Sunday, February 28, 2016

week6

= Hard Surface=

p.2

Panel Loops




Perspective OFF
apply to mesh <1mil polyg

= making a mech suit=

1/ Make a new PG ( each PG is gonna be its own panel) -> use Lasso selection /or/ Edge Loop seth Select Lasso for clean selection
2/ duplicate a model  ( you will be building panels offf from one of these)
Brush-> Auto Masking-> mask by PG , put it to 100 ( it will prevent you from going to other PG)
3/ Hide the PG of the rest of the body you don't need
4/ Tool-> Geometry -> Panel Loops ( makes PG into its own Shell)

CTRL + SHIFT + A - to show the whole shell (all)
                           + S - to Shrink
                            + X - to expand


Double

             - off - the panel is still connected to the body ( it just makes the lines)
             - on - makes it own shell




*Every mesh has Initialize stage

Quick Mesh primitives are based on the selected X, Y and Z values. Changing these settings will have an impact on the shape. 




Look at the Profile of thickness.

The Bevel Profile curve defines the shape of the bevel between the inside and out­side surfaces of the panel. The left of the curve represents where the bevel connects to the surface (outer por­tion of the mesh) while the right of the curve is the bevel’s outermost edge. (Inner portion of the mesh) The height of the curve then defines the shape along that length. If the curve does not reach past the middle point of the curve editor, you will have some empty space between any panels that are adjacent to each other. Once any dot is placed past the halfway point of the grid (the fourth square) the bevels will begin to overlap and ap­pear as if they are connected. 

To add a point to the graph, click on it.To make it sharp, click on the dot, drag it out of the graph and back again. Do the same to go back to the curvature mode.
Make sure there is enough loops to support your Profile. ( This graph is connected with the Loops Slider). Look at how many segments your profile has, this is how many Loops you need. 



Use Move Topological brush with Panels- it will affect a Mesh at a time.


Elevation 


                - how far the Panel will sit on the surface. -100 - the whole panel goes inside of the existing silhouette. 0- the panel will sit half-above, half- under the surfae. +100 - it all sits on top. 


Inner


             This mode creates the Panel Loop inside the model rather than outside. The difference between Inner and a negative Elevation setting (see below) is in the direction of the beveled edge shape relative to the original surface.


Polish


         - applies a polish effect on the resulting mesh — especially to the border of the PolyGroups — to create clean edges. Polish has two different options and you can switch between them by clicking on the small dot at the top right of the slider. 
  • With the dot open the polish will reduce the smoothing of the original surfaces but may create some overlapping polygons at the bevel location. These can eventually be smoothed with Polish by Feature. This option can produce sharp points where three or more PolyGroups intersect.
  • If the dot is closed ZBrush will round all PolyGoup borders.


Topology Brush




is:
= symmetrical=
=super low on polygons=
keep brush draw size below 30


B + T + O

It is important that the model doesn’t have subdivision levels.
This new brush basically draws curves on the model and snaps them to the surface.  Draw intersecting lines, that form a quad -  if ZBrush detects an intersection it will display a green circle to indicate this.
ALT  + draw over an existing line to delete it
ALT + draw a curve somewhere else, that wouldn't intersect with anything =it will clean all " free floating" / unoccupied segments. 
Go to the end of the cure and start drawing from the anding point to extend it. 
Brush -> Curve-> Smooth - to have a smoother curve. (press 6 key).
Tap on the surface to create mesh.  Half of it is Always inside and half- outside ( you can not tweak it like with panel loops). 


*TIP
Since the brush works symmetrically, in case you need to cover the center of the model - start drawing out the curve from inside out. In the center dots meet. //OR use Mirror and Weld

Thickness of the Mesh is connected with the Draw Size of the Brush

With the new Mesh you get 3 Polygroups. 
You can Play with it:

-> Transpose tool+ Ctrl + click on a PG to mask it 
-> Move with the Transpose tool ( draw the Tool u and move the not masked areas)
-> * use Clip Brush ( To Straighten up the way an edge goes-> mask both ends of the PG, leaving unmasked only the edge you want to straighten. Draw a 90 degree clip brush to affect the edge) . You can clip area you need to be flat or have a certain curvature. You can do it as the mesh is so low on polygon count!

You can make a hole with it. Having all edges creased, you can "smooth it". With the ZModeller you can add an edge loop to help an ugly smooth. If you want to add an edge loop on both sides of the hole and make it the same,use a Slise Brush. 

To make perfect straight lines, go to Stroke-> Curve-> As Line



ZModeler Brush





B+ Z+ M


gower over an edge + click SPACE  - you will get all these ZModeller options:
 Pick - Crease - - Edge- - now every edge you will click will get a crease. Tap with  ALT to increase it.

*As there are no edges as sharp as the Crease gives you ( super sharp 90 degrees), people  used to have edges they needed to keep sharp creased for first couple levels of subdiv, then uncrease it and subdivide some more- so it smoothes the edge a little( or instead of the crease ppl turned off Smt option- the smooth for first couple levels and furn that on for last several subdiv). 

With the ZModeller you can insert an Edge loop and therefore control how round the edge is. (* the closer the edge loop is to the edge, the straighter/ sharper it will get).



Dynamic Subdiv



The Dynamic Subdivision system contains alternative functions to ZBrush’s Classic Subdivision Surface mode, allowing you to apply dynamic smoothing to your models without actually dividing the polygons. This feature is mainly designed to work in association with the ZModeler brush and low polygonal models.
The main difference between the two systems is simple: Dynamic Subdivision mode is used to represent the result of a smoothing your base mesh, letting you see what the divided model would look like even while you actually edit and sculpt the lower resolution mesh.While working with Dynamic Subdivision active, you see the higher resolution surface while your brushes operate on the lower resolution base mesh.



As with the classic Subdivision system, Dynamic Subdivision surfaces can be altered with creased edges. However, this new mode also offers a wide range of other options that drastically change the visual results of smoothing: chamfered edges, non-smoothed subdivisions and more.


D - turns on the dynamic subdiv
Shift + D - turns it off
You can see how creasing effects the model in real time.
* Crease-> Creasing Level  f.e. at 2 - means that it holds creasing for 2 Levels and at like level 3/4/5 will do the smoothing.

With ZModeler you can add a constant bel to all edges and then you can preview it in the Dynemic mode. 








ZSphere Topology



= recreate the same shape but really Low on Topology=
=have a symmetry on=
=set a Draw Size  to 1 = 

* Get a shape that you want ( *a lot of polygons)

1. Get a ZSphere
2. Rigging->  Select Mesh ( the mesh you want to retopology)
3. Edit Topology in Rigging
4. Click on Points  where you want the vertexes to be
Orang Lines= a face

When you finish your forth click making a face, it shoots the active point to the previous dot (the 3rd one). The red circle is a sign of an active point, that you will keep drawing from. 

To Deselect - double tap on Doc . Only after that tap on a point to select it. 
OR/// 
SHIFT + tap on the point to reselect 

Alt - to delete

A - preview adaptive skin
Adaptive skin , set to 1  to preview the first Level. 
Make Adaptive skin  - to make it a mesh.

                  + use a Clip Brush - to straighten some areas
                  + ZModeller  -* to delete some edges / -*to slide some edges etc
                  + Crease edges ...etc



Look up Ben Selwy
He Strarts with dynamesh and moves on to rebuild it with Topology br.




Thursday, February 25, 2016

week6

= Hard Surface=

p.2






















  

Thursday, February 18, 2016

3D Printing made easy

Hard Surfaces inspiration

week5

= Hard Surface=

p. 1

Work in Dynamesh
Turn the Perspective OFF 


Use Masking------------>      Masking Curve

you don't have to hold CTRL. just tap it and let go.
tap SPACE - to move the curve around
tap ALT - to bend it
double tap ALT - for harsh angles




Slice Brushes


- slices into a new Polygroup ; makes a fine Clean edge
- doesnt work symmetrical (= work in profile/ or / use Modify Topology-> Mirror and Weld  Or Mirror + Mirror and Weld if you used the wrong side)

ReDynamesh having the  Groups button on in Dynamesh => all slices actually become separate pieces => Autogroup before ReDynameshing again. 


Slice through the border of the PG you want to slice. It won't go through make new PGs if you didn't slice through 2 borders/ crossings. 


CTRL + SHIFT + A = to show the whole thing of the selected PG.

Avoiding internal poly groups when slicing: 
TOOL> POLYGROUPS>AUTOGROUPS

CONTROL+SHIFT MENU: Clip Brush modifiers.

Bradious: lets you slice accross the mesh maintainig indivudual polygroups and perfectly parallel cuts.

The slice brush is camera dependent so you will have to arrange your object to the camera to make a consistent slice. make sure to TURN OFF PERSPECTIVE to create a consistent clean cut.

When doing hard surfaces, its best to sketch and figure out the forms, dynamesh and clip brushes will help you make nice consistent and clean cuts,

You can use masking to extrude parts on the model using the transpose line. Align the transpose line and press shift and click to extrude clean pieces.


= Create Macros =

- it wright a script. ( save it INTO the Misc folder!
everything you do after you pushed the button gets recorded. 
(Like F.E.    -> ReDynamesh-> Autogroup )

Reload all Macros if yours new one doesn't show up. CTRL + ALT + tap = to make a shortcut. 
Anything you type now becomes a shortcut to the selected button. 

Clip Brushes


CTRL+SHIFT 

it pushes geometry. doesn't cut anything.
works symmetrically 

* Circle -> Clips to the circle
              + ALT -> "cuts it out"

CTRL + SPACE -> select Turn on BRadius - makes a stepping. ( looks at Brush size)

By prexz

Trim Brushes


- deletes and closes the hole
- doesn't work symmetrical 


TRANSPOSE LINE

You can mask with the transpose line holding the control key and use the shift button to make it align with the geometry. Also you can mask poly groups by holding control key and tapping on the poly group. 

To center the transpose line in the middle of sphere, click on the little white circle.

COPY> control+click the middle circle and drag.





Thursday, February 4, 2016

Some Tips



Check out these tutorials - might find smth useful for yourself! Its all FREEEEEEEEEE

( Rendering, Hair, Feathers, etc)


All tutorials: 







Tuesday, February 2, 2016

week 3

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


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 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.



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)