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Pixologic ZBrush 3.1 Tutorials

Shaping Geometry / Emotion and Layer Deformation




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In this movie, I want to cover the basics on emotions. Let's say I wanted a character that had some kind of not blink look on their face, but actually some emotion behind it, and what I can do here is actually use layers against the mesh, and I'll give you an example. Let's divide this head out. Divide it one more time, and that should be enough. Let's see. Yeah, almost a million polys. Okay. So what we're going to do is hit New, go over to the Move tool, and take Symmetry off. So right now I'm going to go all the way in sub-divides. And what I'm going to do is just raise the eyebrow just a little bit, a little bit of a; now you want to do one thing at a time. I'm just going to raise maybe an eyebrow and then go all the way back up. Then go to New, and if I want to shut that off I can. Okay, on this layer maybe I'll raise the other one up, go all the way back up in layers, okay and now if I want both of them up I can just click on the eye, and let's say I want to make it even worse. Well, what I can do is go to the Intensity and raise it just a little bit above 1, and I get these crazy emotions going on, you know, like, wow. We'll turn both of them off, hit New one, and you've got to be very careful. See, like this one actually developed it on that layer, but the next one actually did not. So you have to be super careful about like highlighting your layer and making sure it's highlighted because right now you see no real button here. Right now it looks highlighted, and here, because I had this little tiny shadow it's telling me it's on. It's something that you have to kind of be wary of with layers. So that is not on a layer. Okay, maybe I'll turn Symmetry on for this one. Go back up. And now that one should be on a layer, because I actually clicked on that one that time. But it gets better than that, because really, I mean layers are all-powerful when it comes to sculpting, and you can go nuts and crazy with them if you just kind of know what to do and what not to do on them. So let's say, for instance, I made a really large change in the mesh. Let's say I Displaced. A Displace is a very harsh change in the mesh. Let's go to the ZAdd or ZSubtract to that so I can get some better deformation. So, that's a very harsh change. Now what's really nice about layers, though, if I added a new layer on top of that, if I went to go sculpting on this part; let's go to Standard brush, and all my brushes seem to be in reverse today for some reason, but; so it'll add on to that geometry and it'll look smooth. That's what's really nice about the layer thing, and you should always utilize the layers because of that. So you can make real harsh changes in the geometry and still get away with that. I'm just going to sketch in some horns here. But I like doing that. I like adding some and then just hit Shift and it'll actually make a halfway decent smooth between the two. Here. If I went to shut off the horns, see how nice that is? Okay, so that's how to utilize layers and sculpting with harsh deformation, and you get much better results that way.

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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