Link:INB Home|INB English| INB русский язык|INB العربية|INB Türkiye|INB فارسی|INB Español|INB Français|INB Português|INB Deutsch|INB 國語|INB 中文|INB 日本语|INB 한국어|INB ภาษาไทย|INB tiếng Việt||ZBrush Tutorial Head modeling part 1
INB English forum
Welcome to (Industry & Native boffin) The industrial age here is full of fighting spirit, you and I both through this network space with Native biological spirit boffin came to the mad labs. home INBforum.com, come and join us Permanent name: inb-english.forumotion.com
INB English forum
Welcome to (Industry & Native boffin) The industrial age here is full of fighting spirit, you and I both through this network space with Native biological spirit boffin came to the mad labs. home INBforum.com, come and join us Permanent name: inb-english.forumotion.com
INB English forum

Welcome to (Industry & Native boffin) The industrial age here is full of fighting spirit, you and I both through this network space with Native biological spirit boffin came to the mad labs. home INBforum.com, Permanent name: inb-english.forumotion.com


You are not connected. Please login or register

《《《《《《《上一页INBforum   Go down

上一页INBforum》》》》》》》View previous topic View next topic Go down  Message [Page 1 of 1]

1ZBrush Tutorial Head modeling part 1 Empty ZBrush Tutorial Head modeling part 1 Mon Sep 27, 2010 7:05 am

Admin

Admin
Admin
This tutorial describes one of the methods that can be used when modeling a 3D object. The key points within this tutorial are the method of subdividing a 3D object in order to get higher resolution mesh and the use of the editing curve and its impact on the resulting surface.

Rendering[You must be registered and logged in to see this image.] Mode Note: I usually choose the RENDER:FAST RENDERER mode when I model a 3D object. This mode is faster than the preview renderer mode and by ignoring any material information that you may already have on the object, it reduces material-shading distractions. Select the FAST RENDERER mode, and let’s start…

[You must be registered and logged in to see this image.]

1. We will be using the Sphere3D tool as a starting point. Select the Sphere3D tool. Activate the TOOL MODIFIERS SYMMETRY X mode. Set Tool MODIFIER Deformation Initialize HDivide=64 and VDivide=32 . We start with a relatively low-resolution (polygons count) mesh because it is much easier to mold the base shape of the head when there are fewer polygons, further more, less polygons means faster interaction speed. As we add more details to the model and we find that the current resolution is insufficient, only then we may choose to increase the mesh resolution (either globally or only in the area that requires higher resolution). In this example I have turned off the TOOL MODIFIERS SH and SV which disables the subdivision renderer. We do that because you may find it easier to model the head when the object is faceted and you can easily see the actual polygons. When done with the modeling session, you may reactivate the SH and SV in order to get a smooth surface. Now, draw a sphere in your canvas and rotate it such a way that the poles of the sphere are pointing up and down (and not in/out, as it is drawn by default). We choose this orientation of the sphere because it will make it easier to align the nose/eyes/mouth to the polygons grid. After you have drawn the sphere in the canvas, enter EDIT DRAW mode and draw the front features of the face. Switch to EDIT MOVE mode and use push/pull actions in order to deform the sphere into a head looking like object. Notice that when drawing the front features of the face, you should try to align these to the existing polygons grid (which is the reason that we have turned off the SH/SV).

2. Continue editing...

3. Continue editing until you get to the point that you are satisfied with the overall shape of the head and ready to add finer details.

4. Increase the mesh resolution by using the TOOL MODIFIERS DEFORMATION Divide function and then apply TOOL MODIFIERS DEFORMATION Smooth at 100% once.

5. Continue using the EDIT DRAW and EDIT MOVE mode until you get to the point that are satisfied with the overall shape of the head and ready to add the finer details.

6. Increase the mesh resolution by using the TOOL MODIFIERS DEFORMATION Divide function and then apply TOOL MODIFIERS DEFORMATION Smooth at 100% once.

7. If you feel that you would need even higher resolution in specific areas then you can use selective masking before applying any further subdivision. In this case, I opted to increase the resolution in the eyes, nose, mouth, and ears. 7a: In order to apply the masking, you need to be in EDIT DRAW mode and holding the ‘control’ key while drawing in these areas (Note: the masked area is drawn darker than the unmasked area). 7b: Use the Tool Modifiers Selection Inv to inverse the masking. This will now apply the masking to the other areas and remove the masking from the area that we wish to subdivide. 7c: Apply TOOL MODIFIERS DEFORMATION Divide once. Now the object has higher resolution in the eyes, nose, mouth, and ears areas. 7d: Press the TOOL MODIFIERS SELECTION CLEAR in order to remove the masking and the apply TOOL MODIFIERS DEFORMATION Smooth at 100% once. If you intend to model a young looking (smooth surface) face, then you can simply continue using the edit mode and add further details to you model. In this example, we are interested in creating a rough/old looking surface so we continue with the next step…

8. The shape of the editing brush is by default a very ‘soft’ brush. In order to continue and model the face to have a rough surface we need to modify the brush shape.

The shape (fall off) of the editing brush has a significant impact on the type of surface that will be created!.

To modify the editing brush we need open the curve control which is located in the TRANSFORM MODIFIERS sub palette. By default the curve looks like the image below…

[You must be registered and logged in to see this image.]

We need to modify its shape in order to get a sharper-editing tip. Click on the middle dot and move it up in order to get shape similar to the image below…

[You must be registered and logged in to see this image.]

Now the editing tip is ready, lets continue…

8a: While in EDIT DRAW mode, draw on the model and you’ll notice that the surface is losing its smoothness and becomes much rougher. You may need to adjust the ZIntensity and brush size in order to get the impact that you are looking for.

8b: a zoomed area of the face.

9. Continue editing, try using various editing curves, ZIntensities and brush sizes in order to get a better feel of the impact that these controls have over the surface.

10. Reactivate the SH and SV and we are done.

While working on an image, I usually end up modeling several variations of the main creature head. These models do not get to be used in the image, so here is a page with some of these models…

[You must be registered and logged in to see this image.]

Notes:
1. You may even start with a lower resolution mesh (SH=32 SV=16)

2. If you have reached a stage in your modeling that the object has a lot of fine details but you are simply not satisfied with the shape of the model, you may want to use the TOOL MODIFIERS DEFORMATION Optimize (once or twice) in order to reduce the mesh resolution and continue from that stage.

3. I usually use the EDIT MOVE mode when modeling a large area of the object, use the EDIT DRAW mode for fine details.]

http://eng.inbforum.com

上一页INBforum   Go down

上一页INBforumView previous topic View next topic Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum

Copyright ©2009-2016 LTD Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

IT:SINGLESERVGoogle谷歌翻译TranslateFORUMSOFTLAYERGoogle谷歌广告联盟AdSenseAsia

 

Forum create on Forumotion | ©phpBB | Free forum support | Report an abuse | Forumotion.com