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Help Sculpting


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Oh okay, does it matter if you can see the polygons (hexagons) of the mesh within ZBrush?

 

 

Not really, note that zb doesn't have smoothing as other 3d programs.

 

What exactly is the use of ZRemesher?

 

 

It generates a decent topology, specially on the borders a the extracted mesh and helps a lot with hardsurface sculpting because of keep polygroups feature. Default settings are fine, just adjust the desired polycount (possibly by trial and error, but again don't worry too much about it, you can always optimize the lowpoly afterwards) you can also add guides to control topology.

 

What would you do to make the breast indentation less noticeable as in the picture below?

 

 

I'd smooth and tweak the body underneath to the shape i want before doing the extraction. On the extracted one is harder to modify the overall shape

 

 

As a little extra i'm going to recommend having a look at polycount.com, great forum and great wiki

http://wiki.polycount.com/wiki/Character

on the "more information" section of that there is some scuplting tutorials you may want to check.

 

Thank you very much, I will do so.

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Depends on the aproach, a lower density mesh is easier to work with when laying down the base mesh then subdivide as needed to get the details you want, also since extract adds side faces to a separate polygroup you could zremesh that with the keep polygroup thing enabled and control its smoothing to get a nice clean edge with usable topology (and a start point for the lowpoly). Panel loops could also be of use for some of the details on that area.

Does the screenshot with the top look somewhat okay with the polys? I added zremesh to it, so I am not quite sure.

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I'd run zremesher at a lower density (keeping polygroups so it respects the edge), something like this level: https://s-media-cache-ak0.pinimg.com/736x/60/36/fe/6036fe91b35dfff0d03f753128837b61.jpg since you can always have tons of subd levels on top for the details, masking other extractions etc. And the lowest level can be a starting point for the lowpoly.

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I'd run zremesher at a lower density (keeping polygroups so it respects the edge), something like this level: https://s-media-cache-ak0.pinimg.com/736x/60/36/fe/6036fe91b35dfff0d03f753128837b61.jpg since you can always have tons of subd levels on top for the details, masking other extractions etc. And the lowest level can be a starting point for the lowpoly.

Ok, and once I run zremesh and get it they way it should be, but the corners happen to not be smooth, what should I do then? Since I will have details on top, should I not worry about the edges of the base mesh/ or should I use the move tool to try make them edges even?

 

Sorry I am not at my desktop, so I cannot really test it out right now.

 

Thank you again for the help.

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Can't really tell without seeing it but if you split polygroups on sharp edges and enable keep groups (not freeze) zb will respect those edges, you may want to tweak the smooth groups slider. You can then bevel the edge loop with the zmodeler brush if you don't want them so 90 degrees. And yes you should definitely get the base mesh right before moving into detailing it.

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Can't really tell without seeing it but if you split polygroups on sharp edges and enable keep groups (not freeze) zb will respect those edges, you may want to tweak the smooth groups slider. You can then bevel the edge loop with the zmodeler brush if you don't want them so 90 degrees. And yes you should definitely get the base mesh right before moving into detailing it.

Ok, I think I got it. I've added a link, if you don't mind, if you could really quickly see if it's correctly done or at least serves as a good enough base mesh? There are about 8000 polygons.

https://drive.google.com/file/d/0B8Uxe_Y3EQSNMzQ1d2VHVmhWQUE/view

 

Thank you.

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Can't really tell without seeing it but if you split polygroups on sharp edges and enable keep groups (not freeze) zb will respect those edges, you may want to tweak the smooth groups slider. You can then bevel the edge loop with the zmodeler brush if you don't want them so 90 degrees. And yes you should definitely get the base mesh right before moving into detailing it.

Ah, how exactly do I select individual polys for adding the detail? I looked it up and there's a zscript for it, but I am not quite sure how or where the tool option is. Or instead of that, is this when I need to mask off part of the mesh and then add subdivisions and then extrude or extract it or how would you go about it?

 

Edit: I just figured out the alt and double alt for mask, but even when the area I want to extract is high-poly and looks like it should have square corners, it always comes out rounded during extraction :wallbash: , I apologize for asking so many questions, it seems like I don't watch any videos, but I do. But is there something I could possibly be doing wrong, or is there something else I could try?

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don't worry about the questions

 

check the zmodeler brush: http://docs.pixologic.com/user-guide/3d-modeling/modeling-basics/creating-meshes/zmodeler/

you can extrude individual polys or loops with it as well as many other traditional-3d-program operations

 

i'd do the layer with studs as an extraction on top of the layer between, to make the border detail you could try panel loops or mask by features to mask polygroup border, tweak it and run deformations on it such as inflate, might give something like that. The studs themselves an insert mesh brush, the ones that come with zbrush should be enough but you could also craft a custom one that adds the tubes between studs directly.

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don't worry about the questions

 

check the zmodeler brush: http://docs.pixologic.com/user-guide/3d-modeling/modeling-basics/creating-meshes/zmodeler/

you can extrude individual polys or loops with it as well as many other traditional-3d-program operations

 

i'd do the layer with studs as an extraction on top of the layer between, to make the border detail you could try panel loops or mask by features to mask polygroup border, tweak it and run deformations on it such as inflate, might give something like that. The studs themselves an insert mesh brush, the ones that come with zbrush should be enough but you could also craft a custom one that adds the tubes between studs directly.

I unfortunately do not have the version that has the ZModeler Brush, so I'll have to do without it. And they are layers? I wasn't sure if they were layers or if they were created by the standard brush and then just flattened or smoothed.

 

Edit: Is there any way to get rid of the back side, or can that only be done in 3ds Max?

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