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This third tutorial by Ken Brilliant illustrates how to take control over Membrane Curvature when working with Adaptive skins. You will learn not only how to create spans between ZSpheres, but also how to control where the membrane curvature takes place.
The techniques can be used to achieve anything from the Pteranadon example – to a full-fledged dragon! And the beauty of this technique is that it’s not necessary to model separate meshes for the wings and body.
Click Here to Download the PDF (0.98 MB)
Note: You must have Acrobat Reader installed to be able to view the tutorial after unzipping it.
Thank you, Ken!
In addition, we’re issuing a challenge to all ZBrush members:
Use the techniques shown in this tutorial to create your own ZSphere model using membrane curvature. Share your results here showing BOTH the ZSphere model and the resulting skinned mesh.
We look forward to seeing your results!
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Other tutorials in this series:
The Octopus
The Cactus
Unified Skinning
MultipleMarker Skinning
Hard-Edged ZSpheres
Stylized Illustration
UV Mapping
Transferring Textures
Compositing