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graphic:modeling [2022/05/06 18:16] – [hard surface modeling] ying | graphic:modeling [2022/11/03 07:30] (current) – [Image Picture to Model] ying | ||
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* dynamesh | * dynamesh | ||
* (Tool > Geometry > DynaMesh : start with 128 as resolution, it decide the vtx dense of generated mesh) | * (Tool > Geometry > DynaMesh : start with 128 as resolution, it decide the vtx dense of generated mesh) | ||
- | * sculpt and deform (s key = size, masking: Tool > mask - inverse) | + | * sculpt and deform (s key = size, masking: Tool > masking |
* hPolish brush (for hard surface, it smooth but keep overall hard surface transitions) | * hPolish brush (for hard surface, it smooth but keep overall hard surface transitions) | ||
* TrimDynamic (it is like hPolish, but edge is a bit smooth) | * TrimDynamic (it is like hPolish, but edge is a bit smooth) | ||
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* DamStandard (cut into deep) | * DamStandard (cut into deep) | ||
* Layer (like adding a new layer of clay, alt = remove a layer of clay from model) | * Layer (like adding a new layer of clay, alt = remove a layer of clay from model) | ||
- | | + | * -- |
+ | * Tool > Deformation > Inflate | ||
+ | | ||
+ | * ZPlugin > Decimation Mater | ||
+ | * pre-process current, and choose 20% | ||
+ | * export with (no Grp) | ||
* retopo with quad draw | * retopo with quad draw | ||
+ | * make zbrush obj as live mesh | ||
+ | * ctrl+shift+q: | ||
+ | * +ctrl to insert edge loop | ||
+ | * make edge loops | ||
cmds for modeling related <code python> | cmds for modeling related <code python> | ||
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* https:// | * https:// | ||
* http:// | * http:// | ||
+ | ====== Image Picture to Model ====== | ||
+ | |||
+ | **Method 1 - Plane with Square Image then Knife Cut** | ||
+ | * use square version of image as texture for a PolyPlane, then use knife tool to cut out like real life. | ||
+ | * then extrude each part | ||
+ | |||
+ | **Method 2 - auto version of method 1** | ||
+ | * ref: (Quickly Convert an Image into a 3D Model) https:// | ||
+ | * select square PolyPlane, then Modify menu > Convert > Texture to Geometry | ||
+ | * choose the square image, and Apply, then it will generate single Plane geo with cutting edge along auto traced color patch. | ||
+ | * I think if you use illustrator image trace feature to pre-tune the color patch, you may have better output control | ||
+ | * and each color patch is linked to a color material, use material linking for selecting each color patch for futher edit | ||
+ | * compared to method 1: you may need to manually retop those inner edges. | ||
+ | |||
====== AI curve to Logo Model ====== | ====== AI curve to Logo Model ====== | ||