1. ADD NEW DETAIL TO MESHInitially the boots were made from making a duplicate of the female mesh, I then deleted the faces that made up the body and the foot leaving only the faces below the knee. I then combined the geometry with a modeled boot cap and extruded the heel. You can see I scupted the boot to some degree. Not my best work but I like the folds I made in the leather. I don't want to loose that detail but I wanted to introduce bootstraps without loosing my high resolution data by working on a new model.
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2. APPEND NEW SUBTOOLFirst I took my old mesh to Maya and then I added a new set of buckles and straps. Lets bring it back to Zbrush and append the new geometry.
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5. PROJECT SURFACE TO THE NEW MODELNo on the active layer of the new boot, Make the old boot visible in its highest resolution and then project the surface.
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6. DELETE OLD SUBTOOLNow we can make the straps visible with the new straps. Now I have higher model details on another polygroup without loosing my previous models detail. I can now delete the original boot. Of course its not necessary to delete the old boot but it serves no purpose and will bog your model down. I hope this was of help. Thank you for reading my tutorial and good luck on your own models.
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1. APPEND NEW MESHLets try borrowing Zbrush information from another mesh. Same concept with a twist. Here I have a pair of heels. I abandoned them during the design process of my female character. At first was was to show more of the anatomy and the detail of the foot but I found it didn't match the character design
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2. LOWRES MESH ADJUSTMENTSThis is the lowers mesh. I am going to use the projection tool to make sure that most of the mesh is aligned with the heel. Especially at the heel and base.
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3. REALIGNMENT BY PROJECTIONBy usein gthe projection I can insure alignment which will make a less buggy transfer when I go to high res. Before I am ready for the high res transfer I have to hide geometry form the heels in low res so I don't transfer unwanted surface detail to my highres boots.
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4. HIGHRES PROJECTIONThe high resolution projection was a success. Now I need to do some light smoothing to buff out unwanted detail and errors. I might have to do it a few times before I get a perfect transfer where I want it on the geometry. I can always retopo the mesh later but for now I think it works.
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3.ZBRUSH PROJECTION TOOLI like projection because I can put dense edge-loop detail like the rim of the knee pads without having a poly lopsided geometry on the low level. It would be nice if ZBRUSH can procedural made a a new low-res that is efficient enough for games.
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4. SYMMETRICAL KNEE PADSNext is to add rivets and vents. I am trying to achieve the Crye precision look. I might need a prequel tutorial on cloth folds. When I made the first folds we used the Z-Brush 2 and 3's standard tool. Now the fold tool makes life a whole lot easier but you need to always go back make sure you using it the right direction. It would be nice to have a gravity brush but there is a gravity slider. I personally just use the move brush to simulate the effects of gravity.
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