ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition
■ ZAppLink 197 You can now start polypainting into the active area. You can use SpotLight or ZAppLink for this process. Figure ...
198 chapter 5 ■ Texture Painting To extract the polypaint to a single texture map, follow these steps: Make sure you have UVs a ...
■ ZAppLink 199 Click the Work On Clone button to create a clone of the current ZTool with no subdi- vision levels. Click the Un ...
200 chapter 5 ■ Texture Painting Control Painting Tools You can exert some control over the placement of seams and the density o ...
■ ZAppLink 201 Figure 5.71 Use control painting to attract the seams to the back of the figure. Figure 5.72 The new seams are pl ...
202 chapter 5 ■ Texture Painting Select Density under Control Painting. Click the x3 button to specify the painted areas to get ...
■ ZAppLink 203 Figure 5.74 Increasing density with control painting. The head on the right has had the head tex- ture density in ...
Chapter six ...
ZSpheres In this chapter, we’ll look at ZBrush’s polygon model– generating tool, ZSpheres. ZSpheres are powerful tools for quick ...
206 chapter 6 ■ ZSpheres Introducing ZSpheres ZSpheres are accessed like any other tool in ZBrush: from the Tool menu. The ZSphe ...
■ Introducing ZSpheres 207 Drawing a Simple ZSphere Chain When you hover your mouse over the ZSphere chain, notice that the ZSph ...
208 chapter 6 ■ ZSpheres In Figure 6.6 I have rotated off center so that you can see the chain as it is drawn so far. There are ...
■ Introducing ZSpheres 209 The edges are spread out between the central spheres and the child spheres pulled out to the sides. ...
210 chapter 6 ■ ZSpheres Figure 6.11 When the connection between spheres becomes transparent, it is a visual warning ZBrush offe ...
■ Building a ZSphere Biped 211 Figure 6.12 Rotate an entire sphere chain by clicking the connecting joint. Figure 6.13 Rotating ...
212 chapter 6 ■ ZSpheres Don’t be too concerned with generating a highly accurate silhouette or intricate edge loops at this sta ...
■ Building a ZSphere Biped 213 It’s time to add a neck and head. Rotate to the top view and draw a new ZSphere between the shou ...
214 chapter 6 ■ ZSpheres At this stage, you could move on to hands or add a few more ZSpheres to increase resolu- tion and reinf ...
■ Building a ZSphere Biped 215 Add a sphere just below the elbow; this will serve as the forearm mass. The elbow transition can ...
216 chapter 6 ■ ZSpheres Making Hands and Feet Next, let’s add hands and feet to our ZSphere figure. There are several approache ...
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