ZBrush How to use Z-ball modeling to draw the body

Source: Internet
Author: User

Use z-ball to create some simple shapes, and then convert these shapes into polygons for further carving edits, first removing the light box, dragging and dropping the Z-ball in the tool>simplebrush>zsphere on the canvas, and entering the editing state.

You can see that if you move the cursor around the sphere and the dynamic line is flashing in different positions, the Stop cursor movement will form a point where the new Z-ball is created, click here and drag to create a new Z-ball.

Click the "Move" button to position the z-ball, click and drag in Mobile mode to move the newly created Z-ball. Back to draw, you can add a new Z-ball or remove unwanted Z-balls For more information about adding and removing Z-balls and click How to delete and insert Z-balls.

To create a character model using symmetric features, press X to see two target points on the model, click and drag to create 2 Z-balls at the same time, move mode, and pull down until appropriate.

Returns the draw pattern creates the lower part of the leg, pulls down with move mode, sometimes moves a z-ball, and the z-ball that is connected with it moves along with it, returning to make some adjustments and moving them to the correct position.

Switch back to draw mode and create a Z-ball at the top of the pelvis as a character's chest, after you move the cursor to the centerline, you see two dots merged into a single point, then you create a Z-ball instead of two, click and drag to create a new Z-ball, and then move it to the chest position.

Now create the arm and return to draw mode, creating two shoulders here. And then move into move mode and pull the arm out, in draw mode, you can also add a new Z-ball between two z balls, just click on any area in the middle to create a new Z-ball, return to move mode, you can adjust their position independently, like the other Z-ball.

Next, we're going to create the neck, just like creating the torso, by clicking the Z-ball in the middle, creating the neck and moving it a little bit up.

Then create the head at the top, create a new Z-ball here, return to move it up a little bit in mobile mode, zoom it in and zoom in, and zoom out or enlarge the z-ball.

If you want to do more exercises, can continue to create the character's feet, fingers, toes, and just the operation of these are exactly the same, to this large shape is satisfied, you can convert it to a polygon, press the F-key to observe the entire model, press A to show the Z-ball converted into a polygon after the effect.

In order to now be able to use it as a polygon model, you need to open adaptive skin function. It can wrap the polygon mesh formed by the z-ball, find the adaptive skin option in the secondary panel and click. It doesn't seem to change, but in fact, a new model, called Skin_zsphere1, has been created in the tool box above. Click on it, and now we get the new model, which is a polygon model that can be carved on it, and it doesn't make any difference to the other models in zbrush®.

When you want to create a new model with zero, you can use Z-ball, because it can create some simple structure and then convert it to a polygon for further editing.

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