3D Toolkit - Insert Multi Mesh (IMM), ZSpheres and Mesh Creation (21/10/24)
Insert Brushes
There are a range of brushes that allow you to insert a new shape into an existing one and the weld them together with DynaMesh.
Inserted Geometry will force every other object into a masked state to allow you to transform the newly insert object before you join them together. You can also use symmetry with Insert Brushes.
Working with Inserted Brushes
Inserted meshes can be welded together with existing meshes using Dynamesh. After melding, you can add detail using Smooth, Clay buildup and move brushes/
You can also use Insert Brush as a means to subtract geometry. To do this, hold Alt whilst using the Insert Brush and then Dynamesh (Subtract) by using Ctrl Alt and drag into an empty space.
You can also create your own models as Inserted Mesh Brushes.
To create an inserted mesh brush
- Go into the tool tray
- Click create InsertMesh
- Click New
Inserting geometry using the inserted brushes
ZSpheres
ZSpheres can be used as a way to block out the shape of whatever it is that you're trying to create. ZSpheres can then be converted to polygons. They can be used as a way to pose the characters and creatures you create.
To create a ZSphere
- Tool > SimpleBrush > ZSphere
ZSphere Controls
- You can move (W), Scale (E) and Rotate (R) to make sure everything is in the correct position
- Use Draw (Q) to create more ZSphere.
- Press A to preview model
- ZSphere work with symmetry
- Tool > Adaptive Skin > Make Adaptive Skin
- This will create a ZTool. You can add this by using SubTool > Append > (Choose ZTool)
Base Mesh using InsertBrush
Insert Brushes are a common technique used to build up a base mesh. You start the base mesh by building up the torse to get the basic silhouette of a character. At this stage, keep things simple and don't worry too much about proportions. Just use your concept art/reference image to create the characters individual parts. Don't forget to utilise the symmetry tool!
Base Mesh - Torso
After establishing the torso, start building it up by adding more primitives. This can be done by using a mixture of Insert Brushes (InsertSphere or InsertCube) and the transpose tool.
Use the move and polish brushes to help shape the basic forms. Add the ribcage and pelvis using this method
Base Mesh - Thighs and Lower Legs
The thighs will sit on the side plans of the pelvis. Both the high and lower leg are 2 large masses that are useful to add in as fast as possible to have a clear view of the size of the character.
Use the Insert brushes to add in the thighs and utilise the move brush and transpose for shaping and positioning. Use the same method to add the lower legs
Base Mesh - Shoulders and Upper arms
The form of the shoulder is created by the deltoid muscles, which is a heart/triangle shape. The broad side of the shape is facing up and out towards the neck and its narrow edge point down towards the arm.
Use the symmetry tool and InsertSphere brush as well as the transpose tool and move brush to place and sculpt the triangular deltoid shape. Use the same process for the upper arms. Make sure the arms are elongated from a InsertSphere brush and make them more into cylindrical shapes that are positioned underneath the deltoids.
Base Mesh - Forearms and Neck
In its most simplistic form, the forearm can be considered as 2 boxes. However, when connected with all the layers (muscles, fat, etc) it resembles a cylinder.
Use the symmetry tool. Then with the transpose tool with move selected, press ctrl while dragging one of the smaller inner rings to duplicate the upper arms. Move these into place with the right central ring. To create the neck, use an InsertCylinder brush.
Base Mesh - Head
The head is pretty complex due to its many plane breaks and precise proportions. It's best to reference a head to get these proportions correct.
Place a sphere on top of the neck using the InsertSphere brush, then turn on symmetry and use the move brush to sculpt the rough forms of the head. Keep the back of the skull as round as possible. with few minor adjustments, and use the move brush to pull down the jaw and define some basic planes of the face.
Base Mesh - Feet
The feet has the same structure for most individuals, especially when its settled on the ground. Deconstruct the complex forms of the foot into a couple basic shapes.
Use the clip curve brush to flatten the soles of the foot: Ctrl + Shift and dragging a line over the area you want to delete. The angle of the line indicates the direction the mesh will be clipped.
Base Mesh - Hands
The hands are the most difficult shape. Start off with a InsertSphere brush (with symmetry on) and then use the move brush to shape the masses of the hand and add the hint of a thumb.
Preparing the detail
Here we can start to tweak the proportions and adding details such as the ribcage and fingers. You can use polygroups to isolate shapes (Ctrl + Click on group). Once you've adjusted the proportions, use the smooth brush to smooth out the panes of the head. Add fingers using the InsertCylinder brush. You can roughly add kneecaps using the InsertCube brush . Use the Polish brush to lightly establish some planes on the arms (Bone and muscle) and the standard brush to sculpt a hint of the clavicle.
My base mesh progress is documented in this blog.






Comments
Post a Comment