3D Discussion Forums
  3D Studio Max
  Animation Master
  Cinema 4D
  General 3D
  Lightwave
  Maya
  Poser
  Rhino
  softimage
  Shockwave 3D
  truespace
  Classified Ads
  World Builder
  Chat

3D Information
  3D FAQ
  3D Industry
  3D Schools
  3D Studios
  3D Stores
  Mail & Forums
  Mags and EZines
  News Groups
  Other Sites
  Reviews
  Render Farms
  Spectrum
  Wave Report

3D Software
  Modelers Commercial
  Modelers Shareware
  Web 3D
  CAD 3D
  Terrain Generation
  Converters
  Compositing
  Image Processing
  Multi-Media
  Misc Tools
  Lip Synch

3D PlugIns
  After Effects Plugins
  Adobe Premier Plugins
  Cinema 4D Plugins
  EI Universe Plugins
  Lightwave PlugIns
  Max Plugins
  Maya Plugins
  Rhino3D Plugins
  softimage Plugins
  truespace Plugins
  PhotoShop Plugins

3D Community
  3D Studio Max
  Carrara
  Cinema 4D
  Lightwave
  Poser
  Shockwave 3D
  Strata
  truespace
  ZBrush

3D Objects
  Commercial Objects
  Free Objects

Textures
  Commercial
  Free

3D Books
  3D Animation
  3D Programming
  3D Studio MAX/Viz
  After Effects
  Bryce 3D
  Carrara
  CAD
  Cinema4D
  Director
  Electric Image
  Form-Z
  General
  Lighting
  Lightwave
  Mac
  Maya
  PhotoShop
  Poser
  Ray Dream
  Renderman
  Rhino
  softimage
  truespace
  Web 3D

3D Programming
  DirectX
  Engines & ToolKits
  OpenGL
  Visual Basic
  Java
  Delphi
  Other Languages
  Game Development
  General
  Plugin Devel - truespace
  Plugin Devel - Max
  Plugin Devel - Lightwave

3D Hardware
  3D Scanners
  Chips
  Digital Video
  General
  Immersion
  Motion Capture
  Video Boards
  Systems
  Sensing

3D Galleries
  3DLinks Gallery
  Gallery Links
  Animation Gallery

3D Tutorials
  3D Studio MAX
  Animation Master
  AutoCAD
  Bryce
  Carrara
  Cinema4D
  Combustion
  Lightwave
  Maya
  Misc 3D Tutorials
  Poser
  Photoshop
  Povray
  Ray Dream
  Rhino
  softimage
  Strata
  truespace
  Vue D'Esprit
  VRML
  World Builder
  ZBrush

Contact
  Contact Us
  Advertise
  Privacy Statement
  Suggest A Link
  Link to Us

Search
  Site Search
  Wave Report

 

 

Cactus Tutorial

By Ken Brilliant

This tutorial is to illustrate how you can get far along in the modeling process with just a few simple adjustments of an object’s geometry properties. This example is applied to ZSphere models, but the techniques can also be used with primitive objects.

The model will be a cactus. To begin, make a simple ZSphere model of the cactus.

To make the mesh, make an Adaptive skin with a density of 3. Turn off Cskin. This will help make sharper joins where the branches meet the body.

Draw the object on the screen and press “T” to enter Edit mode. In Modifiers, set smoothing to 1. This is what we normally set it to for a smooth mesh without changing the geometry of the model. Set the Divide modifier to 7 or so, which increases the amount of smoothing that takes place.


The smoothed model.

There is another Modifier that affects the appearance of the object; Edge Smoothness. For most models, we would naturally leave this at the default 100, but it can have other values. Observe the mesh when it is set to -100.

Now go to the Deformation panel and Divide the mesh once. Unlike the other Divide, this one actually does change the mesh – doubling the polygon count in all unmasked parts of the mesh. Since this model has not been masked, that means that the entire model is doubled.

View the results:

The model now looks very much like a cactus, but there are a few places where seams are visible in the mesh (such as where the branches join the trunk).

The Blur brush set to Zadd will help smooth over any noticeable seams from the skinning method. It is usually best to use a low ZIntensity setting in order to keep from changing too much, too quickly

.

Note that once the Blur brush is selected, the model is snapshot to the canvas and cannot be rotated or repositioned. At this point it is no longer polygons at all, but has been converted to pixols. This is what makes it possible for the 2D and 2.5D brushes to be used on the figure.

That is how you can create the fastest cactus in the West. -- or anywhere else!  It would have taken much longer to model this detail with traditional tools.

By experimenting with Edge Smoothness and the geometry-changing Deformations, you can achieve complex looking results with little effort. The 2D and 2.5D brushes can then be used to further refine the models without regard for geometry, easily incorporating them into a scene.

More ZBrush Tutorials


Bottom Banner always Free!


© 1997-2007 International Computer.
All rights reserved. Duplication strictly prohibited without permission.