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Sweet Seals For You, Always
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@gabriellehsu
Dreamworld Concepts Here, I've drawn a few rough concepts on how the "dreamworld" environment may look. I've also mostly been experimenting with different colours, and the jellyfish may be animated in 3D instead of 2D.
Updated Turntable
Turntable of Dreamer My final model, just need to add her candy-striped tights, which I will do on Photoshop.
Creating Eyelids in Zbrush
1. Using the “InsertSphere” tool/brush, insert a sphere (make sure to have symmetry on).
2. Cut the spheres in half using “clip rect”.
3. Unmask the spheres and Dynamesh the half-spheres to the face.
4. Insert another sphere into the middle of the half-sphere while holding the “alt” key, and make sure to not make the sphere too large, or have it go outside the edge.
5. Unmask everything again.
6. Click “Create shell” under Dynamesh.
Extracting the Mesh to make clothes etc on Zbrush
1. Using the masking tool/brush, mask out the shape of the clothing.
2. Under Tools>Subtools>Extract, click “Extract” and then “Accept” to create it on a separate layer.
Note: Make sure to adjust the thickness before clicking “extract” and “accept.”
WIP Poster-
An Introduction
View On WordPress
Manifesto
Closing holes in mesh on Zbrush
After I subdivided my character, Dreamer's dress several times, and ZRmesher'ed it, I realised there were a few holes in the front and back afterwards. Thanks to the help from an amazing friend, I asked how one can close holes on meshes on Zbrush. So this is how you do it:
Under your Tools panel/menu, go to Geometry > Modify Topology > Close holes
Simple as that!
Before, with holes
After, with holes closed
Just have to repaint the dress now, because I had to ZRmesher it before I can close the holes on the mesh, because the has to have no sub-divided levels, to close holes.
Dreamer is ready!!! :D Got to learn how to rig properly now. So happy with the result though. 3D Dreamer >:) #3D #design #zbrush #maya #autodeskmaya
Exporting UV Maps on Zbrush
I have finally figured it out in about 3 hours, while playing around Zbrush, which I've finally got on my laptop! Hooray!
Now that I know how to export UV Maps properly on Zbrush, it makes life a lot easier. Because manually creating the UV maps on Maya, to me, is just too time consuming. Plus, it involves chopping up your model into tiny little pieces.
I'm writing and posting this so I will always have the steps saved somewhere, in case I forget. Also, I just felt the need to share haha.
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Last year, for my final Digital Design Assignment, I sculpted a character which I was going to use for my animation, I spent a lot of time painting my character, (which was a fish) making it look as detailed as possible. Only to find out that for some reason, I wasn't able to export the UV maps for my model properly, so I had no clue how to resolve this problem. I searched for tutorials on google, tried them and failed, so I turned to asking people if they had a clue on how to get the UV maps for my fish. I ended up with a few options, and it was a lot of trial and error. In the end, one amazing friend showed me exactly what to do, which was creating the UV maps through Maya, and then saving it as a jpeg, so I could paint it on Photoshop. So, in the end, I did get colour on my fish.
The frustrating thing was, how did something so simple end up being so complicated?! When I figured out how to export the UV Maps of my model within Zbrush last night, I kept thinking to myself, how?! Why?!! Omg... and I spent way too much time last year trying to figure out how to get my UV Maps, that I didn't have enough time to make my animation look the way it was supposed to!
Anyways, enough of my blabbering. The past is the past, and I still managed to get a not too shabby grade :)
How to Export UV Maps on Zbrush, so you can get colour on your sculpted model when importing into Maya.
Note: If you have all your layers at the lowest sub-level, skip reading that huge paragraph below...
Before you start, make sure all the layers of your model under "SubTool", are at the lowest sub-level. If you have sub-divided your model several times, and want to maintain the amount of the detail, and polycount, go to "Geometry", and select ZRmesher, and on mine, I have "same" and "adapt" selected. Also, you want to do this before you have coloured your model, because once you've clicked "ZRmesher", you will lose everything you've painted on it, which means, you have to do it all over again.
1. Select "Zplugin". (I personally like to drag it either onto the left or right divider, but you don't necessarily have to do it).
2. Under Zplugin > UV Master > Unwrap.
3. Under the "Tool" menu, scroll down to "Texture Map". Now select "Create > New From UV Map."
In the little preview window, you should be able to see a flattened image of your model, which is your model's UV Map. It should also be a hue of green and orange.
4. Now you want to press Shift + F on your keyboard. This allows to see your model's polygroups.
5. Go back to "UV Master", and now you also want to select "Polygroups", which is next to "Symmetry", which should already be selected. Once selected, simply "Unwrap."
6. Now, go back to "Texture Map", and repeat step 3.
(Texture Map > Create > New From UV Map)
Once that is done, there should have been a slight colour change in the UV Map, which you should be able to see in the preview window.
7. At last, you can now export the maps! To do this, you want to go back to your Zplugin menu, and select "Multi-Map Exporter".
8. Under Multi-Map Exporter, on mine, I have "Vector Displacement", "Texture From Polypaint", and "Vector Mesh", selected. Then, click "Create All Maps", and choose where you want the files to save to.
You should then have three saved files:
tiff. file- UV Map
OBJ. file- 3D Model
mtl. file- not entirely sure what it is and does yet!! But I will find out eventually.
9. Now you may open Maya to import your 3D model of your character etc.
10. Click on your 3D model, and hold right click > assign new material > lambert (if you want to, you can choose another shade). This will lead you to your Attribute Editor. Where it says "colour", click on the little box with the arrow, and selected "file". Now select your tiff. file (UV Map), and press "Reload."
If you can't see the colour on your model, try select "texture", which is that little checkered ball next. It should allow you to see the colour of your model, which you painted on Zbrush.
Completed character sprites
Final NPC sprites fitted onto a tilesheet, and are now ready to be plugged into RPG Maker!
Top right: herbalist
Bottom left: mad scientist
Top middle: innkeeper
Bottom middle & top right: villagers
Mad Scientist Sprite
The sprite for the mad scientist is done! I'm feeling quite happy with myself, and over how quickly I managed to finished them. I thought it would take a lot longer...
So all I need to do now is save the psd file as a png. so they can be plugged into the game!
Herbalist Sprite
Looks slightly like a boy from the side... but oh well, I think I did a decent job with this character, considering its the first time I’ve done pixel art and character sprites!
Now, I need to move on to drawing the mad scientist and the innkeeper.
Because I was worried about the buildings not working... I decided to redraw a few of them, and laid them out for RPG Maker. Hopefully they'll be able to fit properly.
The silhouette monsters