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Posing the base

From: Modeling a Female Android in ZBrush

Video: Posing the base

Now we have a clean model to work with but there's still some things I want to model in a pose It's a little bit cumbersome; you might not get So you can actually add to this selection by And let's try that one more time over here in the front.

Posing the base

Now we have a clean model to work with but there's still some things that should be done in order to help the android creation process go more smoothly. I want to model in a pose that's characteristic of the android's default pose. Now, she's a racing android, so we need to get her in a symmetrical version of a speed skating stance. So let's see how it's done. Let's start with the legs. Now what I want to do is go into the Rotate tool and we get this little rotation manipulator. It's kind of in the way right now, so I'm just going to move it up here just by clicking and dragging on the model.

Now what I want to do is make sure that I've got Symmetry mode turned on. So, if you don't see two dots on each side of the model, go ahead and hit X. So hitting X turns symmetry on and off. Now I want to draw a mask that kind of follows the shape of the hips and the legs, so I'm going to hold down Ctrl. And this will make a mask that kind of follows the shape of the model. It's a little bit cumbersome; you might not get exactly the shape you want right off the bat. So you can actually add to this selection by holding down Ctrl and Alt at the same time. And let's try that one more time over here in the front.

Okay, so this is looking pretty good. A little bit more here, just Ctrl and Alt again. I just want to mask a little bit more off. And now we can rotate the legs. I want to zoom out a little bit here, and let's rotate it so that we're looking at the model exactly from the side. So as you're rotating, start holding down Shift, and the model will snap to a perfect side view. Now I want to draw out a manipulator at the hips. Now, it's kind of already overlapping the hips, so I'm just going to click and drag somewhere else, just to kind of get this away from the hips. And then we'll try one more time, just clicking and dragging out here.

Now that we've got a manipulator, we can rotate one end of this and it will pivot from the other end. So what I want to do is click and drag on the red circle on the inside of this manipulator circle, and it just kind of moves this forward. Now one thing you might notice is this is getting really stretched out, really kind of nasty, so I'm going to hit Ctrl+Z to undo that. Let's actually blur the mask a little bit, so we get more of a soft effect. And I want to have a little bit more detail to work with as well so I'm going to hit D to go up a subdivision level and I'm going to go into masking and let's click Blur Mask and okay now let's see what kind of result we get.

Alright, a lot smoother. Okay, let's clear the mask and do that by clicking Clear over here in the Masking palette. Okay, let's bend at the knees. I'm going to use a different technique this time. Let's go back into the Draw tool and I'm going to hold down Ctrl, and this draws out a sort of a mask marquee. So let's just mask up to the knees. And what I want to do is invert the mask. So hold down Ctrl and then just click in any open area. Finally let's blur it just a little bit. And let's go to out Rotate tool, and just drag out another manipulator at the knee.

And then, we can just go ahead and rotate this. Now lets' go ahead and rotate the whole body at once. So let's clear the mask and let me zoom out a little bit. One thing I want to do is turn on the floor, this is going to help me locate the entire model relative to the scene. So you can see it's kind of sitting upright. What I want to do is have it leaning forward. So, since we don't have any mask at all, if we rotate the model like this, the entire model's going to rotate. So we want it kind of leaning forward, sort of an aggressive, athletic stance. Now, one thing that might happen is, the manipulator might not be exactly, precisely aligned with the viewport, and what this can do is, make some really weird things happen.

So let's hit Ctrl+Z to undo that. And I want to make sure that the manipulator is, exactly locked to the orthographic view plane. So what I'm going to do, is draw one out and I want to hold down Shift as I draw this. So that's going to lock it so that it's straight. And now, let's try rotating again. Good. Okay, we're getting closer. Let's try this a little bit more. I'm going to rotate the head so it's tilted up a little bit. So I've got the Rotate tool active. I'm going to hold down Ctrl and just click and drag till we get a mask that goes around the neck, and then we'll blur that mask a little bit. And then, let me just draw a different manipulator because that's, kind of in the way at first.

I'm going to draw one out, going to hold down Shift, make sure it's looked to the view port, and then we'll just turn the head up just a little bit. And now let's do the same thing on the feet. I'm going to click Clear Mask over here in Masking, and then let's get the feet in view. Hold down Ctrl and then draw out a mask. And let's try blurring it once, just to get a little softer effect. And now, let's get a manipulator right here from the ankle, and hold down Shift to lock it. And we'll just rotate the foot a little bit. So there's definitely some more posing that I could do, but this can take a little bit of time, so I'm going to let you do some of it on your own.

However, one thing I want to point out, is that when you do posing, a lot of times it kind of makes things just a little bit messy, so you might want to do a little bit of manual sculpting to clean it up. So, let's go into Draw mode And what I want to do is just take a look at some of these areas. Let's turn off the floor, it's kind of in the way right now. And I'm going to hit D a couple times to go up higher subdivision levels, and you can see things got a little bit messy or a little bit scrunched up in these areas. So, what I want to do is just smooth them out a little bit or do a little bit of adjusting sculpting. So I'm going to hold down Shift to go into Smooth mode, and just kind of smooth out any weird things that happened.

Remember to use Masking with the Transpose tools, and cleanup any problems that might result after posing. I also might want to get out the Move tool. So I'm going to hit BMT to get the Move Topological tool. Let's make it a little bit bigger. I just want to fix up some of this warping that happened' it looks like the ankle's kind of crooked. So we're just going to grab this and move this so it looks nicer. Okay, go ahead and spend as much time as you need to, to get the basic pose. Remember to use masking with the Transpose tools and clean up any problems that might result after posing. Sculpting our android is going to be a lot easier with the body posed appropriately.

I like to use the masking and the transpose tools all the time to reposition parts of a sculpture. Now we still have the arms to do, but I'm leaving that as a challenge for you in the next video.

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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 · 2633 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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