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Zbrush - Wooden Star Door Problem

E_E
Hi,

So i recently started modeling a wooden door (i know, fascinating), which i took a photo from as a reference.

26072011673.jpg

I unwrapped it already and started texturing. I planned to do the carvings on the front of the door in Zbrush and then bake it to normal map.

asfddasa.PNG


But then theres the Problem: How do i do the carving along the "star" geometry? I already tried lazymouse and all that but i cant get a straight carving (using the standard brush here...)

asdasd.PNG

Can anyone help?

Replies

  • illo
    try using radial symmetry with 8 points, or however many points your star has. This also only really works if you have fully equlateral star point things.

    other option is to hand carve it, it sounds boring, but cool looking sculptures have some tedious parts to them.
  • nyx702
    A couple other things you could try:

    - Using Lazybrush with "Backtrack>Line" with snap to track on. This is a good way to get straight lines at non-orthogonal angles.

    - The new curve mode with "as line" turned on. I find curve mode alittle jank tho.

    - Add edges outlining the shape in Max/Maya and assign it a material ID. Import it with GoZ and the material ID's will be polygroups that you can Mask/Hide. With it masked you can use global deformations like inflate or broad brush strokes.

    I'd probably try and the first option tho. Probably get ya what you want fastest. You can also use Backtrack with the radial symmetry that illo mentioned.
  • E_E
    Tanks! The lazymouse thing did the Trick. i will Post the final thing here when im Finished.
  • Noors
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    Noors greentooth
    This looks simplier to do in hard surface modeling.
    A star path, a profile. It would take few minutes to get it right.
    These days people tend to use zbrush and fancy retopology tools when it isn't necesseraly required imo.
    I've seen a coworker manually constructing a low poly cylinder around a high poly mesh with zb retopo tools, instead of just using a cylinder primitive in max. I was like o_O
    This just to say evolved workflows with top tools aren't always the simplest and clever choice.
  • cryrid
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    cryrid interpolator
    This looks simplier to do in hard surface modeling.
    A star path, a profile. It would take few minutes to get it right.
    These days people tend to use zbrush and fancy retopology tools when it isn't necesseraly required imo.

    Paths, floating geo, radial sim, or a texture turned mask. It's the kind of thing that isn't going to take long regardless of the workflow.
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