Monday, March 28, 2016

week11

Keying and 3d Printing



the bottom part that rests on the bed is called Raft. the little triangles are meant for easier process of lifting it off from the bed.

*sometimes putting a model on a printing bed is better at an angle rather than flat. Like a Form Labs printer.


-good FDM printer with an open source CURA software


Key

Female needs to be a little bigger than the male. By using inflate on deformation palette you can scale it precisely. 

Turn your mesh into a dynamesh. Choose the resolution that would maintain your sculpt and not weld. 
How is one piece would connect to another? Like an arm to a body? If you are doing articulation points, you can not just slice it. You can just go for the slicing if you don't need it to move, but you do that just for the safe of printing.
Make sure its water tight and there are no holes after you redynamesh. 
Use a Cube from the Train IMM as a key. Draw it out perfectly straight, holding the Shift key when drawing out the Transpose line before inserting the Cube.
Put the Cube to sit partially inside the body. Mask off everything expt for the face sticking out, have the Transpose sticking out from the center of that face-> use Scale to scale down the top plane. Add a sphere, so half of it sticks out of the scaled down small top point. ( Instead of inserting a sphere, you can use ZModeler brush and create half a sphere right out of the cube and it will be all one mesh and one group right away. Make sure the sphere is created dead center->insert Multiple Edges, set to 1)  It will help create tension so it won't fall out.
Then Redynamesh the Male part with the part its supposed to go with.

To create the Female part:

Copy the Male piece, place it under the subtool of the Body ( in case when you want to stick the Head into the Torso)
Inflate this Copy a little bit:cDeformation-> Inflate *3 
Turn on transparency to see how it will stick together and how much of a gap there is. Keep in mind the size of your print: 

Have the Torso and the Female Part visible. ( Name it!). Make the Female part a Subtractive boolean. 



Merge-> Merge Down. The merged part will appear white.  Then Redynamesh.

If it doesnt work-> Have only the Female Part visible-> go to Polygroups-> PG as a Dynamesh Sub and redynamesh. 


Once you done, check how pieces fit together with Transparency on. If you have geometry overlaping, like in holes that dynamesh redynameshed in a way you don't want to-> Duplicate the Head, move it below the Torso, turn on the boolean on the head and merge down-> it will use the Head to cut the shape you need in the torso. 

Knowing that you will keep using the Key through ought the Sculpt, go to the Key, pg it into one polygroup, right there make the female version by duplicating it and then inflating the top, regroup the Female. So now you have the Male PG and Female PG.  Make it an Insert Brush.



Lollipop Joint



Every Primitive has an initialize state. Pick the Cylinder, make it flat. On one side make a little bevel, crease PG. 
on the other side make an insert edge-> QMesh a small inner circle into a tube that sticks out. 






Make the Lollipop with the Cut


Turn into Dynamesh.
When you draw out an Insert Brush, you can make it a Negative by drawing out the IM and hold Alt. 
To make it sitting dead center-> duplicate the male part then go click Mesh to Brush. Make the squre the shape you need, Make the Booleen operation by merging down.
Make the Female part by inflating the original cylinder without the cut.
The piece you want to keep has to be a dynamesh, the piece you will cut with does not have to be Dynamesh. 
Now the Male will snap inside. Works well with MDF printer. With Object printers- you nee to look into materials.










Shoulder joint


A Sphere with a pin. A sphere goes to the hand. 
A Sphere with a lollipop inside and a pin going through both. 
You need to have a nice rounded portion for full articulation. 
* Get a Hand, insert a cylinder for the shoulder to get a nice clean line for the shoulder cut to be nice and rounded. Push in all the stuff of the cylinder inside the arm, the part that sticks out of the shoulder in the portion you don't need. The part you need is the edge, where the shoulder touches the body. Insert then the shoulder joint ( the pin sticks out towards the front, holds all parts together) . The pin will be used as a hole cutter, the Sphere- connects to the arm, the inner lollipop part- to the body. 
Duplicate the Joint.
Merge the sphere w Hole and the Arm, then use the inner lollipop cylinder as a cut out. Now you want to use the pin as a negative and cut the shape out of the arm.

Now going to the body. Dynamesh the body and use all this joint as a negative. To clean up in case all these little parts are separate and case some ugly stuff happening - make the sphere into a closed sphere to clean up.




App Crunch



Cut at where the apps are, Make the lower part of the torso a bit smaller, so the top can bend a bit. The pin goes in profile through the side. 







ZProject Brush


If you don't want to ruin your nice geometry, but want to cut out the female part. Posion the female part the way you want and have it as a separate subtool. The projection brush will project the mesh into whats underneath it. Select only the part you want to push in



in the last minutes of the video:










To print Hollow:
·       * Use Dynamesh.
·        * On dynamesh palette, press create shell.
·         *You can add thickness on the thickness slider.




Decimation Master







You can not send 10mil to print. 

-> Decimation Master.

Preprosess current - for ZBrush to look at the mesh and calculate. Once its done, hit Decimation Master. 
There will be no different visually. Well,shouldn't be.



Before you PreProcess:


Masking- will look at masked area and give it more triangles.

% of decimation - the amount of polygons that will go through. Decimater allows to go up and down during the session. The lower you can go without loosing the quality, the better. 


Freeze Borders- if you have some cuts, that you want to appear as welded. It will look like it is connected

Keep UVs - if you have UVs, it will keep it. Like what they do for gaming.

Use and Keep Polypaint - looks at where there is polypaint on model and will try keep as many triangles at those spots. (especially good if you will print with paint)



*You can use it for render and avoid all UVs/ Maps stuff. You can cut the dog in pieces, decimate the pieces with Keep Borders on. And you can Render it in like Renderman.










Monday, March 21, 2016

week10

Maps making



Texture Map ( aka Diffuse)-  holds color information

Displacement Map- holds sculptural details in a grayscale map. - Actually applies the sculpt to mesh. White- pushes out, pure white is the farthest, black pushes in. 50%grey- nothing.

Vector Displacement- am RGB map, that hosts sculpt information. The red is nothing. It looks at what way the things are shifting to. Holds millions of colors- a lot more info hosted than regular displacement. Vector Disp also holds undercuts, unlike regular Vector Disp.
-Tangent VD-  just USE THIS
-World VD-

Normal Map- hosts sculpt, uses RGB as well, but relies more on the lighting. -Does not change form, only fakes to make sculpt  appear as smth close to what you need. It wont change the silhouette. Normal map is good to host  like small details- pores, cracks etc. Use both maps, Normal And Displacement- to save time.

the types of normal maps:
-Tangent (can be done in zbrush) - most popular- just use THIS ONE
-World (can be done in zbrush)- environments-
-Object - environments-


In Games they use

- Texture map
- Normal Map
- Ambient occlusion (AO)
- Cavity Map
- Spec Map (Can be done out of Texture Map/ Cavity Map and painted by hand)

//Lavel of Detail (LoD) - when the game renders the environments beforehand and gives more detail to things, close to player and less to things farther in distance. Then as you move within a game, it swaps the resolution of things.


In Films

- all the above+
- Shadow Map
- SSS Map
etc.....

turn Adaptive on
Smooth on

Morph Target



- 1 per subtool
- stores only at one subdiv level


You can store the original before you devide. Before you make any maps and changes. This way you can always bring it back.
Make sure when you generate the maps, you STORE the morph target.
If you are at low level-> Store Morph target, Import the original.
Make the maps from the state, everybody has in the pipeline. To do that, after you have sculpted all the details, go to the lowest level, switch to the original that you have stored beforehand, generate maps from The Original by switching to it.
Morph target remembers the state.


*Rendering outside*


In Render settings in Maya-> Window-> Hypershade-> Add tessellation.
You need to add "geometry" to the render, that displacement map gives you for the result to match what you see in ZBrush.


Monday, March 14, 2016

week9

Surface noise














in Tool Pallette-> Surface -> Noise Pallette


Scale Noise, that's using the grapth.

It gives you a preview until you apply it to Mesh. Before you applied the noise, you can Edit it at any time.

a Preview is different than what you will see in Render. Render to see how it really applies.
1// Basic Noise


You can use masking with Surface, wherever you don't want to see the noise.  You can also apply a different kind of mode on the same noise for the masked area.
Sterngth of the Mask-  how much does it affect the Masked area
Magnify by Mask - for a different size in the Masked area.


CTRL+H - to hide mask

PGs are IMPORTANT- helps you to keep it clean nice and fast.


You can add Color to area with noise and without noise.
Color Blend to 0 or pick the white color in the grapth to turn the coloring effect off


2// NoisePlug


a separate plugin.

You can combine the 2 Noises and tell it how to Mix it.
Mix Basic Noise to 0 - to only have the Noise from Plugin


Mixing Modes:


Mix
Multiplier
Difference
Minimum- going to peaks
Maximum - only going to cavities














NoisePlug- Edit- to edit the noiseplug noise itself.



the sliders in the Bottom-= Angle, Axis and Scale are usable ONLY for the NoisePlug.






* Use Them Separate
* Use them with Masking


3// Making your own noise

Bring in the tillable img, alpha.
You can not use all 3 at the same time. Use only 2 types of Noise together. * The Alpha img + Basic Noise or Alpha img + Noise Plug or Basic Noise + Noise Plug

Alpha on/off-  import the Alpha
tweak scale if you don't see the img, tweak Strength.




DONT use Jpegs. PSD are better as they don't have as much noise with them as JPEGS do. USE them B&W.




using    -   3D ( the mesh itself) //    UVs ( if you previousely created it)






* When you tweak the Noise and want to rerender, tweak the model a bit so the render doesn't apply the old shadows. If you see mess, that means you still have the old shadows applied.



Array Mesh











fake repeates the mesh. If you shange the original Mesh, the change happens to all of the repeated once.
Turn on Array Mesh
Repeat steps-  how many you want


Rotate* - 360 for a circle. Move the yellow circle  ( Transpose on-show transpose)


Append New- takes everything from the previous one and duplicates it. You can rotate and position it differently.
Append New again- takes previous 2  duplicates them...etc
















NanoMesh













Create Insert MeshBrush-> Create NanoMesh

NanoMesh in toolbox for adjustments




To convert All to Mesh-> Geometry -> convert BPR to Geo
To convert one by one-> Nanomesh-> Inventory-> One to Mesh














UVs











Tool-> UV Map


UV Regions
UV Islands


NEVER
CROSS REGIONS
. even with a point, do not lay Regions on top of each other (unless its on purpose.......some weird purpose)


You Make the UVs from THE LOWEST /as low as possible mesh. The mesh you would put then in the engins...

On top of that ( like following the template) , go maps like

Texture Map (paint information)
Displacement (sculpt information and silluete)
Bump (sculpt)
Normal(keeps surface flat but shows the volume)

LOD: level of detail.

Maps Sizes-

Biggest ZBrush Map- 8K




4K - 4096x4096 ----hosts   abt 16,...mil polygons
2K - 2048x2048 ----hosts   abt 4,5 mil
1K - 1024x1024-----hosts   abt 2,1 mil
etc...




FE,  a 4mil mesh will minimum need a 4K map, a 7mil mesh-> 4K...etc
Keep in mind, all the empty spaces between the islands waists the pixels of the map.


The Bigger the Map, the longer the Renders....




UV Map


types of UV you can do in zbrush


- computergenerated:

AUVTiles -ripps off all polygons and lays them all side by side, making a grid
GUVTiles- group UV, does AUV and groups polygons, that are close to each other into islands
PUV- pack UV- a combination of both. Keeps groups and occupies the most of the Region


-a plugin, UV Master


ZPlugin->  UV Master


CREATE UVS LEVEL ONE

WORK ON CLONE- always!!!!!!!!!!!!

UnWrap - creates the UV
Flatten- to see how your UV looks like flat
UnFlatten- if you flatten, please unflatten it!
CheckSeems- to see where the seems are on the model. You always want to Hide the Seems!
Polygroups- Makes each PG into an island

*Apply a checker pattern to make sure nothing is stretching too much.


Control the seams by:

Enable Control Painting- (symmetry on, only RGB on)


Protect- red- area to protect from seem cut,
Attract-blue- attracts the seem to cut,
Erase - if you made the mistake and need to erase areas


Copy UVs   from this clone       ->     Paste Uvs to your good model (it should be on the lowest level)



UV Map -> Morth UV to see it flatten the model
UVMap Size- pick the one you need.




Texture Map ( create from the highest level, the best quality of your point)   ->  New from Polypaint ( creates the Map with your polypaint)


New from UV Check- shows what your UVs look like on the model




Always turn on Antialiased









GoZ to Maya






R - the programs you can GoZ to






Renderings for Film


- RenderMan
-VRay
-Arnold
-Maxwell
-3Delight

Renderings for Game


- Unreal (by Epic Games)
- Unity
- Cry Engine ( by Crisis)
- Snowdrop

Simple Renders


KeyShot +Photoshop
Hypershot



Navigating in Maya:

ALT+ left click - rotate
ALT+ right click - zoom
ALT+ middle click- move

1 - 1st level
2- 2nd level in zbrush
3- highest level
4- wireframe
5- shading view
6- textured from zbrush

F- framing


in the tool bar-> UV Editor






week9

Surface noise














in Tool Pallette-> Surface -> Noise Pallette


Scale Noise, that's using the grapth.

It gives you a preview until you apply it to Mesh. Before you applied the noise, you can Edit it at any time.

a Preview is different than what you will see in Render. Render to see how it really applies.
1// Basic Noise


You can use masking with Surface, wherever you don't want to see the noise.  You can also apply a different kind of mode on the same noise for the masked area.
Sterngth of the Mask-  how much does it affect the Masked area
Magnify by Mask - for a different size in the Masked area.


CTRL+H - to hide mask

PGs are IMPORTANT- helps you to keep it clean nice and fast.


You can add Color to area with noise and without noise.
Color Blend to 0 or pick the white color in the grapth to turn the coloring effect off


2// NoisePlug


a separate plugin.

You can combine the 2 Noises and tell it how to Mix it.
Mix Basic Noise to 0 - to only have the Noise from Plugin


Mixing Modes:


Mix
Multiplier
Difference
Minimum- going to peaks
Maximum - only going to cavities














NoisePlug- Edit- to edit the noiseplug noise itself.



the sliders in the Bottom-= Angle, Axis and Scale are usable ONLY for the NoisePlug.






* Use Them Separate
* Use them with Masking


3// Making your own noise

Bring in the tillable img, alpha.
You can not use all 3 at the same time. Use only 2 types of Noise together. * The Alpha img + Basic Noise or Alpha img + Noise Plug or Basic Noise + Noise Plug

Alpha on/off-  import the Alpha
tweak scale if you don't see the img, tweak Strength.




DONT use Jpegs. PSD are better as they don't have as much noise with them as JPEGS do. USE them B&W.




using    -   3D ( the mesh itself) //    UVs ( if you previousely created it)






* When you tweak the Noise and want to rerender, tweak the model a bit so the render doesn't apply the old shadows. If you see mess, that means you still have the old shadows applied.



Array Mesh











fake repeates the mesh. If you shange the original Mesh, the change happens to all of the repeated once.
Turn on Array Mesh
Repeat steps-  how many you want


Rotate* - 360 for a circle. Move the yellow circle  ( Transpose on-show transpose)


Append New- takes everything from the previous one and duplicates it. You can rotate and position it differently.
Append New again- takes previous 2  duplicates them...etc
















NanoMesh













Create Insert MeshBrush-> Create NanoMesh

NanoMesh in toolbox for adjustments




To convert All to Mesh-> Geometry -> convert BPR to Geo
To convert one by one-> Nanomesh-> Inventory-> One to Mesh














UVs











Tool-> UV Map


UV Regions
UV Islands


NEVER
CROSS REGIONS
. even with a point, do not lay Regions on top of each other (unless its on purpose.......some weird purpose)


You Make the UVs from THE LOWEST /as low as possible mesh. The mesh you would put then in the engins...

On top of that ( like following the template) , go maps like

Texture Map (paint information)
Displacement (sculpt information and silluete)
Bump (sculpt)
Normal(keeps surface flat but shows the volume)

LOD: level of detail.

Maps Sizes-

Biggest ZBrush Map- 8K




4K - 4096x4096 ----hosts   abt 16,...mil polygons
2K - 2048x2048 ----hosts   abt 4,5 mil
1K - 1024x1024-----hosts   abt 2,1 mil
etc...




FE,  a 4mil mesh will minimum need a 4K map, a 7mil mesh-> 4K...etc
Keep in mind, all the empty spaces between the islands waists the pixels of the map.


The Bigger the Map, the longer the Renders....




UV Map


types of UV you can do in zbrush


- computergenerated:

AUVTiles -ripps off all polygons and lays them all side by side, making a grid
GUVTiles- group UV, does AUV and groups polygons, that are close to each other into islands
PUV- pack UV- a combination of both. Keeps groups and occupies the most of the Region


-a plugin, UV Master


ZPlugin->  UV Master


CREATE UVS LEVEL ONE

WORK ON CLONE- always!!!!!!!!!!!!

UnWrap - creates the UV
Flatten- to see how your UV looks like flat
UnFlatten- if you flatten, please unflatten it!
CheckSeems- to see where the seems are on the model. You always want to Hide the Seems!
Polygroups- Makes each PG into an island

*Apply a checker pattern to make sure nothing is stretching too much.


Control it by:

Enable Control Painting- (symmetry on, only RGB on)


Protect- red- area to protect from seem cut,
Attract-blue- attracts the seem to cut,
Erase - if you made the mistake and need to erase areas


Copy UVs   from this clone       ->     Paste Uvs to your good model (it should be on the lowest level)



UV Map -> Morth UV to see it flatten the model
UVMap Size- pick the one you need.




Texture Map ( create from the highest level, the best quality of your point)   ->  New from Polypaint ( creates the Map with your polypaint)


New from UV Check- shows what your UVs look like on the model




Always turn on Antialiased








GoZ to Maya






R - the programs you can GoZ to






Renderings for Film


- RenderMan
-VRay
-Arnold
-Maxwell
-3Delight

Renderings for Game


- Unreal (by Epic Games)
- Unity
- Cry Engine ( by Crisis)
- Snowdrop

Simple Renders


KeyShot +Photoshop
Hypershot



Navigating in Maya:

ALT+ left click - rotate
ALT+ right click - zoom
ALT+ middle click- move

1 - 1st level
2- 2nd level in zbrush
3- highest level
4- wireframe
5- shading view
6- textured from zbrush

F- framing


in the tool bar-> UV Editor






Monday, March 7, 2016

week8

Insert Mesh Brush


Insert mesh brushes let use geometry several times. For example, belts, chain mails, wrinkles, etc.

Types:
1. Ibsert Mesh Brush : 1 Mesh
2. Insert Multi-Mesh Brush: Many meshes
3. Curve Insert mesh
4. IMM curve


IMM: insert multi mesh.
When using this brush you have to worry about 3 main things:
Z intensity: controls thickness
Projection strength: controls the wrap surface.
Inbed: controls depth. You can find this slider on Brush menu > modifiers
NEVER make IMM brushes with high poly count. It will make Zbrush slow down or potentially crash.
Using short cut #5 will automatically join the insert mesh with the actual geometry surface you are working with.
If you need to insert several pieces and keep them at the same size press CONTROL when drawing out the piece and it will keep it the same size of the brush.  
If you want to create an Insert mesh brush go to: B (for brushes) press “create insert mesh brush” button below the menu.
To create INSERTMULTUPLE mesh use several subtools to do it. Then you will have a whole menu of all the subtools as insert meshes.

TAPER: On the brush menu > curve modifiers> graph> control taper of the insert mesh brush. Tap over the insert mesh.


IMM
IM - insert mesh

You can turn any tool into a brush.

As you draw it out, it masks everything else. The new meshes remain separate islands.  You still have freedom to change it.

While in transpose, CTRL + tap on the mesh to mask everything else off. (masks PG)


To make an Insert Mesh - B -> Create Insert Mesh ->New

1/ IM are camera Dependent  ( you draw out the way you created it)
2/  Polygon Count (mind the polygon count of the IMM! The IM are all about LOW polycount)
3/ Normals of the polygons you draw the brush out - what direction that polygon is facing
4/ Can't use it on SubDiv levels. (* use it with Dynamic Subdiv levels)


To draw it out at a straight angle(or any other angle), click SHIFT while drawing out an IMM. It will look at the angle the TransPose Line  was at the last time.

Transpose line to be straight, draw it out + SHIFT.

For TransPoseLine to click back to the center of the Mesh, hit the WHITE CIRCLE.Centers based on - Masking
To put the transpose line in the center between two meshes, go off Symmetry, click the White circle.


Polygroups- >  Merge Similar Groups ( looks at amount of polygons and Polygroups it)


* Cube to use - cube in the Train IMM ( it is the 6 faces cube, not the GARBAGE one). Be smart with the Geometry you are using!
Initialize- Cube, all set to 1,  add creases ( Crease all) and voilla you have a 6 sided cube with all creasing.
Make a not Creased Cube as well.


2 ways to create IMM

1st way
- position the way you want to draw it out later on. (* make it snap to the Front) ->Create Insert Multi Mesh Brush. It makes MultiMesh out of all subtools. ( be smart with naming- make it short!!)

tap M to show all multi parts.( all pieces that are attached).
Save the brush! Save as....... But you'll need to reload it every time. If you want, save into folder ZStartup-> Brush Presets.
Name all IMM Brushes starting with IMM in the name. so it'll be called out by I M M shortcut.

2nd way
- Create an IM Brush, then add to it other Brushes by clicking Append.

*Save as Tool, the append if you want to use whatever Mesh you want to make into IMM. Always have it as a separate tool in case you want to change/ alter/ add or delete smth from the Brush,that was create from it.

Making a bolt IMM-

Initialize- align along the Z
Inner Radius
Divisions to 4... leave everything super simple!
then -> Make PolyMesh 3d.

expand with a QMesh the bottom side ( extrude it), crease all edges expt the middle connection.
Change crease to 2, so Dynamic will smooth it (if set at 4), smoothes for level 3 and 4 if you set Crease level to 2. ( Holds the Crease for 2 levels)
+ Modify Topology-> Mesh from Brush ( when you have the screw head IMM selected), move it and scale it.
Merge the 2 subtools, And create the IM Brush

Draw out an IM the same size by Holding the Shift.  CTRL + tap - to set the size of the IM to the size of the Brush. ( right down the size of the brush to be able to reuse it later on)....


CurveTubeBrush


Make a cylinder into a curve tube

Stroke-> Curve Modifiers-> Curve Functons

turn on Curve Mode. You'll see cylinders get dropped. Keep it LOW
 Chang Draw size of the brush-> Cylinders get bigger(so can be changed after the fact).
Red circle Br- you can redraw the curve
Blue- you can adjust the existing one

Bend button off - you can only move the whole curve around.
Snap - snap curve to the surface. When you get close to the surface, itll try snap.
To Accept, tap on the Surface.c (or delete the Curve in the Stroke menue). You can save it, it'll save all the settings

Curve Step - stepping btw the cylinders. (set to 2- drops cylinder, skip 2, etc..it skipps the amount of numbers you've put in)


You can extend the Curve - on the Blue circle mode, get close to the end and draw out when the red stroke appears.
You can fix the ending points by Lock Start, Lock end.

As Line - for straight result


Brush-> Modifiers-> Shows what you are using as mesh. you can change it if you want.

Curve RES - (*8) - for smoother result.

But to be consistent when smoothing, start from scratch. Initialize a cylinder, Divide to 3. ZModeler-> Flat Island, Delete

Create Insert Mesh, Stroke-> Curve Mode. keep the curve
Brush-> Modifiers-> Curve Resolution ("subdevides" the curve).
To Weld the points-  Brush-> Modifiers-> Weld Points.
Then touch the curve to update it, click D to see it in Dynamic.

There are still a whole on the ends. Modify topology -> Close Holes


Brush TriFill // QuardFill
Based on Curve brush as well. It builds a surface inbetween the stroke.

Initialize- QQube, put it in Dynamesh *250 , swith to Curve Snap Surface. You can Draw out curves and pull on curves to get a drapery effect. ( you use the Qube only as a surface to draw on. when you done,- Hide the Qube, Delete hidden). Have Backface Masking on when you want to sculpt on cloth ( Brush-> Masking->Backface masking)
Stroke- Curve Snapping regulates how close you can draw a new curve without affecting the previuos. Curve snapping distanse *5- need to get Super close for it to snap and vice versa.


If you have a brush, you can make it a mesh. Geometry-> Modify Topology-> MeshFromBrush




Tri Polygroup Brush


one PG- beginning
middle PG-get repitted
last PG- the end

Generate a thing and make it a 3 PG. middle piece should be identically repeatable. Make it a TriCurve. In Brush-> Modifiers -> TriParts. ( it should be 3!!!!PG, not more,not less)
Brush, Modifeiers- Weld, up Brush Resolution

Brush-> Modifiers-> Max Bend Angle - how much the curve can curve onto itself


Drag out the Curve Brush, drag it out and click Shift to close the loop

Tuesday, March 1, 2016

week7

Hard Surface 
part 3


=Low Poly=



*use Spotlight as Reference by importing the texture. go Brush -> turn off Spotlight Projection


ZModeller Br

* Insert
              -select the polygons, paint temporal PG or select the Flat Island option. Push in.
              - you can insert multiple edge loops (for a certain number, type it in)
           


* Temporal PG
               - ALT - to create new
               - ALT -select the PG you want to change other polys to + SHIFT  and tap on other polygroups

* QMesh
               - to extrude
               - SHIFT - to move the poly
               - CTRL - to ripp it off
it pushes in and out. Can delete, close holes, weld for you. Every time you use it, tap Alt to create PG



* Polyloop
                - a loop of faces. Orange line shows which way you want it to go.

*Slide
               -Edge Loop - to move EdgeLoops. ( You can also mask everything else expt for the edge loop you want to move, then move it with Transpose tool)

* Transpose

               - Single poly - CTRL - to extrude. You can extrude it along the Transpose tool (hold SHIFT), or free extruding.

* Bridge
                - hower over Edge - SPACE - Bridge to close holes. ( click on first edge and the other side's edge)
                - bridges two holes ( they don't have to match). It can make arches.
Don't let go your hand when drawing out a bridge. Move left- right to control the arch itself. Up- down to have more/ less resolution.



* Point - Split - to make a circle ( have it at default)


1 - to repeat the last action.
With Qmesh - do the action,then tap on ploys you want to repeat the action on.

=High Poly=


with Clip Brushes -> Ctrl + hold Space - select PolyGroup to make new Polygroup when you clip


Insert Mesh Brushes


to cut out the shape, draw it out with ALT and dynamesh to cut the negative shape out

IMM - insert multi mesh brush
M -to open the IMM options


+ Shift to draw out the shape at a straight angle/ or any other certain angle. It looks at transpose tool. Draw out the transpose tool at an angle your IMM needs to be, then insert it and hold Shift.

To duplicate and repeat, in Transpose Move tool mode CTRL + SHIFT and move out the non masked mesh. Click 1- to repeat the last action

*Show only the Mesh you want to Booleen with ( ave only the visible), make it negative : Tool -> PG -> Group as Dynamesh Sub. Redynamesh


* Boolean with Subtools
         Duplicate the mesh you will cut with ( it will disappear)
         Have one Mesh right under another
         The Bottom piece- things will happen to. ( Top mesh - the form that will be cutter off)
          Have both sub tools on the "cut out mode" and merge them.





look up these videos!!!



- what you want to do






- to what




- how

- what can you do when drawing it out. (secondary options)