modeling question (zbrush)
![assmonkey](https://secure.gravatar.com/avatar/ba684ecf3b4b60007f2843b4c84e9c14?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2Fba684ecf3b4b60007f2843b4c84e9c14_100.png)
is everything done inside zbrush?
I mean, I was sort of wonder about something
Lets say I have a basic pair of pants (pants, shirt, bodice top, shirt, all basic clothing items for any clothes)
But when say I want to makes a pair of shorts
Would I have to remodel for the short or could I...do something to the pants to make them short?
I've seen some pants (jeans more like it), and you cna 1-click to make those pants shorter
Comments
A transparency map can be sued to hide parts of a mesh - paint it black where you want the mesh hidden, white where you want it visible.
Would that still look as nice?
I mean, does it effect the mesh in anyway, other it getting cut off
And could that would for...like..say...adding a v-neck or lacing to a shirt...or something like that
You can do something like that in ZBrush. There are a number of options. You could take the pants, or a figure, and use the topology brush to draw new geometry to work with. You could sculpt the existing model to be the shape you want it and then retopologise, Or, you can mask out the geometry you'd like to delete (as in the case of making shorts out of pants), create polygroup from masked, hide it, and select delete hidden from the geometry menu under edit. However, any of these options will lose you your morphs and uvs that the shaping and material presets in Poser/DS give you for that model. Most Poser Ready pants that have one-click solutions for making shorts or rolled up legs use morphs and/or transparency maps to achieve the effect.
Well, I saw a video where you polypaint over the figure to extract the figure (pick the thickness) Yes, I know that's the cheap way of doing it...but I honestly didn't care
The polypaint doesn't seem to be so accurate on my end, it always bleeds out into places I don't want it to go
Are you using the newest version of ZBrush? I think it is 4R6. The new version has much more advanced topology tools. The topology brush I mentioned allows you to literally draw edgeloops exactly where you want them, and create a new model out of it. The workflow demonstrated in the Mec4D tutorials, for example, use older tools with less accuracy than the new ones, and are not strictly kosher to redistribute. And the retopology algorithms and guides they use in the new version give you much more control over the process.
Forgive me for taking so long to respond, I'm having trouble getting the forum to post what I write...
Yes, I'm using the newest version
And to solve the forum issue, I save my reply, push the back button, refresh the page, and post it...then it magically works
These are the ZClassroom videos detailing the older remeshing workflow. The new tools work in the same way, but yield better results. ;-)
Pixologic :: ZBrush :: ZClassroom Digital Sculpting :: Topology
Thanks. :-)
The one for "Topology Brush Accessories" is the one I use to start a lot of my clothing models. I draw out a lowpoly basemesh with the edgeflow I want and subdivide as necessary.
I"m pretty much just need to do details...I"m not really don't to temp to make them from scratch or whatever
If you texture in z-brush, how would that texture stay if you export the item into Daz?
There is also extract function in subtools, - you can mask areas of your shorts out of your pants, and do Extract - it will create a new mesh (subtool) slightly offset from the original.
Well, thanks for the help
I usually use polypainting. You subdivide the mesh until it is as dense as you can get it before your computer starts to lag. Usually about 11mil polygons. Then you turn on polypainting, fill with a base colour, and use your favorite brushes to paint in your details. Once you've got all your details in place, open up the ZPlugins menu, and locate the multimap exporter. You can choose to export the diffuse, normal, AO, displacement, etc. maps to a folder of your choice. That way you can use some of the more advanced materials in Poser/DS to retain the depth of your painted highpoly details. ZBrush exports most of the images as TIFFs or PSDs, so you may want to open them up in an image editor and, after making any necessary changes, save them out as JPEGs, to conserve hard drive space. Then apply as usual in the surfaces tab or material room in DS/Poser.
Yeah...I'm really new to this, but I need to learn, so to make clothes for a game...maybe sell the clothes for some money