one vert is directly behind another when you line them up.
As soon as I’m done playing with my doghouse, I will do a more organic oriented character base mesh project and post it here.
Spyndel - As you’re going to be going organic are we gonna see that dog house occupied? ;)
When doing organic things where I actually care about the edge flow (remember that topology is usually a final consideration in many re-mesh heavy Zbrush workflows, not the first ), I find is useful to start with ZRemesher, and touch up with ZModeler. Point > Slide, and Point> Stitch are two very useful tools, and very quick to use as long as you set polygon and edge action to “Do Nothing” to avoid missed targets. Otherwise I only use ZModeler to box out the shape, and then I’m onto remeshing and sculpting–which is the entire point of Zbrush. ZModeler is there to supplement that ability, not replace it. Why would somebody model something organic in Zbrush, when you can sculpt it?
ZModeler is a box modeling tool. You must embrace a box modeling philosophy to get the most out of it. It can supplement that with light poly editing functionality here and there, but if you rely too much on a polygon by polygon workflow, you’re going to bang your head against a wall. If you really need to create a hyper efficient mesh on a polygonal basis, there are tools better suited for that. Zbrush has never been concerned with that, and still isn’t. Try to view ZModeler as a huge increase in Zbrush shape-making ability, and use it as such.
That’s just some free advice offered in good spirit, so feel free to embrace or ignore as you will.
As soon as I’m done playing with my doghouse, I will do a more organic oriented character base mesh project and post it here.
I agree 100%
That’s just some free advice offered in good spirit, so feel free to embrace or ignore as you will.
leave some of the smart comments out of it
It wasn’t intended to be a “smart comment”. Was trying to be sincere. I didn’t want you to think I was lecturing you or being defensive. I was just offering advice for you or anyone else based on my own experience, and people are free to think I’m mistaken and ignore it.