ZBrushCentral

Low poly model problem ...

Hiho! I found grubs thread (the hoot-thread from ken b also) about low-poly modelling and i liked it because of the detailed results. So i decided to try modelling this way. So what you see is my first try. I finally got the adaptive skinned model but if i make it a unified skin it looks ugly…much details left (like the ear) and many edges (espeacially the forehead).


So what would you recommend how i get better results ? I would be glad if you could help me !!

the end result is awesome… and very detailed… great job.

Why are you converting it to a Unified skin after you’ve modeled it?

If you want to smooth it, you can set Tool>Divide to 1 and then you can use the slider next to that to increase or decrease the amount of surface smoothing that takes place.

This smooths the model without increasing the number of polygons and is a great way to smooth out your low poly mesh.

If you want to use the Unified skin, you can. But to smooth out those areas you’re probably going to have to use Tool>Modifiers>Deformation>Smooth once or twice to do the trick. You can also use the Tool>Divide slider here, too. But you really will most likely be better off by leaving it as an Adaptive skin.

My question is why do you want to make a unified skin if you started low poly?. The general method is to start with a low resolution. Create as much detail as you can in that resolution and divide as you need to create further detail. If you want to work with unified skins it will be better for you to create as much detail as you can with the zspheres and then create an unified skin. But if you want to work with low poly I would recommend to you to not make a unified skin out of your low poly mesh. If you want a large mesh to add detail then divide it as many times as you want.

I dont really know what went wrong there , but if you want I can guess :slight_smile:

Have you tried masking the areas with those edges (inverting the selection) , subdividing them and smoothing them ?

Edit : I misread your post , sorry , it’s like aurick said , make a zsphere and decide if you want it to be an adaptive or unified skin.

<font color="#949494" size=“1”> November 14, 2002 Message edited by: The Namek </font>

Well speaking for myself I know I often like to turn my adaptive meshes into a unified mesh after I have done the rough work with the adaptive mesh. The reason?: the unified mesh gives me better control over the detailing of the object in some instances. It isn’t that bizaar to want to do it that way. I find it to be helpful. You can easily create such a workflow… ZSphere>Adaptive Skin>Modeling>Unified Skin. Now looking at your model I will voice the warning that you have already come to realize…creating a unified mesh from an adaptive mesh can generate unwanted results. I find the artififacts like the ones you have pointed out are created generally where there is a transition between high density areas of poly and low density areas of polys. It seems to happen more often where there are not enough polys to creat a smooth surface…thus you get the steppe effect in your image. Keep in mind too that creating a Unified Skin from already skinned objects is somewhat akin to making a copy from a copy. Each generation of skinning will result in a degradation in mesh quality. Use it judiciously. Smoothing will help with this as has already been pointed out. I hope this helps.

<font color="#949494" size=“1”> November 14, 2002 Message edited by: Mentat7 </font>

Bravo Lonnie!

First of all thank you all! Thanks dr.jjwow.

Well, I thought you have to convert it to a unified skin in order to be able to control it better like mentat mentioned it…but as i see this isn’t the correct way. I’ll try it the way you recommend it as soon as i have the time.
Dorian

There is no correct way Dorian. You should try to model using diferent techniques in order to find the one that better suits your style. Mentat is an excellent modeler and he has created great models using the method that you were trying. You should try both Mentat’s method and the procedure that I explained and stick to the one that suits you best. I might even try using unified skins more to see what results I get.

Yes of course Rafael Hernandez. But i think its totally wrong to make this a unified skin because you loose much details and get some ‘errors’. Finally i did it the way dividing and smoothing it. thanks all!