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

 

 

Unified Skin Tutorial

By Ken Brilliant

The adaptive method of skinning ZSpheres requires an organized approach to their construction.You must pay attention to how spheres branch from each other.In contrast, the unified skinning method lets you work in a much looser, freeform style.

For example, we can use many ZSpheres to quickly block out the major forms of a head. Once skinned, the mesh can be edited and modeled to completion.

To make a head similar to the one in this example, start with a simple chain of ZSpheres:

This represents the profile. Make sure to have X symmetry turned on.

The jaw line is added, branching from the “chin” ZSphere.

2 ZSpheres are added to form the side of the head, with one brought out for cheekbones.

Brows are added through a chain of 3 ZSpheres.

A nose is formed by adding a ZSphere off of the top head ZSphere, and dragged down the face. Two more ZSpheres are created off the side of this one to make the nostril area.

If you want more ZSpheres for shaping, simply click to add them in the middle of a chain.It is best to start off with fewer ZSpheres and add as you need them. This will make editing easier.

Here we have the completed ZSphere model. ZSpheres have been used to make the major neck muscles and even the collar bone.

Making a unified skin is as simple as pressing the Make Unified Skin button in the inventory panel.

This illustration shows the skin made with the default values.

If you find the definition between spheres too much, you can adjust the Skin Smoothness slider to make a softer transition between the spheres.

Here we have the same model with a Skin Smoothness of 100:

From here, standard editing tools can be used to shape the mesh. If there aren’t enough faces to form the details you desire, mask and Divide areas or set the Resolution higher before making the Unified skin.

Here is the final head modeled from the Unified skin mesh. By using this method, the head and neck of this character were roughed out easily, with a good distribution of polygons across the whole surface. This would be more difficult to achieve when starting from a standard Z primitive such as a Sphere3D.


Bottom Banner always Free!


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