Friday, October 12, 2012

DAY THREE RECAP: Demo Head In To A Zombie PT.2

1. Subtools
2. Action line's, Move, Scale and Rotate
3. Show & Hide Tools

Subtools

Subtools permit a single (logical) mesh to be treated as many independent objects. Like polygroups, they split a single model into several different components, but the emphasis on subtools is allowing you to work with each component as if it were a separate mesh.
SubTools provides a visual outliner of the different parts in your model and increases your polygon count. However, once you have split your mesh into SubTools they will remain individual parts and treated as different elements. If you need your mesh to be treated as one surface consider using HD Geometry and PolyGroups instead of SubTools. Keep in mind that HD Geometry does not translate into displacement maps at this time.
SubTools increase your polygon count by allowing each SubTool to have as many polygons as your system can handle. For example, if your system can handle 8 million polygons for one SubTool you can have a model equal to 32 million polygons by having 4 SubTools of 8 million polygons each.
So, how do we create SubTools? There are 3 ways:
  • Appending
  • Splitting
  • Extracting
Note: To select SubTools directly in the viewport press CTRL+SHIFT and click on the SubTool.

Appending Subtools

To append a new part you must have it loaded into ZBrush already. Then simply press Tool:Append and choose the new SubTool from the pop-up window.
To load a new obj into ZBrush make sure to use the following steps:
  1. Select Tool: PolyMesh3D
  2. If you see a screen asking you if you want to Exit edit mode, press Switch then clear the canvas by pressing CTRL+N or Layer: Clear.
  3. Press Tool: Import if you are importing an OBJ or Tool: Load Tool if you are loading a .ZTL
  4. Navigate to the model on your system and press OK
  5. Select your original model in the Tool palette
  6. Draw it on the canvas and enter Edit mode.
  7. To append it to your current model, press Tool: SubTool: Append and choose the new Subtool

Working with subtools video 





Hiding and Showing Model Parts

The core of these features is the Ctrl+Shift key combination. All mesh visibility options involve those two keys.
When a mesh is completely visible, Ctrl+Shift+Clicking on any group will hide everything except that group.
When a mesh is partly visible, Ctrl+Shift+Clicking on a group will hide that group.
When a mesh is partly visible, Ctrl+Shift+Clicking on the blank canvas will restore full visibility. At any time, holding Ctrl+Shift while dragging across the model will activate a green selection box. Any polygons within that box when the mouse button is released will remain visible. All other polygons will be hidden.
If the keyboard is released before the mouse button, the box turns red. Any polygons within the box will be hidden while the rest of the mesh remains visible.
Dragging a small box (of either color) on any empty part of the canvas will invert the visibility.
The drag-rectangle selections use a “smart” system. If the drag rectangle encloses an entire polygon, then the system will select by polygons, only. In other words, a polygon must be fully enclosed by the box to be selected. If no polygon is completely enclosed, then the system will select by points instead. You can also force point selection by activating the Pt Sel switch on the right shelf.



HOME WORK :  Due Tuesday October 16th

 5 Mask Concepts & textured zombie demo head.


FOR NEXT CLASS:

Bring your 8gb flash drive 

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