Hi guys, i want to sculpt an oranda gold fish but stumped on the head part. Any help? I really have no idea how to sculpt it. I got the base mesh on modo.
thanks
Hi guys, i want to sculpt an oranda gold fish but stumped on the head part. Any help? I really have no idea how to sculpt it. I got the base mesh on modo.
thanks
Not sure if anyone would take the time.
you could sculpt that by using standard brush and inflate to get the bulges, and then use the pinch brush to squeeze them closer together in the seams. I used a similar method for doing intestines
Here’s a test I did in about 1 minute on a simple shape. I started off with my quad sphere, used the standard brush and quickly drew in some bulges. Then I used pinch brush to squish them together more and smoothed it out a little if it got funky. Then I used inflate to round it a bit more. lastly I used a damien standard brush to deepen the crevices and pinched some more.
Keep in mind I did this very fast so it’s not supposed to look pretty. You could even just use damien standard to carve the grooves initially and then inflate the other parts. so they bulge out more.
Hi. I have not sculpted anything yet and am not even familiar the interface but have played with some of the brushes, so this is just a guess. I’m thinking you can get that texture using an alpha, with maybe the clay brush.
I would highly suggest that you go through some of the online video tutorials that are available, or buy one of the DVDs by a 3rd party. Definitely go through all the ZClassroom stuff on pixologic’s site. ZBrush has a much different UI and workflow than any other app I’v ever used and it saved me weeks or months by going through tutorials, scouring the forum and just using the app every day for a solid week to get nice and comfortable with it.
Once you are used to the workflow you will start to learn what tools help you achieve specific effects. Most likely, using an alpha on a brush (I assume you mean with a drag rect) is not going to be as accurate as you think. ZBrush is a sculpting app, it’s really like playing with clay-like materials so you need to approach it that way.
If you try the clay brushes, you’ll notice that they tend to be flatter than others, so you will inevitably need to use something to bulge out the surface a bit. They are great for sculpting anatomy, masses, and roughing out things and even adding detail in parts. In the short time I’ve used ZB, I’ve found that the core brushes really are standard, clay, clay tubes, move, smooth, rake, and displace. I also use the Damien Standard (Dam_Standard) brush for creating crisp edges and valleys. You can find it on the forum. I use all the brushes but those are the primary ones I use every day.
You should also get your UI setup the way you’re comfortable with it, customize your tablet preferences, install all the plug-ins from pixologic, download as many matcaps as you can find and start building up a library of textures and alpha images. The more tools you have, the more options, and the more different ways you can try to achieve your goal.
You should also become familiar with 3d layers, extracting, subtools, importing and exporting. It’s stuff you will find yourself using constantly. It seems like a lot at first but all of these things I use all day long now and it’s second nature.
this might alsp be helpful… ;
MODELING WITH YOUR TEXTURE
http://www.zbrushcentral.com/showthread.php?t=33916
Instead of sculpting your details and fitting your texture map around these details you can use your texture map as a base so that your sculpt and your texture painting are perfectly registered.
Pixologic Release: ZBrush Learning Series - Texturing with Photoreference
http://www.zbrushcentral.com/showthread.php?t=33715&highlight=photo+reference
(but you’ll need the ‘Image Plane.’., which you can download at the given link)