Column 1
A
I began making a primitive tool shape in Maya to export into Zbrush. However, some distortion occurred when I imported, whether I used Quads and tris or Symmetrical triangles.
B, C
I resolved this by returning to my primitive in Maya to optimise the structure.
D
I then had some trouble with missing faces:
E
But there didn't seem to be a problem with the primitive. I imported it again to resolve, using the 'Symmetrical triangles only' option.
F
Considering that I will likely be translating back into Maya to clean the polys up later, this probably would not have been too much of a problem.
G
After trying to use Zbrush to subdivide equally, remembered it is easier to make equal subdivisions in Maya first, before exporting so I returned to my primitive to do so.
H
Using selection of brushes and alphas, I added some texture to my imported primitive.
Friday, 19 February 2016
Zbrush Column
To alter the screen area, under document tab use sliders to increase.
Under geometry turn smooth off, then hit subdivide up to 9 times.
Divide base mesh in maya because adding divisions in maya is easier to get an even distribution, otherwise it may be difficult to get the same level of detail in all areas.
With meshes that have more than one object, go to polygroups, check on poly autogroup then to sub tool and check groups split under the split header.
Increase subdivisions to 7.
Shortcut to morph B, M, O
.
Hold shift whilst rotating to snap to closest view.
to mask, hold ctrl and drag, then ctrl click to invert mask.
You can then use the deform tool on the right to
F to frame
UNDER zplugin
DECIMATION MASTER only when youre happy to export
If you then take the object back into maya, you can make the shape more efficient, and finsing the true edge is difficult. Re topologised it.
To alter the screen area, under document tab use sliders to increase.
Under geometry turn smooth off, then hit subdivide up to 9 times.
Divide base mesh in maya because adding divisions in maya is easier to get an even distribution, otherwise it may be difficult to get the same level of detail in all areas.
With meshes that have more than one object, go to polygroups, check on poly autogroup then to sub tool and check groups split under the split header.
Increase subdivisions to 7.
Shortcut to morph B, M, O
.
Hold shift whilst rotating to snap to closest view.
to mask, hold ctrl and drag, then ctrl click to invert mask.
You can then use the deform tool on the right to
F to frame
UNDER zplugin
DECIMATION MASTER only when youre happy to export
If you then take the object back into maya, you can make the shape more efficient, and finsing the true edge is difficult. Re topologised it.
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