ZBrushCentral

Z-Sphere Question...

Is it possible to connect one end of a series of Z-Spheres to an existing end or in the middle of a chain of Z-Spheres? IE: If I wanted to create a simple loop with no ends, or if I wanted to create a cage with know breaks.

The idea came from me wanting to try and create knotwork with Z-Spheres, but really found myself at a loss when I couldn’t connect the ends.

Just curious would be helpful if possible.

Thanks in advance,

remcv8

…to connect begin - end Zspheres but maybe you can “move” the last on the first :slight_smile:
Pilou

I guess I could just overlap, but I’ll have to tweak the Ires settings till I get what I want.

I think that there’s a Plug/Z-Script that allows you to add Tools to Z-Sphere’s including other Zsphere objects. Just don’t remember what it was called.

Thanks Frenchy,

remcv8

It is not possible to join the ends of zspheres together to make a solid loop but I think Zif Click is the script you were thinking of. It will allow you to copy and paste Zsphere parts together and even move the Root sphere. Hope this helps.

Zif Click 3.0 Beta

It is possible using a Unified Skin but of course you loose the ability to pose/change the zspheres. It might work for what you want though.

ring.jpg

Thanks Digits and Marcus. I grabbed the ZifClick file and will try it out. I also like the example that you gave me Marcus. The way that I’m used to making Knotwork for example, is to scan in a Knotwork piece and than go into Illustrator or Photoshop and trace out some paths then export to Lightwave or Cinema 4D, then Extrude them. It’s kind of a long route, but I’m used to it.

I did see where someone Diplaced a Celtic Knotwork texture onto some body armor using Z-Brush. I’m guessing that they made an alpha brush of thier image and then used it as a mask for displacement.

That seems like a cool method and alot easier then mine.

My only concern with Z-brush is that I haven’t quite figured out how to create a high res displacement and/or high res uv map. The resolution seems a bit low when you’re texturing or diplacing a high level mesh.

remcv8

A while back someone posted > > This Link < < which presents a knot construction program (2D and 3D I think) which will give you .obj files to import into ZBrush 2.

If you haven’t seen it, check it out - it looks like the program was updated this past January.

Sven

Whereby?

Please help

TGC, that’s called a Unified Skin. You create one by using (creatively enough) the Tool>Unified Skin menu instead of Tool>Adaptive Skin. :wink:

For more information about Adaptive and Unified skins, there are several places to look: the FAQ about ZSpheres here at ZBC, the Quick Reference Guide, or the Help system that’s built into ZBrush.

TGC,

Here’s a zscript recording of the steps. Load the ZSphere_Ring.txt file from the ZScript>Load button.

Thank you!

But this is a problem:

test.jpg

For the Unified Mesh, you would get a smoother result by having more zspheres.