1 Tutorials ZBrush Mesh Insert Grotesque Dom Jan 30, 2011 10:17 pm
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Introduction
In this tutorial, we will look at using the MeshInsert Brush to turn our DemoSoldier into a mutant!
A few important details:
In this tutorial we will use:
First, lets load both models that we will need for this tutorial.
Press Tool: Load Tool and select the DemoSoldier and the DemoHead from
the ZTl folder in the ZBrush directory.
Select the DemoSoldier from the Tool palette by pressing its thumbnail in the inventory section at the top of the Tool palette.
Draw him on the canvas and press T to enter edit mode.
Go to Tool: SubTool and click the eye icon of the top most SubTool. This will hide all SubTools except the body.
Delete all other levels of resolution by pressing Tool: Geometry: Del Lower. If the Del Higher button is also active, press that, as well.
Now, select the DemoHead from the tool palette as well. Set its Tool: Geometry: SDiv slider to 1. Press Tool: Geometry: Del Higher to remove all the levels of resolution.
Lets also sculpt the DemoHead a bit so it doesn't have its
shoulders protruding anymore. Draw a mask aound its head. Learn more
about masks here. Then use the move brush to move the shoulders inwards.
In the Brush palette, click the MeshInsert thumbnail and choose
model that you want to add to your currently selected mesh. Keep in
mind, that it can not have any levels of resolution.
Select the DemoSolider again. It will take the position of the DemoHead on the canvas.
Select Brush: MeshInsert Dot or Brush: MeshInsert Fit and click and drag on the surface of the model to add a head to the body.
Continue adding heads. We will reposition some of them later using Transpose.
More heads added.
Use Tranpose to reposition the different parts.
Once you have the different heads positioned where you want its time
to integrate them into the body. To do this, we use the Clay brush.
Here we have integrated much of the different meshes so they look like one skin.
In our final image we added some more sculpting to the surrounding area.]
In this tutorial, we will look at using the MeshInsert Brush to turn our DemoSoldier into a mutant!
A few important details:
- MeshInsert does not work on meshes with multiple levels of
resolution. Both the source mesh and the target mesh must have no
levels of resolution.
In this tutorial we will use:
- MeshInsert
- Clay Brush
First, lets load both models that we will need for this tutorial.
Press Tool: Load Tool and select the DemoSoldier and the DemoHead from
the ZTl folder in the ZBrush directory.
Select the DemoSoldier from the Tool palette by pressing its thumbnail in the inventory section at the top of the Tool palette.
Draw him on the canvas and press T to enter edit mode.
Go to Tool: SubTool and click the eye icon of the top most SubTool. This will hide all SubTools except the body.
Delete all other levels of resolution by pressing Tool: Geometry: Del Lower. If the Del Higher button is also active, press that, as well.
Now, select the DemoHead from the tool palette as well. Set its Tool: Geometry: SDiv slider to 1. Press Tool: Geometry: Del Higher to remove all the levels of resolution.
Lets also sculpt the DemoHead a bit so it doesn't have its
shoulders protruding anymore. Draw a mask aound its head. Learn more
about masks here. Then use the move brush to move the shoulders inwards.
In the Brush palette, click the MeshInsert thumbnail and choose
model that you want to add to your currently selected mesh. Keep in
mind, that it can not have any levels of resolution.
Select the DemoSolider again. It will take the position of the DemoHead on the canvas.
Select Brush: MeshInsert Dot or Brush: MeshInsert Fit and click and drag on the surface of the model to add a head to the body.
Continue adding heads. We will reposition some of them later using Transpose.
More heads added.
Use Tranpose to reposition the different parts.
- Press R on the keyboard or Rotate on the shelf.
- Press CTRL and click on the part you want to work on. This
will mask all the other Polygroups and leave the one we clicked on
unmasked. - Draw an Action Line and begin Transposing. To learn more visit the Transpose page.
Once you have the different heads positioned where you want its time
to integrate them into the body. To do this, we use the Clay brush.
- Set the Clay brush to 0
- Select Freehand Stroke
- Select Alpha: Brush 00
- Sculpt at the seams of where one mesh meets another
Here we have integrated much of the different meshes so they look like one skin.
In our final image we added some more sculpting to the surrounding area.]