ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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■ Create a Ray Gun 377


  1. You can isolate strokes with Ctrl+Shift-click and mask them separately from the rest
    of the form. This allows you to move just a single stroke or apply a Bulge brush stroke
    to it while preserving the other forms (Figure 10.75). As you work, also be aware that
    the strokes are polygrouped separately. This grouping will transfer into the unified skin
    mesh (Figure 10.76).

  2. The lines of the strokes can be straightened by moving the sphere you want to be the
    endpoint with the Move tool (press the W hotkey). Return to Draw mode, then press
    Shift to smooth and immediately press Alt to snap the other spheres into a line with the
    moved sphere (Figure 10.77). See the video on the DVD for this technique in action.
    When the strokes are all complete, create a unified skin mesh (Figure 10.78).

  3. At this stage you will start to carve the form into a mechanical shape using the vari-
    ous hard-surface brushes. To help isolate the strokes you laid in and create some hard
    edges, you will use the group loop function to cut edge loops around all the polygroups.
    Click the GroupsLoops button under Tool → Geometry to cut these new edge loops
    (Figure 10.79). You can now isolate and move the groups, creating sharp edges at the
    divisions. Figure 10.80 shows this approach used to make the trigger area of the grip nar-
    rower than the rest of the gun. Right now you are blocking in shape and using the group
    loops to help keep edges sharp.

  4. Rotate to a front view. Select the Clip Curve brush and trim the sides of the trigger
    area to create a hard plane (Figure 10.81). Rotate to a side view and use the ClipCurve
    brush to further shape the trigger area (Figure 10.82).


Figure 10.75 Isolate strokes with masks to make specific form changes.
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