Hard Surface Modelling and Z Remesher
Hard surface modelling -
Hard surface modelling can be done in z brush without having to bring a model in from maya.In this lesson we were creating hard surface objects within Zbrush. I chose to model a motorcycle helmet with a visor as I thought this would be easiest to make out of the base sphere. I first started out by selecting the poly sphere and used the standard brush on the negative setting to carve out the inside. I now realize I could have done this much quicker and more efficiently using the move tool selecting the area I wanted to depress inwards. Once I was happy with the overall shape I defined the ear flaps and rim a bit more using the pinch and dam standard brush settings accessing them through the BPI and BDS options. This then gave me the base shape of the helmet. I used IMMs for the visor and side buttons, the visor being created from two IMM capsules and the buttons on the side being made from two IMM spheres. I really liked using the pinch tool for this project as I found I was able to make more pronounced creases which really helped push that hard surface look. I also used dynamesh to add more polygons so that I could create more details in my model. When I had finished the base helmet I decided i wanted to make this cat themed, placing a paw in the centre of the model using the mask function to block out the main shape and extruding the mesh underneath to create the overall shape. I did the reverse of this on the fish shape on the buttons on the ears. For the cat ears I utilized the pinch and dam standard tools again to refine the overall shape and create more defined edges. Below is the final outcome of me using these techniques, I am fairly happy with it and I really found that utilizing the pinch and dam standard brushes helped me step away from the more organic modelling look. To improve I would try to smooth out the lumps in the visor more and work on how the side of the visor connects to the helmet.
Z Remesher -
The z remesher tool allows you to remesh your model in a more efficient way than the dynamesh would allow you to do. Unlike dyanmesh which combines all sub tools to the base model, the Z remesher retains subtools so that you can edit them independently. The Z remesher tool can be found on the right hand dropdown and contains a lot of options to customize how yow want to remesh your model. For example you can manually edit how many polygons you want your model to be remeshed to, or you can press the double, half , same or adapt options to get a faster remeshing. I chose the half option which will reduce the overall polycount by half, I also made sure to toggle keep groups to on so that my subtools all remain separate to the main model. You can repeat this process as many times as needed to get the desired polycount. Something else that Z remesher does that Dynamesh does not is that it retains the curves and edges you have created even at a lower poly count, retaining the overall look of your model. To view your mesh you can also press shift-f which will display your mesh and all subtools in different colours.
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