![]() ![]() Use the fantastic Crease and Uncrease function, located in the Geometry tab to add hard edges where you need them by hiding parts of the mesh you don’t want to be affected. Don’t spend too much time creating nice edge flows, because we are turning the resulting piece into a dynamesh again later on. Make sure to add poly-edges along the edges of your concept sculpture. When you are happy with your concept mesh, append a ZSphere to the subtool palette and start retopologizing the object. Be aware that we will lose these details again during the next step!Ĥ. At this stage you can already start adding details, like the lines I made, to get a feeling for the overall look. Edges don’t have to be super accurate – so don’t waste your time it only serves as a concept mesh where we build the final mesh upon. Make use of the TrimDynamic, HPolish, Smooth, Pinch and Flatten brush to straighten the planes. When you are done, increase the dynamesh resolution for the next step.ģ. Also the symmetry mode works in conjunction with dynamesh. If you would like to keep sharp edges during redynameshing, enable “project”. Redynamesh the geometry from time to time to make it easier to work with. The new transpose-tool features become handy for transforming the mesh. Use Move, Move Elastic, Clip and ClayBuildup Brushes to create basic shapes. ![]() You can also import your basemesh as an OBJ from an external package of course!Ģ. ![]() For a more complex shape, turn on Shadowbox and draw the outlines of your object as masks on the Shadowbox planes, then convert the resulting mesh into a Dynamesh. A few thousand polygons are already more than sufficient to block out the basic form. The dynamesh resolution doesn’t have to be super high. Start with a simple sphere or any other ZBrush primitive and turn it into a dynamesh. Don’t get me wrong, I know it sounds like I’m doing advertising for Pixologic here but to be honest, I don’t know any other package out there where you are capable of doing such things…ġ. With the introduction of Dynamesh, a bunch of new polish brushes, Shadow Box, the enhanced transpose tool, tillable alphas, the insert mesh brushes, the possibility to create insert mesh brushes from almost every object, the decimation master plug-in and now the new Qremesher makes it possible to work solely in ZBrush, even for the most difficult tasks. Back then it required a little bit more preparation in an external 3d package but the intelligent use of the available brushes and mostly projection master already made almost everything possible. The following models are made in ZBrush 3.1 a few years ago. All in all, the outcome is really nothing special at all but the basis for more complex and much more detailed stuff I think… Below is a rough tutorial that describes the work steps from primitive to the final model. ![]() After creasing and subdividing the resulting mesh I was ready to add small details. When I was done with the concept I created a clean mesh on top of it with the ZSphere edit topology function. Claybuildup, TrimDynamic and HPolish brushes are of great help. I started with a sphere, turned it into a dynamesh and began to block out some basic shapes. For me it was important to develop a fast and efficient way for creating complex machinery parts. To be honest, I was much more focused on testing the new tools and techniques than to create an exact copy of his sketch. I tried to test some of these workflows myself, used a concept sketch of the amazing Andrew Ley ( ) and made a 3d model out of it. As ZBrush evolves that fast during the last three years, many artists came up with new and innovative modeling and sculpting techniques by using the new tools and brushes Pixologic invented. ![]()
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