Maybe it would be possible to enhance certain tools to work live like the Selection Brush?įor instance, I could imagine a Soft Transform working on SubDs which would work by pulling control points along the normal of the faces. Sculpting programs lack many many tools that Rhino has but people don’t ask those programs to incorporate Grasshopper, or layout, or dimensions, or any drafting tool… I don’t think that kind of sculpting will be coming to Rhino any time soon, its just a different beast, its also quite a specific niche inside 3D modelling. If you really need to sculpt detailed models such as for games and stuff probably Rhino is not the best tool to do that. SubD can be very similar to sculpting or at least a good approximation. I asked because of this, if you use SubD you don’t struggle with fillets as with NURBS. How many days we need to spend for those fillets to work and not to break at some point ? what if we want to change the tolerance of our model ? we need to recreate it ? There are of course plugins for rhino to sculpt 3d models and it is good ! but it has been many years after the release of this software, why don’t implement sculpting into this software ?īy the way we want a bright future for rhino we want mcneal group to be more successful … There might be an argument well don’t use this piece of software and use another software, well this is what happens people will use other softwares … i don’t know maybe just Nurbs modelers brains evolved differently than the rest of the people, take the video that i put down for example, lets assume that we don’t agreed with sculpting and subdivision modeling and also wanted to model this ring down here, what is our approach ? how many days we need to spend for those fillets to work and not to break at some point ? what if we want to change the tolerance of our model ? we need to recreate it ? I did this so that I could introduce screws using the IMM brushes, and then remesh it so that it was incorporated into the mesh.I remember rh 5 days when we asked to merge subdivision modeling into this software and devs and other users were resisted like alot and they were like for what subdivision modeling is needed to, but subdivision modeling was the first way to create 3d shapes in computers and it is in fact industrial. I also used DynaMesh on some parts of the model. I used the polish brush on the metal surfaces to warp the faces a little. I then roughed it up a little with the Planar brush to are away the hardest edges and give it a slightly more aged look. I also went on to model and sculpt some of the assets for my scene.Ĭeiling Fan: I used the Symmetry function a lot in this model, because a lot of the elements are replicated around the entire mesh. We also looked at zProject which is a way of projecting data to a low poly mesh from a high poly mesh. It also has a Flip V option which is important, because ZBrush uses flipped V coordinates (for some reason!). UV Master is essential for creating UV sets within ZBrush, and uses a really clever and simple painting technique to give importance and weight to UVs.įinally the Multi Map Exporter is the best way to export maps. There is also a zRemesher Guide brush, to give importance to certain shapes of the sculpture. “Adaptive” tries to keep the forms as much as possible. ZRemesher is a tool used for cleaning topology, and can reduce polygons while keeping all the important forms. Decimation Master is a really powerful tool for reducing polygons, and reduced some of the meshes we tested from millions of polygons to thousands with very little change in silhouette. There are so many tools in ZBrush for retopology. We learned this because it is very possible that the company we work for may not use Knald or xNormal, and may require you to use ZBrush alone. While the workflow of going from Maya to Zbrush to Knald to Unreal is really good, and not as difficult as it sounds, it is possible to do all of the modelling and retopology and baking in ZBrush itself, even if it is a bit awkward. Today (Day 3) we looked at the retopology tools within ZBrush itself.
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