Hi,
I'm little bit lost in a highpoly modeling under ZBRUSH or MUDBOX.
I've started to learn for a Dominance war, but I think that I'm not ready for highpoly and I'd like to ask You for some tips ,suggestion ... help in generic way.
it's a just to see my first attempt ZBRUSH sculpt -
<u>OK - here's my 2 questions :</u>
1 )
How do You make (or keep) the hard edges on the no-oragnic parts of model ? For example armor.
Do You go down to "low resolution" and You move the vertex by vertex ? Or some flat brush ?
Looks maybe stupide , but my second question is -
2)
What does mean "BLOCK IN" ?
Retouch - weld vertex under other soft as 3DS MAX ,MAYA ?
Here's the model of VAHL and RAWKSTAR.
I take them as reference for my questions. I hope guys that You don't mind that I've posted Your work here.
Thank You
Thank You for any tips and suggestion .
Replies
Try painting a mask over what you want to work on, inverting it, then inflating that a bit, smooth a little and pinch/smooth the edges.
Some good zbrush tips here (though not much on hard surfaces) http://www.pixologic.com/zbrush/education/zclassroom/class.php
In Silo, I use the Crease Edges function on the edges that I want to stay crisp.
The pinch brush is also your friend.
Then when you skip up and down the levels, the creases are how they looked in the other app.
thanks a lot for Your tips. In a fact I've been searching for some tutos about highpoly modeling on the net and I didn't find anything "super duper".
There's one which will be surely very interesting , but the date of coming out is unknow for yet.
I hope that Mr.Rawkstar will show some his secrets of highpoly modeling.
EarthQuake -
I think You're right - I've done a test and it's true that the pinch brush destroy the mesh (in a mess). Don't like it.
Once more time thank Your for Your tips guys
That's what I've always heard -
* mech (non organic) parts - trad. software as MAYA, MAX etc
* organic parts - sculpt. software as ZBRUSH,MUDBOX.
... this is also another reason why I've put my questions to get Your opininon about highpoly modeling of
a characters for a video games since a normal mapping is born and the ZBRUSH & MUDBOX exist.
I'm really surprised (+ positively +)
by the new way HIGHPOLY modeling of character by RAWKSTAR and VAHL and I'm seriously interesting about this.
Is it a new way of highpoly modeling for a game industry
( profite the time ) or just a way to get quickly a character for the DOMINANCE WAR ?
BE or NOT BE ? This is the question.
Mr.CAKOVAN and You ,what's Your opinion ?
Sculpting hard egded surfaces is never going to be as accurate or precise as modeling it by hand, but often times can look quite good if done well. IT can also be very useful to quickly sculpt/block out a model that you can use as a reference or guide as to how to model parts with sub-d. Thats is soemthing that might be useful, because a lot of hte time to get really nicely done hard edged stuff you have to go with 5 million + polys......
Pinching is fail, you can get good results using smooth, flatten, and just sculpting with the different brush falloffs in mudbox.
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I second that! I barely use pinch, sometimes not at all. Flatten is awesome for getting some hard edge stuff once you get the hang of using it.
-caseyjones
thank You guys once more time for Your tips.
I would like get in highpoly modeling this year.
In Mudbox:
- Making masks and freezing sections of the mesh can also help create hard edges.
- Using the "overly used" flatten tool with the advanced setting of Orient to Surface checked will also help to some degree.
- Adjusting the falloff for your brushes can also help create hard edges.
So I just use modeling for it, but I can't help but think there's a faster solution.
All my attempts at really precise hard surfaces just end up a little too wobbly for my liking... I guess a good stencil might help that though.
As far as I know, in 4r4, if you begin a stroke, then hold down shift, it will paint in straight lines, along 45 degree increments, (so up, down, left, right and all the diagonals) averaging in the direction of your stroke. It's based on the camera as well, so if you lock to a orthographic view, it's exactly straight.