1. #1

    Default Mummy Wraps/Bandages Technique with SliceCurve & Panel Loops

    Hello, this is my first thread on ZBrush Central.

    I thought, I'd share a character/workflow that I'm developing for a class over at ZBrush Workshops. The class is called "Advanced Character Creation for Games" and is taught by Joseph Drust. The class is excellent! Anyone interested in creating characters for games should go to http://www.zbrushworkshops.com and check it out.

    In order to create the wraps/bandages on the mummy, I used the SliceCurve brush, the qRemesher, and the Panel Loops feature.

    I will post a full breakdown of the process for creating the wraps soon; but in the meantime, I hope these images will help illustrate my technique.

    Feedback and Crits are more than welcome, and I hope to see the work of others using these methods.



    - eFerrari
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    Thank you for sharing such valuable knowledge!

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    Thanks...useful info

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    Great usage of slice and panel loops!! thanks for posting the process on ZBC!

    -Joseph

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    Great tutorial, thanks a lot !

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    wow, great model and process, and thank you for the tutorial!

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    Joseph's class is incredible! I really like your mummy sculpt and clever use of slice with panel loops. so many powerful tools inside zbrush with ridiculous variations for using them!

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    Default Awesome!

    Great work! Thanks for sharing the workflow as well!
    ***- !!Every day in art is a good day!! -***

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    Thumbs up

    pretty cool,thanks for sharing
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    Mohammad Modarres

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    Awesome! Thanks for sharing.

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    Ingenious! Thanks for sharing, really appreciate it.

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    I recently did a mummy like character in work and if i saw this thread it wouldve saved me a lot of time
    Nice tricks here! Thanks for sharing!

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    Thanks for the valuable insight. one thing I'm having trouble wrapping my head around is how you managed to get all those individual polygroups with such a natural fragmented look on step 3 of the column. Could you describe your slicing methodology here in a little more detail?

    thanks again these look great!
    Be Good.

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    Great insights! Well presented too! Thank you.

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    Quote Originally Posted by skittixch View Post
    Thanks for the valuable insight. one thing I'm having trouble wrapping my head around is how you managed to get all those individual polygroups with such a natural fragmented look on step 3 of the column. Could you describe your slicing methodology here in a little more detail?

    thanks again these look great!
    Hey Skittixch, thanks for the question. I've been a little busy lately, but I do plan on going more in depth on this process soon; and I'm going to include more images. But for now, I'll try to explain the best I can.

    Before I get into the meat and potatoes of my response, one simple thing to note is that I used the SliceCurve Brush with a Lasso Stroke instead of the default Curve Stroke; this allows for some serious freedom when slicing.

    Now onto the details:
    So if you use SliceCurve to delineate the fragmented pieces in Step 2, you'll be left with some ugly topology. Now you could just perform the Panel Loops function on the bad topology and sometimes it will give you okay results.

    But if you want the fragmented tiles that result from the Panel Loops to be perfect and clean, then you'll need to use the qRemesher on any and possibly all of the PolyGrouped fragments.

    In order to use the qRemesher on the PolyGroups, each PolyGroup has to be its own SubTool; that is why we perform a GroupSplit after slicing.

    Here is a quick Tip: prior to performing a GroupSplit, adjust your qRemesher settings. By adjusting the qRemesher settings before GroupSplitting, the multiple SubTools that result from the GroupSplit will all share the same qRemesher settings, which saves you the time of having to reset the qRemesher settings for each and every SubTool.

    The qRemesher settings that I prefer for this technique vary depending on the density of the original topology. I usually try to sculpt/model as low res as possible for as long as possible. But my settings are usually: Half or the Same with AutoMask enabled and the MDensity slider set to around 2.5. But these settings are not set in stone.

    So at this stage you will have quite a few SubTools. I have had anywhere from 50 SubTools to 500. I try to keep my SubTools on the lower side, so for instance, My Column has eight sides, I sliced each side separately rather than doing the whole column at once; and with My Mummy, I sliced the different body parts separately. The Head, Torso, Limbs, and Fingers were all sliced separately so that I didn't wind up with a thousand PolyGroups all at once, which would have resulted in a thousand SubTools after the GroupSplit.

    So now that the fragments (PolyGroups) with all the bad/messy topology are all separated into their own SubTools, it's just a matter of starting at the top of the SubTool list and pressing the qRemesher button in the Geometry palette. Once the first SubTool has been qRemeshed, move down the SubTool list and qRemesh the next SubTool; and then it is just a case of Rinse, Wash, Repeat.

    Occasionally, the qRemesher will give you a triangle at one of the corners of the fragments. When this happens, I just qRemesh again and it usually solves the triangle problem.

    If the qRemesher messes up the mesh too much, you can always use the Move Brush to massage the topology into the desirable shape; and you could even qRemesh once again after that.

    I alway turn off symmetry while qRemeshing these fragments, because while qRemeshing with symmetry works for characters and symmetrical models, it has actually caused ZBrush to crash while doing this fragment technique, and I don't know why.

    Once all of the SubTools are qRemeshed, you can perform a MergeVisible to get them into their own SubTool; and then you could perform an AutoGroups from the PolyGroups subPalette. Now you should get excellent results when you apply a Panel Loops.

    Additionally, prior to the Panel Loops, you could go to the Deformation subPalette and mess with the Polish by Groups or the Polish by Features sliders; however, this is totally optional, and I think the results are a little too heavy handed.

    The Panel Loops features in ZBrush are incredible, but for this sort of thing I turn the Number of Loops to the lowest setting with Zero Polish, Zero Bevel, and Zero Elevation because I want the fragments to look like they were cut by a skilled stonemason.

    I am looking into writing a script to automate the tedious qRemesher process, but it may be a bit out of my scope so we'll see...

    Skittixch, if there's anything else that I can clarify for ya, please let me know and I'll do so.

    Also, thanks so much to everybody who commented on this post, I'm really glad that you like it; and I'm sure that you're all talented enough to improve upon and streamline this little technique.

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