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C4D TO ZBRUSH AND BACK... By Mark Gmehling CHARACTER HEAD by Mark Gmehling

Tutorial

Hi there attackers in this tutorial I want to show the fast workflow ZBrush offers to detail a quite lowpoly mesh created in CINEMA 4D. We'll block out a head shape in C4D and export it to ZBrush to give it as much detail a believable head needs. Then we'll export a 16 bit displacement map to render our lowpoly mesh back in C4D with the help of R.9's subpolydisplacement feature. In the C4D part I'm using some of some new modeling features of C4D R.9, but its all possible with older versions. Don't hesitate to ask me questions via pm or the community on the 3dattack.net forum.The ZBrush part is dedicated to newbies in ZBrush and should be easy to follow, as well as the instruction I give i in CINEMA. Ok- here we go. Let's create a cube(Objects- PrimitivesCube) and adjust its attributes to x:1; y:3 and z:4 segments before we make the object editable via pressing C- pic01. Select the polys (switch to polymode) shown in pic02 with the live selection (that only selects visible geometry by default) and extrude (D) them 4 times to roughly fit the shape in pic03. In sideview(F3) adjust the points (switch to point mode) as seen in pic04 to block out the basic head proportions. Use the rectangle selection with only visible disabled in its tool attributes to affect the invisible points too. You can toggle between the move tool (E) and the rectangle selection by hitting the spacebar. Back in perspective view (F1) select the points seen in pic05

and move (E) them along the x-axis to define the neck-shoulder area roughly- pic06. To define the rounding of the head, live-select the edges (edge mode) shown in pic07 and move (E) them along the x-axis. Switch to polymode select the polys as seen in pic08 and move them outward to round the shape- pic09. And one more tweak in edge modelook at pic10/11 where I move the selected edge outward a bit. Now lets create the other half of the head: We switch to front view (F4)

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and in global mode we move (E) the head along x to line up with the 0point of the coordinates system. I hold the shift key while moving which snaps the movement grid and move it 100m in the right directionpic12. Before we apply a symetry object we've got to delete the polys in the middle of our head- select the polys shown in pic13 and delete them by pressing the backspace key pic14. Now create a symetry object (Objects- Modeling- Symetry) and drag the cube mesh onto it to make it its child- pic15.


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