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How to Start with ZBrush - Character Sculpting Continued with DynaMesh - Part 6

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While continuing to shape the head of my character In this video we will be discussing using the 'Masking' brushes further and also how to adjust our 'DynaMesh Project' settings to allow for clean surfaces for sculpting So let's use the 'Masking' brushes and pull out the hammer head shape with 'Masking' and the 'Move' brush First let's paint in a mask here the top In this case I want to take the masked portion and pull outwards so I need to inverse the mask to focus on this particular area Press and hold 'Ctrl' on the keyboard and click once on the canvas to inverse the mask or press 'Ctrl + I' on the keyboard With the 'Move' brush lets make a larger draw size for this brush and pull outwards and as you can see we can easily pull and stretch without affecting the base shape at the top Now clear the mask by pressing and holding 'Ctrl' and drag the cursor on the canvas by letting go of the cursor we can clear the mask We can now go in with the mask cleared and smooth the transition at the base here from the portion that we've pulled out and now continue to rotate around the mesh to shape and refine from all different angles We have progressed far enough to get most of the shapes I now want to adjust the shapes on the end pieces and start to make this more of a bulbous shape where we're going to put the eyes Notice on the sides of the mesh here we're starting to get what looks almost like stretching happening with our surface I'm going to scale into this area to take a closer look to see what's happening Now switch to the 'Clay BuildUp' brush and let's try to sculpt on this area You can see that the surface texture of the brush doesn't apply as well If I go down closer to the base here you'll see that the texture of the brush is still holding So why is that? Well first we can take an even closer look at the surface of our mesh by turning on the the 'PolyFrame' mode here The PolyFrame mode will allow us to see the topology of the surface and clearly visualize how we're pulling the topology of the mesh As it gets further away from the base we're starting to lose sculpting resolution

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