3D Tools / Poly Meshes
Subtitles of the Movie
In this movie, we're going to look at Polymeshes and what the differences are. Let's go to the Cube this time again, click and drag out, hit Edit, click on Frame. I like having Frame on at these early demonstrations, just to kind of prove things, and let's see, if we click here, anywhere on the object it's going to throw that error out. It's going to say, Hey, you can't do anything with this object. You can Scale, Move and Rotate it, you can go into Deformation; well, it doesn't say all that, but you can do all those things, but you can't sculpt, and you know, that's kind of fun. Okay, so in order to get over this hump, what we have to do is go over here and make a polymesh out of it, and it'll turn into a different color, and you can notice that it turned it into a PM 3D Cube 3D. If you want to get rid of this name on this object, it doesn't really matter at this stage, but if you ever wanted to, let's say, I have a place I've been saving stuff, just to keep organized; that's the main thing about this program: organization. So, what you do is just Save As a Cube and you can notice it says Cube now. So, anytime you save those they rename themselves, because if I have Cube 3D a thousand times within the Tool Palette it gets very confusing sometimes. Now, what you can do with a cube is click anywhere, and you can see it starts growing, okay? But very poorly because there's not a whole lot of resolution on this. Hit Control Z, okay. Let's divide up the object. Now if I have Smooth attribute on it's going to smooth it and round up the corners on it. Okay, let's take and show you the difference between you know, the uniform side and the non uniform side and how it touched base on one of the previous lessons. Let's go to ZSub and ZSub this in, smooth it out by holding Shift, lower it back down. Hold Shift. You can start seeing that this is very weird. You know? It's not a perfectly round circle at all, it's not even close. This would make a hug problem later on, okay? So, over here on the other side of the street we'll subtract it back and lower it back down, okay? Now this wouldn't be so bad. I could make a normal map, or mapping later on with this. This, however, would give me problems as a map. So, that's the difference. And then later on when we cover topology around on an object, you'll see that it actually flows around the whole instead of pushing in these very squared-in uniformed. And topology is far superior to this right here. But that's after you get done with all your sculpting on it. So, just like before, you know, you can edit, move the object, scale the object. Let's go to the Deformation Palette for a second. Now I'm going to cover something. If I do not do this, go to Move, and here's that line I was talking about previously, if I scale in, you can see the line a little bit better, and what this line is, is the Transpose Tool. Anytime you get a 3D polymesh, you get to use this little guy. You can click and drag anywhere, and you can move the object, but you can move it all kinds of ways. You can scale the object, you can scale it this way, you can scale it this way, you can rotate the object. It's kind of awkward, but you can rotate it like this, and you can rotate it like this. What you're doing, though, however, is you're throwing the pivot point off very badly, so just kind of know that about this Transpose Tool. The one thing you have to do is go into Transpose Mode for a second and kind of just, what I would recommend is, when you're in here, you're going to move, move it just a little bit like that, and click anywhere to make this disappear. If you don't do that what'll happen is, if you're over in the Deformation side and I go to crank this up a little bit, what'll happen—ZBrush will crash in ZBrush 3.1. Ahead of time you should know that right off the bat. I've lost many characters that way. Okay, so a polymesh is a little bit more forgiving on things, because you know, you can not only sculpt on it, you can use the Transpose Tool on it; the only thing that you don't get with the Polymesh is you'll notice now that there is something missing. The Initialization of it. Now I can no longer go in here and make other objects based on this object using the Initialization. I can no longer subdivide it using the Initialization. I always have to go up to here now and subdivide it. That's it for Polymeshes. That's all I want to cover and what the difference is between them, and next we'll look into selecting different things on a polymesh and how to hide and unhide Geometry.
Tutorial Information
| Course: | Pixologic ZBrush 3.1 |
| Author: | Jason Welsh |
| SKU: | 33866 |
| ISBN: | 1-934743-63-1 |
| Release Date: | 2008-04-14 |
| Duration: | 7 hrs / 108 lessons |
| Work Files: |
Yes |
| Captions: | For Online University members only |
| Compatibility: |
Vista/XP/2000, OS X, Linux QuickTime 7, Flash 8 |
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