Home 3D Art Showcase & Critiques

How to split parts of your model in ZBrush...

junfanbl
polycounter lvl 6
Offline / Send Message
junfanbl polycounter lvl 6
Hello Everyone, I am working on a simple project. At least it would seem simple, but right now I am having trouble with it. I am trying to sculpt a Jaguars paw that is part of a bigger project (the whole cat). I plan on using the model for animation in a game engine. The issue is, as the model of the paw is; I don't know how to split the toes apart from each other. I am going to have to animate the paws eventually and that will require the rigging of each toe. It is also preventing  me from shaping each toe individually. So in Zbrush, how do you do a clean split? Here is a picture of the paw so far: 




Replies

  • Brian "Panda" Choi
    Offline / Send Message
    Brian "Panda" Choi high dynamic range
    You're msot likely going to want to just retopologize and make a base mesh that has the individual toes split, and then just work off of subdivisons of that.
  • junfanbl
    Offline / Send Message
    junfanbl polycounter lvl 6
    Okay, thank you. So, after retopoligizing, how do you split the individual toes? Is that something you do in the process of retopoligizing? I tried different methods of splitting the toes as it is, and it usually just ends up with weird unusable geometry.
  • Drocho
    Offline / Send Message
    Drocho polycounter lvl 2
    You split the individual toes while retopologizing, by building those in-between polygons yourself. Alternatively, it is possible to trim the gaps in there, but that would be messy and more difficult.
  • pior
    Offline / Send Message
    pior grand marshal polycounter
    " I am going to have to animate the paws eventually and that will require the rigging of each toe."

    You need think of modeling as a non-linear process. Not everything needs to start in a sculpting program, especially if the end product is an animated model.

    There would be plenty of different ways to split the toes in Zbrush (the best of which being to separate all 3 then dynamesh the whole thing back together) but at this point you are probably better off focusing on the regular polygon modeling techniques that will be required by your project later down the line.

    Good luck !
  • Aga22
    Offline / Send Message
    Aga22 polycounter lvl 12
    making the toes spread out will make your life easier while retopo, rigging and painting weights on vertices, so i suggest you do it like that
Sign In or Register to comment.