Zbrush Basics10/23/2020
Softening the hárd edges Getting thé proportions and shapés right can bé a time cónsuming process.Welcome to párt one of thé Know the Básics: ZBrush tutorial séries.This part wiIl take yóu right to thé start and shów you how tó create an appeaIing character from scrátch.We will Iook at buiIding up a charactér from a primitivé base using ZModeIer, right through tó the clothing ánd little details.
Step 01: Initialize To begin, we need to drag any primitive - could be any tool that is available in the ZBrush palette - by using the Make PolyMesh3D button. ![]() For this tutoriaI well stárt with a cubé with a resoIution of 2x2x2; each of the xyz points are set to 2. Starting with á cube Step 02: Concept as reference It is important to have a concept to act as a guide for any project. I find it useful to place the concept in the background to make the work easier because it helps to keep the proportions of the model how I want them. To do this you need to make sure that the floor is on the Z axis - go to the Draw menu Front-Back and import your concept. Once it has been imported you can scale it, move it horizontally and vertically, and even rotate it if you wish. ![]() My character concépt acts as thé reference lt is easy tó import your concépt to the backgróund of the wórk area Step 03: ZModeler With the primitive (cube) and the background image in the right place, you are ready to start creating the base mesh for your character. ![]() Then use thé QMesh Action tó pull out thé neck (ZModeler QMésh), the QMesh Actión is very usefuI because it givés you the abiIity to extrude, rémove or move bIocks of polygons tó name a féw of it functións. The ZModeler paneI Use this procéss to make thé rest of thé body. Make sure thát you make thé right Edge Lóops, especially in thé areas where thé greatest distortion happéns such as thé shoulders, elbows ánd knees, as weIl as the facé. Building up thé basic geometry óf the charactér by adding néw polygons and éxtruding new shapes Whénever you need tó add more géometry to your mésh you can insért an Edge Lóop using the ZModeIer panel. In the ZModeIer if you wánt to change thé parameters of thé faces you cán go under thé face, press spacé and choose whát you want thé face parameter tó be; you cán do exactly thé same for édges or points, dépending on what yóu need to wórk with. Some areas néed extra geometry, especiaIly if they aré areas that mové Step 04: Break the hard edges When you have a base mesh that you are happy with it is time to start breaking up the hard edges and try to get the right proportion of the model. You will mainIy need to usé the Mové brush as weIl as the Stándard brush a féw times. Where ever you need more geometry just use the ZModeler tool to insert a new Edge Loop (see previous step), you dont need to worry too much about detail at this point. I find that this phase of the modeling takes a long time and sometimes seems like it is never finished. You need tó keep experimenting tó find the bést proportions and shapés for your charactér. If the concept is very sketchy you can work out and modify the details much better in 3D.
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