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Cleaning up the pose

From: Modeling a Female Android in ZBrush

Video: Cleaning up the pose

Before we call the posing completely done, there's some cleanup that we want to do. So, first of all, I want to take a look at the And then I might want to rotate the legs out, so let's go Just want to get something that's just very Let's go ahead and blur this mask.

Cleaning up the pose

Before we call the posing completely done, there's some cleanup that we want to do. Basically we want to get the basic pose pretty close to what we want it to be. We also want to make sure that there's nothing that's going to cause any problems. So, first of all, I want to take a look at the legs, because I think they're getting a little too close together. And actually if any parts of the body are overlapping each other, that's going to cause some problems later on. So one way to do this is to go down in our subdivision levels and just kind of smooth that out until we get a gap again. And then I might want to rotate the legs out, so let's go to rotate and I will just make a mask like we've done before.

Just want to get something that's just very roughly the shape of the legs isolated there. Let's go ahead and blur this mask. And we'll just rotate these legs outwards a little bit. So I'm going to draw a new manipulator, basically in the hips. And we'll just rotate the legs a bit. Now something else I want to do is, just clean up the overall shape a bit. So let's clear the mask, I'm going to go into draw mode, and let's just kind of work out the shape a bit. It's kind of getting a weird bulge right here, so I'm going to increase the size of my brush, by hitting S. And let's just hold down Shift to kind of smooth that out a little bit, doesn't need to be fancy yet.

Doesn't need to be very anatomically correct or anything. Just something that's kind of representative of the overall shape that I want. Okay and there is one last adjustment that I wanted to make. I wanted to rotate the toes so they're angled down a little bit. So let's do the same thing we've done before. Let's get our rotate. Let's hold down Ctrl and drag a mask out. Might have to do this a couple times from different angles just to get exactly what we want. Okay, let me blur that mask. Let me get my manipulator out of the way. And we'll just draw a new manipulator out here. And we'll just rotate the toes a bit.

And actually I want to rotate the feet so their not quite so much out at an angle. So let's go ahead and clear this mask, and let's make one more mask. Actually in draw mode let's just draw it out, like this. And then we can invert the mask by just holding down Ctrl and clicking in an open area. And we'll get rotate out again, and let's just draw another manipulator out. And that one thing I can do is, rotate that foot around the axis of the manipulator. So let me just move the manipulator by clicking on the outer ring here. And we'll just click on this and rotate. Okay, that's a bit more straight.

So let's clear the mask, and then clean up a little bit here. Just going to smooth out that weird thing that happened. So we've basically fixed up some of the proportions where things were getting a little bit weird and we also made sure that we had enough space between the legs so that things didn't overlap. That's going to help things go much more smooth later on.

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This video is part of

Image for Modeling a Female Android in ZBrush
Modeling a Female Android in ZBrush

70 video lessons · 2648 viewers

Ryan Kittleson
Author

 
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  1. 2m 38s
    1. Welcome
      59s
    2. Using the exercise files
      1m 11s
    3. What you should know before watching this course
      28s
  2. 31m 51s
    1. Optimizing the Wacom tablet settings
      1m 55s
    2. Gathering reference images
      1m 27s
    3. Understanding the difference between projects and tools
      3m 15s
    4. Opening and saving tools
      1m 54s
    5. Getting a base model to start with
      2m 49s
    6. Posing the base
      6m 28s
    7. Challenge: Pose the arms
      46s
    8. Solution: Pose the arms
      3m 18s
    9. Cleaning up the pose
      2m 57s
    10. Optimizing topology with ZRemesher
      7m 2s
  3. 35m 12s
    1. Refining the base anatomy
      4m 7s
    2. Concepting the android with layers
      5m 21s
    3. Sketching mechanical shapes
      4m 4s
    4. Stylizing based on real anatomy
      3m 42s
    5. Making the chest
      3m 17s
    6. Designing a waist
      3m 37s
    7. Using layers to mix and match the design
      3m 19s
    8. Erasing part of a layer with Morph Targets
      2m 12s
    9. Challenge: Finish the design
      29s
    10. Solution: Finish the design
      5m 4s
  4. 30m 56s
    1. Splitting the android into parts
      1m 57s
    2. Slicing the model into pieces
      2m 31s
    3. Using the SliceCurve tool
      4m 36s
    4. Splitting slices into subtools
      5m 42s
    5. Splitting overlapping panels
      5m 25s
    6. Fitting panels inside of each other
      3m 40s
    7. Challenge: Slice the rest of the model
      1m 5s
    8. Solution: Slice the rest of the model
      6m 0s
  5. 41m 51s
    1. Starting with primitives
      4m 58s
    2. Making knee joints
      4m 16s
    3. Connecting the knee joints with the android
      3m 24s
    4. Making parts with insert mesh brushes
      2m 59s
    5. Making wires and cables
      5m 17s
    6. Making hip joints with the Clip Brush
      5m 11s
    7. Forming the pelvis with the Curve Bridge
      4m 1s
    8. Creating the visor
      4m 57s
    9. Challenge: Make the rest of the inner mechanics
      37s
    10. Solution: Make the rest of the inner mechanics
      6m 11s
  6. 44m 13s
    1. Making some parts solid
      5m 14s
    2. Cutting back vents with SliceCurve
      4m 9s
    3. Making vent holes from polygroups
      4m 41s
    4. Restoring symmetry with Mirror
      1m 50s
    5. Making side vents with masking
      2m 44s
    6. Cutting ailerons with Trim and Clip
      4m 45s
    7. Using replacement parts
      3m 27s
    8. Cutting holes with replacement parts
      3m 0s
    9. Adding thickness to panels with Extract
      5m 15s
    10. Adding thickness with Panel Loops
      3m 38s
    11. Challenge: Finish panel detail
      42s
    12. Solution: Finish panel detail
      4m 48s
  7. 22m 3s
    1. Making a finger segment with ShadowBox
      4m 43s
    2. Duplicating and appending fingers
      4m 13s
    3. Arranging fingers to form a hand
      3m 49s
    4. Making a foot with DynaMesh
      3m 31s
    5. Cutting a toe piece with Boolean intersection
      3m 37s
    6. Cutting the foot piece with Boolean subtraction
      2m 10s
  8. 13m 26s
    1. Making a tire with radial symmetry
      4m 53s
    2. Modeling the wheel hub
      4m 38s
    3. Fitting the wheel to the foot
      3m 55s
  9. 27m 28s
    1. Adding fine seams
      4m 50s
    2. Reducing polygons with Decimation Master
      4m 7s
    3. Mirroring the limbs
      3m 1s
    4. Preparing for rigging and posing
      2m 19s
    5. Posing with Transpose Master
      5m 1s
    6. Applying materials
      4m 14s
    7. Creating a rendered turntable video
      3m 56s
  10. 58s
    1. Next steps
      58s

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