Today we covered a lot of ways to refine hard surface DynaMesh concept sculpts, starting with surface finishing brushes like hPolish, as well as masking with depth mask to make manual Polygroups that respect sculpted edges. Then we talked about ZModeler and Creasing to get nice smoothing on your hard surface models. We then took our concept sculpt, after applying Polish by Features, and turned it into a nice ZModeler friendly mesh to continue to refine. We then go over slicing with Group DynaMesh to create complex intersection meshes, as well as alpha libraries to help come up with interesting base meshes. We discuss motivation vs. discipline, and take a little tangent while creating a weird frog creature. We then take a fan mesh and do a basic anatomy walkthrough while making slight tweaks to the base model. We end with a discussion on rapid iteration through ZBrush to external texturing programs for in-engine evaluation during the look-dev phase of production.
Michael Pavlovich – Pavlovich Workshop – Episode 26
Pavlovich Workshop See Pav's Upcoming Streams Here: ZBrushLIVE Calendar Segment Summary: "From concept to finished production pieces, all aspects of ZBrush will be explored - and we're going to have fun doing it!" Location: Austin, Texas Hometown: Salt Lake City, Utah How Did You Discover ZBrush? "Trying to box model a face in college and watching somebody sculpt a detailed fish blew my mind." Sculpting Experience: 12 years Most Used/Favorite Feature: DynaMesh Previous Works, Industry Experience & Highlights: Halo 4, Halo MCC, Call of Duty, Doom, DC Universe Online, Madden, NCAA, Teacher at Gemini and GC Master Academy, other various demos and presentations. Fun Facts: "I lift and jog so I can make really bad dinner decisions."