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Sketching mechanical shapes

From: Modeling a Female Android in ZBrush

Video: Sketching mechanical shapes

We've already started on concepting the overall proportions of the android. So you can see we've got the two layers we've made already. Let's make a new layer called sketch.

Sketching mechanical shapes

We've already started on concepting the overall proportions of the android. At this stage, we can also concept the medium size mechanical shapes. In this video I'll talk about the difference between the sculpting that we've already done and sketch sculpting. So you can see we've got the two layers we've made already. One for the overall design, which is basically shapes that kind of cover the overall design that we're going for. And then we've also got details, which are sort of medium sized details like these different fins, and different shapes that we've created on the model.

Let's make a new layer called sketch. Let's click Rename here. You see the sculpting that we've done so far, is stuff that I intend on ending up in the final model. However, we can also do some sculpting that's just for sketching out ideas of what some of the more mechanical shapes might look like. For example, I might want to sketch out how the pivoting hip joint will look. So let's sculpt out some ideas for the mechanics. I'm going to come in to the hip area. And let's get the clay brush, b, c, l. And what I want to do with this, is just roughly sculpt on some ideas of what a pivoting hip joint might look like.

So there might be kind of a crevice between the thigh and the hip, and between the ribs and the hip. And then there's going to be a kind of a big, circular, kind of pivoting hip structure in here. And let's flatten that out. B, f, a for Flatten. B, c, l, for Clay again. So I'm just sculpting out kind of, a rough idea of what I might want this to look like. And the reason for this is that it takes a lot of work and a lot of efforts to build mechanical shapes in ZBrush. And so if you don't really have an idea of exactly what you're going for, you might be wasting a lot of time.

However, if you kind of sketch this out first, then you can kind of get a sense that okay, I'm going to need a cylinder that kind of goes in the hip area, and I'm going to need to cut the thigh and the rib cage off right around here. So this is all very sketched, all very loose. There's no way that I would want the final model to look as crude as this. Let's try this for some other joints. I'm going to try it on the knee joint, so let's come in here. And I'm just going to sculpt out what this negative shape might look like in here.

Because the knee is going to have to be separate. Like the upper leg is going to have to be separate from lower leg, and there's going to have to be a gap in here for some mechanical shapes and joints to fit into. So I just want to kind of sketch an idea of what this opening might look like. It's going to look messy, but the point is that we're just getting an idea of what we're going to do more precisely later on. So I can kind of get a sense of where I want some sharp angles to be, where I want the cuts to be, and then where I might want the actual joints and the mechanical structures to be. There we go.

kind of give an indication that I want a round joint right here. And I know it's going to have to be cut out back here. Okay, let's turn Record off for this layer. Might have to click it a couple times. So, by hiding the layer, we can get rid of that, and see what the design looks, with and without, those elements. So, this way, by putting these types of sketches on a separate layer, I can just experiment and get an idea of what I want the model to look like later. Without worrying about messing anything up, or without feeling pressure to make it look perfect right now. You can make as many or as few sketching layers as you want.

I like to make a few different ones, in case I get different ideas of what I might want something to look like. And to do it without the pressure of having to get it right the first time.

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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 · 3151 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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