3D World

STEP BY STEP ADD FIBERMESH AS A BEARD TO A HEAD SCULPT

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01 ADD A MASK TO GUIDE THE BEARD

The first step is to decide where the beard is going to go. Add a mask in Zbrush by holding down CTRL as you draw on the model with the Standard brush. This will apply a mask anywhere that you paint. The beard will only add hair where you have masked; the mask is where the roots are, so the hair flows from this area.

02 CHOOSE A TEMPLATE STYLE OR START FROM SCRATCH

Once you have a mask defined you can go into the Fibermesh panel that you can find under Geometry tab in the Tool panel. Use Lightbox>fibers to access the premade templates for all types of different hair and beards. Choose something that hangs down already and is a little wispy. When you have chosen the one that works best for you, go to Modifiers and adjust a few parameters.

03 COMB AND GROOM THE BEARD AS NEEDED

At this point you can start to comb and groom the beard to the style that suits your model. To access all the grooming tools hold down B for Brush, the G for Groom and all the brushes will be isolated from the main pack. Now just try a few different brushes to see what effect they have on the beard.

04 BPR RENDER TO SEE THE FINAL RESULT

Now hit Accept and the beard will become a new Subtool underneath the head sculpt that you created it on. You can still mess with the beard even now and the normal manipulati­on tools like Move will work on it if needed. Now use the BPR render button to see how the beard looks rendered. To make it more convincing, make sure you are using a Skin Shader material or it may look odd.

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