[Game Character Modeling] 15 tips for ZBrush modeling, dry goods that novice modeling users can use

Today I brought you dry goods of the commonly used application software ZBrush for 3D modeling

ZBrush has a very wide range of applications. If you forget that it is also a 3D organic sculpting solution, it is excusable. Many artists use ZBrush to make textures, create hard surface models, 3D modeling, extract textures, and perform illustrations. Its core tool set has always been suitable for making organic models, from characters to plants. So how do you make your sculptures more realistic? Today I will introduce 15 tips to you, I hope it will be helpful to your engraving process.
 

3D modeling tutorial-


 

 


1. Frequently used reference

This seems obvious, but you should refer to almost all organic things in real life. Most 3D artists have their own reference library or inspiration folder. The best way to convincingly sculpt all organic things is to make models. It comes from life—whether it is muscle, skin, horns, fur or bones.

 

2. The bone principle

Everything grows according to certain rules, including how it develops, grows, moves, breathes, and eats. To accurately reproduce a certain creature, it is necessary to understand as much of its bones as possible.

Whether you are painting, taking photos or simply learning about things around you, the more you know about bones, the closer your work is to reality. [ Poke me into the learning circle ]

 

3. Bones and muscles

Further study of bones is a good way to focus on bones and muscles. One of the better practices is to use ZSpheres to create core bones, then add the main bones in the organism, and then start layering the correct muscles. group.

 

4. Plants and vegetation

Plants and vegetation, like succulent organisms, also follow certain rules. Repeated leaf patterns and branching in special ways can be seen everywhere. By adding new parts DynaMesh to the model, using tools such as Radial Symmetry, you can create strange things without much effort. And the wonderful plant life.

 

5. ZSpheres (Z ball)

ZSpheres is a feature in ZBrush and a great way to start a project. Not only can you quickly build the skeleton of the desired model, but you can also pose it repeatedly in real time.

In addition, you can stretch limbs, rotate joints, and try things like tails and wings—all of which just need to add some Z balls. If you want to preview the created geometry while working, just press the [A] key.


6. Real volume and physical phenomena

Accurate reproduction of volume, volume and weight is very important for organic sculpturers. During the sculpting process, one of the first things to do is to obtain the overall appearance and rotate the model frequently to see if there are thin areas. Or the area that needs to be constructed.

Creatures with a lot of fat or loose skin are more affected by gravity than thin ones: for example, the abdomen often sags and folds, so it needs to be reflected in the sculpture.
 

7. Use Transpose to pose

Building a symmetrical model usually saves time, because you only need to process half of the model instead of sending the model for manipulation. You can quickly and easily use the Transpose tool to pose the work as needed, while still retaining the basic pose of a certain layer.

8. Break symmetry

As mentioned above, the Transpose tool can help you pose for the model. In fact, nothing is completely symmetrical, so breaking symmetry helps make the work look more natural and believable. Using the Transpose and Mask (Mask) tools, try to slightly turn the character's head, or twist one foot slightly outwards to move the weight of the model to one foot.
 

9. Brush

The core part of ZBrush is the brush palette, which contains the tools needed to create organic works. To become an excellent digital sculptor, you need to spend time learning the purpose of each brush and its best use.


 

10. Configuration tool

When you become a modeler and sculptor, you will quickly know which tools and brushes are most suitable for certain tasks. Customizing your own interface makes sense for mastering important tools: you can move everything around the interface The components meet their needs. (Click Preferences> Config> Enable Customise), select all the brushes you want to control, and arrange them at the bottom of the interface.

You can also set your most commonly used interface options as keyboard shortcuts: hold down [Ctrl] + [Alt] and click the interface item you want to assign a hotkey, then press the hotkey, click Preferences> Hotkeys> Store to manage your hot key.
 

11. DynaMesh (dynamic mesh)

Since the model can be extended freely, it causes problems with the polygons below. Although it is not a big problem to a certain extent, when it comes to details, this kind of extension will make your work look a little strange. Turn on DynaMesh, you only need to redistribute polygons evenly along the surface of the model to accurately engrave details.

 

12. Clay Buildup brush

Use the Clay Buildup brush to build muscle groups and volume slowly and smoothly, lower the Z intensity, and hold down the Shift key while using the brush to flatten the object.
 

13, insert the grid

Adjusting the extended polygon is only one aspect of the DynaMesh (dynamic mesh) function. With the help of inserting brushes, you can add any ZTool (model) to other ZTools. If you want to add head geometry, just use the Insert Sphere brush to add a sphere to the body and perform dynamic mesh processing.

14. Advanced Insert Mesh brush

Familiar with the Insert Mesh brush—after exploring all the available Insert brushes—you will want to create your own part library for reuse in future models. You can convert all the models you have into Insert brushes, so that you can To build a library of parts, such as arms, heads, ears, horns, claws, fingers and tails, just use the Create Insert Mesh option in the brush palette.

15. Mobile topology

After the organic model is completed, it may need to be adjusted and modified. Use a moving brush to do this-but if you want to move the lower lip to the upper lip, when using the moving topology, the movement will only happen based on the polygon flow. Make it an essential tool for detailed bone adjustment.

Guess you like

Origin blog.csdn.net/weixin_44386969/article/details/109044474