View Full Version : Horns : How to?
Marlboro-Man 03-10-2005, 05:28 PM Hi guys,
I need to sculpt some small horns/thorns on my character...however I don't have any horn geometry on my lo-res model..so I'll have to bring them up in zbrush.
What's the best way to do this. I've tried drawing a mask circle and just using the std brush to build up the shape , but it's really tough..as it looks more blobby than sharp, pointed and threatening.. These are small horns by the way.. not big ones like a bull's.... more like small thorns on the back of a mallicious creature...
Any advise would be much appreciate y'all.
Regards,
Marlboro-Man
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chadtheartist
03-10-2005, 05:39 PM
It won't be easy to do, but you can use the edge loop command in Zbrush to build your horns. I don't use it that often, so it would probably be best to check the practical guide, or do a search on ZBC for modeling with edge loops in Z.
I don't think this will destroy your higher res detail, but I could be wrong. So be sure to save a copy before you try it.
Frenchy Pilou
03-11-2005, 12:33 AM
...is draw a 2D full profile (cut-away) of your object
Grabb it with the Mrgbzgrabber
Menu Alpha : Make 3D mesh (double side enable)
And modify it in Edit Mode (key "T")
Hope this help!
Ps maybe I don't undertand the name than you describe (like a bull :)
so look the post #2 (http://206.145.80.239/zbc/showthread.php?t=7537&highlight=props) creature tail :)
ejtrowbridge
03-11-2005, 05:16 AM
Marlboro-Man,
Actually, the most simplistic way I have found to create horns within ZBrush, is to create a 3D ring, set your radius & coverage (how thick and long you want your horn to be), and then use the SDivide feature to bring one end of your ring to a point.
Hope that helps, and good luck in your modeling.
Leebre
03-11-2005, 08:48 PM
Are you talking sculpting the horns from the geometry of your model (like after subdividing it in ZB2)? Or are you talking about making just a horn? An easy way for me, especially for little horns like you are describing, is to hit 'w' to go into move mode, hold down shift (your brush circle will turn green) and "pull" a horn out of the geometry. Just try it and you'll see what I'm talking about. You can then hit 'q' to go back into draw mode, hold down shift again (your brush will turn blue) to toggle smoothing, and then sharpen the tip up as much as you like.
Good luck!
Hey you guys forgot the Projection Master!
Drop you model to canvas
draw out some 3d cones where you want them
pick up the model
it can get much more complicated than that but the workflow remains.
modify the horns after the fact.
r
Marlboro-Man
03-12-2005, 05:27 PM
hi guys.. thanks for the replies. It has given me alot of ideas.
To the one that told me to use the projection master and drop a cone down on that..it worked too however.. the cone after being dropped became terribly deformed..as if there wasn't enough resolution or something. didn't look like a cone...more like a lump of sH*t :)
My model is already on division 6 .. and there's plenty of polys to form the shape.. I don't understand... anyways.. if anyone can enlighten me on this..it would be great!
Thanks fellas...keep zbrushin'
Marlboro.
Marlboro-Man -
the Projection masters looks at three things when creating the displacment.
First, the object itself. Its shape and size
second, the options you pick it up with, normalize, fade or... It would be good to try it with fade off and normalize off.
third, the resolution of your model. a resolution six is not necessarily enough. A poly count of 2 million may not be enough if you have a centaur and the head itself is only 60000 polys. If the part, lets say the head, is about half a million polys then you should be in good shape.
Fourth, the canvas size. If you have resolution enough in your model and changing the options for pickup did not do what you wanted, increase the canvas size to 2k. That should do it.
Thats the approach I would take to solve your problem. To give you a teaser, imagine you had modeled out an eye or a mouth or even an ear seperately. You could model a very default face without any features then drop it into PM and draw an eye or a mouth onto your model, modify it to taste and pick it up. Done. you didn't have to remodel an eye for the fith million time.
the one
Marlboro-Man
03-12-2005, 06:26 PM
dude,
u da bomb RK.. Thanks for sharing the info.. i'll try normalize off and fade off ..see if my " premodelled shapes " will stick on to my base cage properly..
Thanks!
Marlboro.
Poisen
03-15-2005, 01:53 AM
for a different approach, i would model my horns seperate the multi mark them into the mesh.
keeping them seperate objects allows for different mapping and material options, for me at least, i use the mutimarker a ton, tho most people dont for some reason or another.
and if you want to keep it all "one" mesh think out the horns and other major details before hand and try to incorporate them earlier into the low res mesh, before subdividing to keep the mesh even.
just another perspective. hope it helps.
J.B.
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