ZBrushCentral

ZSphere model with 8 limbs problems.

Okay, first of all I would like to say what a fantastic product ZBrush is. I’ve only been messing around with it for a little while now, but it seems to fit my needs/wants nicely. Except in regards to ZSpheres (unless I’m making mistakes).
I’ve been attempting to make a model with 8 limbs (4 arms and 4 legs) with the arms and legs evenly space around the torso. However as can be seen in the below images, the arms end up joining to the faces on the same sides as the legs, causing some nasty twisting. I want them to come out of the torso diagonally from the legs (if that makes sense).
I understand (sort of) the resolution functions, but they don’t seem to allow me to have 8 faces around the sides of a ZSphere. Is there any way to do this (or fudge it)?

Example 1
example01.jpg

Anyways, any help would be greatly appreciated.

Attachments

example02.jpg

example03.jpg

example04.jpg

Each ZSphere is skinned as if it’s a cube. For your lower set of legs, you placed the children on the “faces” of the “cube” and got great results. For the upper set, you tried to place them on the “edges” – leading to a mess because the skinning system can’t actually attach anything there.

The way to deal with this is to change the resolution. You can do this through the Tool>Adaptive Skin>Ires slider, which applies to the whole model. Or you can adjust the resolution of your ZSpheres individually (and even on specific faces) using the res sliders found in the Transform palette. In this case, your settings apply to the next ZSphere to be drawn. You can’t change a ZSphere’s resolution after it’s been drawn, except through the universal setting in the Adaptive Skin menu.

Here are a couple tutorials that help explain this:

http://www.zbrushcentral.com/zbc/showthread.php?t=23136
http://www.zbrushcentral.com/zbc/showthread.php?t=3662

Thanks for the reply Aurick, but it doesn’t really help me. I think I must be missing something. I realise why my model didn’t work and I understand the whole ‘skinned as cubes’ thing. But how can I make my model work taking all of this into account? I want to have the 4 arms come out of the corners between each face (or at least on that angle). What settings would I need to let this happen, or is it not possible?
Once again, thanks.

Well, I’m assuming that the lack of responses mean that what I want can’t be done (which I pretty much figured on my own). It’s a shame really, as ZBrush looked like one of the better modelling/sculpting programs I’ve come across. I’m sure I’ll be able to fudge something that looks alright, if I keep on try.

It is possible. I gave you links to two tutorials that explain how to adjust the iRes settings.

Have you ever heard the expression, “Give a man a fish, and he’ll eat for a day. Teach a man to fish, and he’ll eat for a lifetime.” This is similar. If you’re told just what settings to use and when, that will only let you build this model. But if you study the tutorials that have been provided, you’ll be able to understand the technique and apply it whenever you need it.

Thanks for taking the time to respond to my questions Aurick. Anyways, I had already come across and read those two tutorials when I was first trying to find a solution to this problem on my own.
I understand how the res sliders work (though I have been unable to get the ZScript ‘XYZAdjust2’ to work). However I don’t understand how changing the division of any of the ‘cubes’ faces will allow me to have faces down the edges. No matter what setting I use I end up with a corner where I want my arm to emerge from. Obviously, this just results in the twisting I want to avoid.
Now, I don’t really expect a step by step guide as to how to accomplish what I want, but could you please explain how the res settings can allow a central body with 8 limbs (effectively) radiating out?
Oh, and a second quick question. Is there anyway to lock rotation of a model to 45 degrees versus 90? Obviously this would be helpful for me if I get this all working.
Once again, thank you for your help Aurick, and sorry for being such a bother.