View Full Version : How can I sculpt the hidden parts of the lips and eyelids.
10 October 2004, 09:07 AM
I modeled a low poly head in Maya, and now I am sculpting the detail in Zbrush.
Problem is my head is opening eyelids and closing the mouth.
Is there a good way to model these hidden parts?
10 October 2004, 03:55 PM
Im not sure if this work for you.. but you can hide Half of your head model.. and active the button "doble side".. now you can model into your model..and scultp between the lips of your model...
will be usefull if you post an imagen
10 October 2004, 10:47 AM
if you can't hide the parts of the head that are blocking the area's you want to model you can also save the model in any subdivision stage, move some parts out of the way in the 3D program of your choice and load it back into Zbrush. If the pointorder did not change and you have the object as an active tool ZBrush will replace it but the displacements will survive. Just make sure you have the original shape backupped somewhere to restore your the original shape when you're done.
10 October 2004, 01:02 PM
you can hide Half of your head model.. and active the button "double side".. now you can model into your model..and sculpt between the lips of your model... That worked perfectly for the lips except I didn't need to active the double side button.
Thank you for your help.
If the point order did not change and you have the object as an active tool ZBrush will replace it but the displacements will survive.Although the over all shape of the head was slightly deformed,
that works too.
Thank you for the tip.
This is what I am talking about.
modeified in Maya
sculpeted in Zbrush
The final model is slightly distorted and surface is a little bit bumppy.
Now I am trying this.
I duplicated the original head in Maya, made it eyes close and the mouth open and exported to Zbrush.
In Zbrush, I assigned a BumpViewerMaterial and a plane medium gray texture to the imported head and generated a bump map.
I cleared the scene and imported the original head.
I selected the bump map previously generated as an alpha and assigned a new blank texture.
Then pressed the Mode button (Tool > Displacement > Mode ) and set the intensity slider to the appropriate value.
Finally hit the Apply Displacement button.
10 October 2004, 09:36 PM
Have you thought of exporting the mouths geometry out as a separate mesh and working on just the inside in Zbrush?
As long as you are careful with seams this could work.
I would make a copy of your head and extract & separate the mouth polys. Keep the extracted head and mouth (so you have the original one piece head plus the head and mouth geometries). Then I would edit the mouth in Zbrush to your liking then export the normal/deformation map. Then I'd apply the map(s) to your mouth geometry in Maya. Reattach the mouth and welded the edges to the head copy. Then you can apply the smooth skin (or rigid) and copy the weights from the original head onto the copied head. Your copied head would then be your final version and the original can be discarded if you want (probably keep it in a separate file as a backup).
I've done a similar procedure on a characters hands and feet without any issues. It should work in this same situation.
10 October 2004, 12:05 PM
Since only parts I need to work is around the lips and the eyelids, I would be able to fix the seams easily.
Thank you everyone.
01 January 2006, 01:00 PM
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