I put some sample textures on those variations and then compared the original with the variations. I wasn't sure about the composition of the lower part of the image and as a result, I made some variations there. By doing this, the details were gradually realized (Fig.02 - 03). During the modeling process I added the various parts to the model gradually, as if I was constructing a building. I modeled the basic head in ZBrush and then added most of the mechanical parts using spline models in Shade, which is a great Japanese 3D application that I've been using for many years now. In Fig.01 you can see Hausmann's original sculpture, along with the areas I pinpointed where I wanted to add steampunk elements. The name I gave my image, Zygosis, means "biological junction" (Fig.01). I liked the combination of architectural elements and anatomical modeling in this mechanical piece, and decide to recreate it in a dramatic steampunk style. I was attracted to this strange head as it symbolizes the Berlin Dada, part of the Dadaism movement that emerged in Europe in the early 20th century as a direct response to World War I. 1920 by Raoul Hausmann, an Austrian artist. That way, you can match the spheres to the image as you go.The sculpture Mechanical Head was created c. One way to be sure is to load the image you are trying to re-create into a back layer of the document. This is where a good reference image helps. Get into the habit of positioning the parts right first time. If you wanted to move the entire arm later in the process you would have to reposition every sphere in the lower arm and hand. You need to be sure you are placing the joints in the correct place early on in the process. Down the arm and onto the hands and then fingers. I moved them into place and moved onto the left arm. I continued adding spheres for the shoulder and legs. To continue adding Spheres I switched back to. As you move a sphere, the interconnecting gray areas lengthens or shortens accordingly. Any setting higher than one and the areas of affect is increased. This then allowed me to move any of the spheres without effecting the others. I started with a ball for the hips, a ball for the belly and one for the chest. For this image I needed to add spheres in a non-symmetrical way. With Polyspheres you can set the symmetry feature so the body is completely symmetrical. The body of our KROOT is in a very defiant stance gripping his SPLINTER RIFLE. I used a basic 3D Sphere to create the head and added features in EDIT mode. This creature is taken from the War Hammer 40,000 game by Games workshop.�Īlthough I wanted to make this image to show the Polysphere feature I decided to model a head separately. For reference I used an image of a KROOT.
#Zbrush tutorials architecture how to
I wanted to do this tutorial to show people how to take a character from an image and turn it into a 3D ZBrush image. There are settings for resolution and smoothness to help get the desired result. This creates a single mesh object based on the shape of the combined Polyspheres. When you are happy that the Polysphere model is complete you can then use a process called skinning. Notice that SYMMETRY is now in with the transform panel? Take a look at the new-look transform panel. To make an arm, you makes a ball, add a ball doe each joint and pull the fingers into the shape of a hand, easy. The spheres that you have placed can be moved, scaled, rotated by themselves or as a group. Some people will liken it to metaballs but believe me, this is different. Remember when you were taught to draw as a kid? They told you to think of every object in terms of primitive shapes. Polyspheres help you to model a large or complex mesh by allowing you to add inter-conected spheres to a group, one by one, until you have the desired shape. The ZScript is the best way to learn! Run them. As with most of the newer features in ZBrush Pixologic provide you with an extensive set of ZScripts to help you understand the basics. This image was created in the latest version of ZBrush and uses the all new Polymesh feature.