Steps for Scan data to transfer on clean mesh
1. Load the Head with clean geometry
2. Append a star
3. Import the data mesh
4. click Unify in Deformation section ( works only with the demo head as it's size is set up to 1)
5. With Move brush try match the clean mesh as close as possible to the scan data
6. Click Project All with only the head and data visible. The one you project on( target)- selected
//Divide up- Project, Divide up- project....
//Mask off or delete stuff you don't want to get projected
ZRemesher
Press Alt for the different algorithm. Compare it to the usual Zremesh result and make the decision which one works better for your model.
//Use Polypaint - for more / less geometry at the painted areas
//Use clip Curves along with Keep Borders to have a better edge to your polygroup- ideal for hard surface
//Curve strength - how strongly the Zremesher follows the ZRemesher Guidelines (its a brush in the bottom of all raws, B + Z + R)
Slice/Clip Brushes
Ctrl + Shift
tap Alt - to make it curve
double tap Alt- makes sharp angles
// ClipCurve Brushes are not symmetrical
// It is camera plan relatable
To make it "Symmetrical" :
1/ turn to profile view and "cut"
or
2/ Geometry-> Modify Topology-> Mirror and Weld , to make it symmetrical from the "positive" side. (look at the floor grid to know which one is positive. normally- left)
HD
GEOMETRY
Sweet spot for HD: 1 to 2 million
No higher than 3.5 million
MOVE
BRUSH:
Normal: CLICK and drag
Surface: pushes the
geometry with flow - SHIFT + CLICK and drag.
Normals: alt + Click
and drag
Distance - use different distance for different parts. Mask are you don't want to be affected at a time. This way you would be able to get a better result in corners of the eyes / mouth / nose trills
Morph Target
/ store morph target/
1/ ONE per subtool
2/ stores ONE level
* makes a copy of the original and holds it in memory
Use with Morph Target Brush - "erases" areas back to the original. You can save the original as obj. -just in case you mess smth up ( but remember to save it on the same subdiv level!)
Create a Difference Mesh - creates a "difference" mesh- could be used as prosthetics in real FX.
Projection Master
Distance - use different distance for different parts. Mask are you don't want to be affected at a time. This way you would be able to get a better result in corners of the eyes / mouth / nose trills
Morph Target
/ store morph target/
1/ ONE per subtool
2/ stores ONE level
* makes a copy of the original and holds it in memory
Use with Morph Target Brush - "erases" areas back to the original. You can save the original as obj. -just in case you mess smth up ( but remember to save it on the same subdiv level!)
Create a Difference Mesh - creates a "difference" mesh- could be used as prosthetics in real FX.
HD Geometry
Shows only a section. Turn on Solo to see just the HD area or transparent.
click A to turn it on. Keep in mind it is camera and brush dependent. - wherever you point with your brush, ZBrush will take that area around brush (and area going directly through on the other side). *So turn to the profile view. OR you can use Polygroups- ZBrush will take the visible geometry to HD. NEVER sculpt on the edges!! NEVER
A better number of polygons to take it to HD is 1-2 Mil.
To Render HD, turn this option in Render settings.
You can also use POLYGROUPS with HD geometry. They will help you be more specific on which area you need to sculpt and enable you to sculpt symmetrically.
You can also use POLYGROUPS with HD geometry. They will help you be more specific on which area you need to sculpt and enable you to sculpt symmetrically.
Layers
Once you go to Layers, you stick with it! Either make more layers or you can bake it.
REC - turns layer on and records the sculpt. Once you click on the EYE on the right of the REC, it turns off the edit mode.
The Layer stores Sculpt, Color/ Paint, Mask ( mask gets reviled once you enter the edit mode).
If you change the base outside of layer, it'll mess up the sculpt on the layer or alter it according to the new location of the polygons. ( you can sculpt if the layer is completely off or in the REC mode).
============DONT SAVE IN THE REC MODE===============
BLEND SHAPES
the Move Brush to "slide" along the surface - Move Brush + Shift
To send the Layers to Maya as Blendshapes, go to => ZPlugin => Blendshapes => Export Blendshapes
the R button is to set up the connection with Maya ( sets up the GoZ bridge).
Inside of Maya. If you don't see the blend shape key sliders, go to Animation => Editing => Blendshapes
Navigation in Maya:
ALT + left mouse click / touch and move with a pen = Rotate
+ right click = Zoom
+ middle click = Move around
(you can use a pen as well, but in preferences for your pen set up one of the clicks as a middle click)
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