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Modeling a Female Android in ZBrush

From: Modeling a Female Android in ZBrush

Video: Cutting back vents with SliceCurve

There's many ways to create vents, holes, indentations, Now, let's switch to the slice curve tool.

Cutting back vents with SliceCurve

There's many ways to create vents, holes, indentations, and other kinds of features on our panels. One way is to sculpt them by hand, like we did with the air intakes, not the clavicles. That works well for openings that have certain sculptural form, but what if we want to do something more precise? In this video I'll show you a way to use slices to cut vent holes. So what I want to do is make some vents in the upper torso. So let's Alt+Click on this subtool to make it active. I'm going to hit F to zoom in on it.

And let's also turn on the transparency, so that we see only the active subtool is fully opaque. Now, let's switch to the slice curve tool. BS and let's just click on it here, slice curve. Now the slice curve is going to cut new poly groups. So let's turn on the poly frame so we can see those groups as we make them. Shift+F. Okay, let me zoom in a little bit here. So what we're going to do is make three vents on each side. So one right here, another one here, and another one down here.

And I want the vents to be separated. So that they don't follow all the way across the middle. So first thing I want to do is click and drag out a new curve. So I'm going to hold down Ctrl+Shift. And let's click and drag. And let's make a straight line. Not quite in the center, right here, but a little bit off to the side. And release. Now one thing about this slice curve. Is that it does not work with symmetry. Even if you have symmetry turned on. It's not going to work symmetrically. And that's fine. Once we make the vents on one side of this, we can mirror it over to the other side.

Now we need to define slices around where the vent opening should be. So let's start cutting them. And one thing you could do is hold down Ctrl+Shift and draw a slice, and let's say you want the vent to come down to about here. Now, if you release here, what happens is that it only cuts exactly where you drew that line. And so it's not actually going to create a new polygroup on either side of the line. So the way around that is to undo that, Ctrl+Z. And let's draw another line and make sure it crosses past the boundary of the object. We could hold down Space bar if we need to reposition this.

And release Space bar and then we can continue to draw that line. Let's put it right about here. Now we get a polygroup on each side of that cut. Okay, let's draw another line for the other side of that vent. So Ctrl+Shift, click and drag. And I like to draw this one close to the original one. By holding down Space bar, I can kind of move it an make sure it's the same angle. And then once I'm sure it's the same angle, then I can move it back a little bit. Alright, looks good. Alright, it's a very similar color, buy you can slightly tell it is a different color here. So, yep, it made a different poly group there.

Okay, let's make the rest of them. Hold down Shift+Ctrl again. Let's draw out a line, make sure it's the same angle. And the space between the vents can be smaller than the size of the vent itself. So something like that is good. And then just repeat over and over. Draw out the line, hold down Space bar to move it. Make sure I get about the same thickness of the vent. Looks good. Just keep repeating that. Now we need to make the gap between the two vents. Looks good. Same thing again. And here for the third vent.

Alright looks good. Alright so I don't want the vent running all the way around the body of course. So I want to hold down Shift right here to make sure I locked my top view, and what I want to do is draw some lines that define where the vents should end go ahead and hold down Ctrl+Shift. And draw out a line here. Now this time I can actually have the line not entirely go all the way through. So if I just have it come out to here, then it notices that it should make that a new separate polygroup. So I want this vent to end at a different location than the other one, you know, I don't want them all to end on the same line.

Just a little design decision of mine. So I want to cut this one through here. And then the last one through there. Okay, so that's the technique for cutting new polygroups for a very precise fansorb. Any sort of details you want to create on these models really. Of course we still need to make the vents. We're going to cover that, next in the chapter

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Modeling a Female Android in ZBrush

70 video lessons · 3174 viewers

Ryan Kittleson

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  1. 2m 38s
    1. Welcome
    2. Using the exercise files
      1m 11s
    3. What you should know before watching this course
  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
    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
    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
    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
    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

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