STEP By STEP

POSE In ZBRUSH US­ING ZSPHERE

3D World - - ARTIST Q&A -

01 AS TRANSPOSE MAS­TER

this process re­quires more than one subtool in the scene, start by mak­ing a du­pli­cate of the man un­der the Subtools roll­out. Smooth the mesh out a bit by sub­di­vid­ing a cou­ple of times with the Di­vide but­ton un­der the Ge­om­e­try sec­tion. Then from the top menu un­der Zplu­gin choose Transpose Mas­ter, Zsphere Rig and click on Tposemesh. This will put the model in x-ray mode and add a Zsphere.

02 RIG THE CHAR­AC­TER

Start­ing from the first Zsphere and by us­ing the Draw, Move, Scale and Ro­tate func­tions (hotkeys Q, W, E, R) drag out, po­si­tion and edit new Zspheres in­side the char­ac­ter in or­der to cre­ate a skele­tal struc­ture.

You can think of the spheres as piv­otal joints and the links as bones. When cre­at­ing the arms and legs you can switch the Sym­me­try but­ton on and off with the X hotkey.

03 BIND THE MESH

Once you have com­pleted your Zsphere Rig go to Tool>rig­ging>bind Mesh. Turn off the Sym­me­try but­ton, if it’s still on, and with the Ro­tate func­tion ac­tive move the spheres and their links into the re­quired pose. The mesh is now bound to the spheres so it will fol­low as you do this. If you want to add an ad­di­tional link or edit your rig, unclick the Bind Mesh but­ton and the char­ac­ter will go back to its orig­i­nal T po­si­tion for you to start again.

04 FIN­ISH AND EX­PORT

Once you are happy with your pose, go back to Transpose Mas­ter un­der Zplu­g­ins and click on Tpose>subt. The posed char­ac­ter will then be re­turned to the Subtools list, smooth with all its sub­di­vi­sion lev­els in­tact.

Now, if you choose to, you can delete the sec­ond copy char­ac­ter you made ear­lier in the Subtools list, and then ex­port the newly posed subtool char­ac­ter as an OBJ file.

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