southern
04-17-2004, 07:18 AM
southern, if you don't mind me asking, how do you ensure that the polys generated by the Z-spheres is as clean and correct as possible (as yours )? Sometimes polys are distributed in an odd way, creating strange corners that couldn't be predicted by looking at the spheres, and sometimes the polys seem to cross each other in a wild fassion, especially around hip-areas of a simple character. I think I'm doing something fundamentally wrong Got any Z-sphere tips for me?
The main reason ZSphere models don't end up how you intend them when they are converted to geometry is because of incorrect settings in the TOOL>ADAPTIVE SKIN panel.
The example below shows how a ZSphere hip setup can look when the adaptive parameters are changed. The secret is to keep viewing your model as geometry using the ADAPTIVE PREVIEW button (Keyboard `A`) and adjusting the settings to your needs as you build the ZSphere figure.
http://www.southerngfx.co.uk/uploads/0001img51.jpg
The buttons are:
DENSITY:
Sets the level of subdivision in for the model when converted to geometry
INTERSECTION RESOLUTION:
Sets how many child ZSpheres can sprout before converting to high res.
MEMBRANE CURVATURE:
Set how much skin with be used between ZSpheres.
MINIMAL SKIN TO CHILD:
Helps with V shaped intersections
MINIMAL SKIN TO PARENT:
Helps create more continuous curves
http://www.southerngfx.co.uk/uploads/0001img52.jpg
http://www.southerngfx.co.uk/uploads/0001img50.jpg
Hope that helps a little.
southern
The main reason ZSphere models don't end up how you intend them when they are converted to geometry is because of incorrect settings in the TOOL>ADAPTIVE SKIN panel.
The example below shows how a ZSphere hip setup can look when the adaptive parameters are changed. The secret is to keep viewing your model as geometry using the ADAPTIVE PREVIEW button (Keyboard `A`) and adjusting the settings to your needs as you build the ZSphere figure.
http://www.southerngfx.co.uk/uploads/0001img51.jpg
The buttons are:
DENSITY:
Sets the level of subdivision in for the model when converted to geometry
INTERSECTION RESOLUTION:
Sets how many child ZSpheres can sprout before converting to high res.
MEMBRANE CURVATURE:
Set how much skin with be used between ZSpheres.
MINIMAL SKIN TO CHILD:
Helps with V shaped intersections
MINIMAL SKIN TO PARENT:
Helps create more continuous curves
http://www.southerngfx.co.uk/uploads/0001img52.jpg
http://www.southerngfx.co.uk/uploads/0001img50.jpg
Hope that helps a little.
southern
