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How does Zbrush make 3D hollowing effect?
ZBrush's custom mask shape and the extraction function in ZBrush's new function sub-tool can make hollow balls with thickness. The steps are as follows:

The standard geometry in 1 and ZBrush is a parameterized object, but the parameterized object cannot use the Extract command under the sub-tool, so the parameterized object must be converted first. Select the tool & gtSphere3D to create a sphere in ZBrush. Click the tool > Generate Polygonal Mesh 3D to convert the parameterized sphere into a polygonal mesh sphere to execute the Extract command. As shown in the figure.

To make more details and increase the subdivision of the sphere, click Tools >; Geometry & gtDivide adds spheres to the fourth subdivision (this step depends on the reader's computer configuration, the higher the better).

2. If the shape of the mask is determined and the mask is created by holding down the Ctrl key, then the distribution of the mask on the sphere can't meet our needs, because the mask can't be positioned accurately. As shown in the figure.

Due to the UV distribution, the map can be accurately distributed on the model, and the distribution of the mask can be determined by the accurate positioning ability of the map. The "Mask by Intensity" command under the tool > Mask can control the distribution of masks according to the intensity of the mapped gray level. Click texture & gt to import or click the position shown in the figure to import the material picture AsileFX_Alpha_0329.

Rotating view observation shows that the distribution of the map is not as perfect as we thought, and there are more poles on both sides. As shown in the figure, this is the distribution of UV, just adjust the distribution of UV.

Click Tools & gt Geometry & gt Lower Resolution to reduce the sphere subdivision to the first level and select Tools >; Texture & gtUvp adjusts the UV distribution of the sphere to a flat distribution, so that the distribution of the map is satisfactory.

3. There are several UV distribution modes under Tool & gt texture, and each calculation mode has its own advantages and disadvantages. The choice depends on the situation. Back to the fourth subdivision of the sphere, the point tool & gt Masking & gt Mask by Intensity option, so as to distribute the mask according to the gray level of the map.

Select texture off under the texture menu, or select it in the position shown in the figure to remove the map. It was found that the black part of the map was covered by a mask, which was just the opposite of what we needed. Hold down the Ctrl key and click the view to reverse the mask to get the mask we need. As shown in the figure.

4. Next, you can use the Extract command to generate a new hollow object. Click Tools & gt Subtool & gt Extract to generate a new object with a certain thickness according to the mask of the sphere, and generate a new layer in the Subtool, as shown in the figure.

Turn off the display of the sphere, and you can see the hollow effect of the sphere.

5. The edge of the hollow sphere is not very smooth, because the quality of the map and the subdivision of the sphere are insufficient. As long as we grind it flat, we can achieve the desired effect, as shown in the figure.

Select Tools & gt Deformation & gt Smoothing, and select XYZ to adjust its value to 100. Note: The smoothing times of hollow spheres may depend on the situation, and the smoothness of edges is also related to subdivision. The higher the subdivision, the smoother the initial edge.

6. In the same way, use AsileFX_Alpha_0347 to create another hollow ball with different patterns. As shown in the figure.

After only turning off the sphere display, we found that the two hollow spheres are the same, as shown in the figure below, which does not meet our requirements. We can use deformation to adjust the spatial relationship between two hollow spheres to achieve the desired effect.

Note: XYZ under deformation is the axis that can be affected by the selected command. When adjusting the smoothness and size, the three axes are open, because the effect needs to be carried out on the whole, and the rotation only needs to be carried out on one plane, so you can choose XY. At this point, the model is made. As shown in the figure.

The above answers are specifically referenced from: com/Shili com/Shili/Lou kong-xiaoguo . html