Reminding Facts:
Alt + click on a subtool to switch between them on the fly
Shift + R - Render
B + G + .....
Select the hair subtool
Groom Long Brush - use on long hair, take it easy and slowly. Like grooming real hair.
Groom Blower - to make the groomed hair a bit more random, TAP with it. It will spread the hair apart a little.
Groom Brush 1 - to comb the hair. The brush uses Alpha and therefore acts like a really widespread teeth brush. To make the "teeth" more often, go to Alpha ( top left bar) -> HTile-> increase.
1. Open a Plane -> Polymesh 3D
2.Mask area, Put Max Fibers to 0.01
3. Add Segments and Profiles ( it'll add volume to the tree)
4. For it to grow up, put the Gravity to negative

5. Tweak a Width Graph
6. Accept the Fiber and Select it
7. Select the subtool. You can divide it up to make look rounder of you want.
8. Mask off the top part, where the first type of branches gonna go
9. Add some Max Fibers
10. Adjust Gravity to how you think the branches should grow
11. Accept and select it
12. Apply fibers to these branches and adjust Coverage and Length
13. Repeat same steps to how many smaller steps of brunches you want ( 1-2 should be enough)
14. Leaves. Zoom in closer
Change Color to Green
Turn Profile to 1
Decrease Length
Go to Width Profile, tweak it until the result looks like a leaf shape
TaDaaaaa its a tree.
Render it now.
add some birds..
Increase Length and Coverage ( coverage mb not too much....make it reasonable)
Increase Segments
Turn Twist off
Scele Tip Up (+1)
= Tweak the Width Profile Until it looks like a feather to you
OR
= Find an image of a feather with a solid background. (Find it 100% Black or make it such in Photoshop. 100% Black in ZBrush= transparent) Make sure the feather is taking the most space of the ing, fe is oriented vertically and has as much black cropped off as possible.
Click on the Texture icon, Import the feather img. Do Not Autoresize. (Autoresize will push it to a square format)
Turn on Transparency and Antialiased
Rule № 1 - build the paint slowly, in "layers"
Polygons = Pixels. The less you have (lower subdiv)- the worse the quality. More poly - better quality
- on to show the painted color.
Pick a color, go to Color palette -> Fill Object
/ use Standart Brush to paint
- change Stroke to Spray , Alpha to random dots alpha ( to sculpt in details, turn Zadd on. turn it off when you will go back to paint)
Mask -> Mask by Cavity . After you paint ↓ , turn Mask off.
- switch stroke to Color Spray
- Scale - variation of circles sizes
- Color- color variation of the dots
- Flow - like in an airbrush
- Placement - how mush space btw the dots
C - to pick color from anywhere on the dock/ UI/ textures etc.
or. click on the Color (wheel) Square on the bottom left and drag to the point you want to select color from
------Reminders:
Alt + click on a subtool to switch between them on the fly
Shift + R - Render
↓ - to switch between the sub tools down the list
Fibers part 2
= Groom Brushes =
B + G + .....
Select the hair subtool
Groom Long Brush - use on long hair, take it easy and slowly. Like grooming real hair.
Groom Blower - to make the groomed hair a bit more random, TAP with it. It will spread the hair apart a little.
Groom Brush 1 - to comb the hair. The brush uses Alpha and therefore acts like a really widespread teeth brush. To make the "teeth" more often, go to Alpha ( top left bar) -> HTile-> increase.
Making a tree with Fibers
1. Open a Plane -> Polymesh 3D
2.Mask area, Put Max Fibers to 0.01
3. Add Segments and Profiles ( it'll add volume to the tree)
4. For it to grow up, put the Gravity to negative

5. Tweak a Width Graph
6. Accept the Fiber and Select it
7. Select the subtool. You can divide it up to make look rounder of you want.
8. Mask off the top part, where the first type of branches gonna go
9. Add some Max Fibers
10. Adjust Gravity to how you think the branches should grow
11. Accept and select it
12. Apply fibers to these branches and adjust Coverage and Length13. Repeat same steps to how many smaller steps of brunches you want ( 1-2 should be enough)
14. Leaves. Zoom in closer
Change Color to Green
Turn Profile to 1
Decrease Length
Go to Width Profile, tweak it until the result looks like a leaf shape
TaDaaaaa its a tree.
Render it now.
add some birds..
Feathers
Increase Length and Coverage ( coverage mb not too much....make it reasonable)
Increase Segments
Turn Twist off
Scele Tip Up (+1)
= Tweak the Width Profile Until it looks like a feather to you
OR
= Find an image of a feather with a solid background. (Find it 100% Black or make it such in Photoshop. 100% Black in ZBrush= transparent) Make sure the feather is taking the most space of the ing, fe is oriented vertically and has as much black cropped off as possible.
Click on the Texture icon, Import the feather img. Do Not Autoresize. (Autoresize will push it to a square format)
Turn on Transparency and Antialiased
= Polypaint =
Rule № 1 - build the paint slowly, in "layers"
Polygons = Pixels. The less you have (lower subdiv)- the worse the quality. More poly - better quality
- on to show the painted color.
Turn ON the RGB button at the top- to paint, turn off Zadd ( its for sculpting)
Pick a color, go to Color palette -> Fill Object
/ use Standart Brush to paint
- change Stroke to Spray , Alpha to random dots alpha ( to sculpt in details, turn Zadd on. turn it off when you will go back to paint)
Mask -> Mask by Cavity . After you paint ↓ , turn Mask off.
- switch stroke to Color Spray
- Scale - variation of circles sizes
- Color- color variation of the dots
- Flow - like in an airbrush
- Placement - how mush space btw the dots
C - to pick color from anywhere on the dock/ UI/ textures etc.
or. click on the Color (wheel) Square on the bottom left and drag to the point you want to select color from
------Reminders:
Add subdivision: Control+D
Walk up subdivs: shift+D
Masking: control + click on model
Poly groups: control+W
FIBERMESH
How dense?
How high?
PROFILES
On the fibermesh window also known as the “cockpit” you will
see a bunch of sliders that control the fibermesh.
Length profile graph: controls the length of the fibers
With profile: controls the shape of the fiber itself.
Revolve profile: helps create twisted fibers, curls.
Color profile: lets you color the fibers, also add a base
color and a tip to create gradients.
To get rid of point of the graphs click the points and drag
out of the graph.
Coverage: controls the density.
Gravity: its camera dependent. Let you control the direction
in which the fibers go.
Fiber texture: lets you add texture to the fiber.
ACCEPT: make the
fibermesh a separate subtool. _
FIBERMESH BRUSHES
GROOM HAIR TOSS: also known as the Keanu Reeves. Tosses the
hair. Just like the move brush.
GROOM BLOWER: like a hair dryer
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