Fiber Mesh
The Rules of Fiber Meshes:
1- Size of Polygroups ( big PG => bigger fibers)
2- Masking (masked area gets fibers)
Try blur - for softer transition of no fiber -> fiber
Use sharpen / higher levels of divisions - to get sharper transitions
3- Polygrouping - to get the same masking every time
- to have more control over the hair- controlling hair in sections makes it easier to get a better hair ( variation / haircuts / etc)
4- Segments - amount of polygroups in each fiber ( less fibers - for short hair // more fibers- for longer hair)
5- Max Fibers - how many fibers you get
The cockpit:
After masking the area that you want to fibermesh go to:
TOOL pallete> FIBERMESH> PREVIEW
The cockpit:
After masking the area that you want to fibermesh go to:
TOOL pallete> FIBERMESH> PREVIEW
===Don't make fibers on the INSIDE===
-> Display Properties -> turn the Double off
Coverage - width of fibers
Gravity - always drags things down. If you want hair to grow Up or any other direction, turn your mesh *upside down and touch any of the sliders for gravity to effect the hair. It recallebrates every time you change smth with the hair, so do the Gravity thing in the very end
Length - pretty much what you think it is
Clumps - use this with polygroups to get a better result. (*Wet hair feature)
=== Pure Black = 100% black is Transparent in ZBrush====
Sift + R => Render (BPR)
Some info on MAPs
Texture map - Color
Displacement map - Sculpt
Normal map - Sculpt
Vector Displacement map - Sculpt
you need all these Maps in order to transfer all the high detailed sculpt info as well as color into other programs- for animation / rendering



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