View Full Version : how to fill in holes?
DaedraLord 06-13-2007, 01:42 AM i gotta say, zbrush three is unbeleivably amazing. the topology tools are great, they completely remove a need of other programs, infact i would rather use zbrush's topolgy tool on a basicly shaped zsphere mesh then use wings3d for a base model. some of the new materials are a nice addition, and some of the old materials have been reworked and are now much better. my computer can handle 2 million polygons no problem now, before this would have put tremendous stress on my system and taken 2 minutes just to switch levels of detail.
but im working on this dragon and i forgot to fill in these holes:
http://img.photobucket.com/albums/v669/blubeard0/oops.jpg
can anyone help?
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freeschwag
06-13-2007, 05:25 AM
at this early stage, I'd suggest you just go and take the base model you imported
and fill the holes in wings, and then re-sculpt it back to what you've shown.
however, if you're unwilling to re-sculpt that, you could still bring in the new base
model with eyes filled-in as a subtool, and zproject it (once you've sub-divided to
a reasonable level) onto what you have shown (there's a tutorial on the zbrush.info
website for just this type of thing). When you go to zproject it, make sure you've
gone from edit-mode to move-mode and clicked the transpose tool over the mesh
to get rid of the offset (again, this info is at zbrushcentral.com if you're unsure how)
before you try to use the zproject brush.
and a third option might be to just bring in (or add Poly3d primatives) more geometry
in those areas as a subtool, and use the clay brush to 'match' them up as a uniform
skin.
good luck. :)
DaedraLord
06-13-2007, 08:58 PM
at this early stage, I'd suggest you just go and take the base model you imported
and fill the holes in wings, and then re-sculpt it back to what you've shown.
however, if you're unwilling to re-sculpt that, you could still bring in the new base
model with eyes filled-in as a subtool, and zproject it (once you've sub-divided to
a reasonable level) onto what you have shown (there's a tutorial on the zbrush.info
website for just this type of thing). When you go to zproject it, make sure you've
gone from edit-mode to move-mode and clicked the transpose tool over the mesh
to get rid of the offset (again, this info is at zbrushcentral.com if you're unsure how)
before you try to use the zproject brush.
and a third option might be to just bring in (or add Poly3d primatives) more geometry
in those areas as a subtool, and use the clay brush to 'match' them up as a uniform
skin.
good luck. :)
thanks, after working with the model some more, im going to rework the topology again to account for the large wrinkles. i think im going to fill the holes then, this model has no base model, its pure zbrush
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06-13-2007, 08:58 PM
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