ZB_15 | Adjusting belt depth and applying depth on IMM brush using Curve brush depth ( 4K )
Hi Everyone, my name is Michele.
In today's episode I'm going straight into curve depth brush
option under brush menu. At the end of the tutorial what I'm
trying to achieve is this result, where the belt is sitting
on top of the skin and totally not embedded
I think this is suitable not only for belt models
but for 3D printed items that you can
wear like armour or mask
Let's start.
Over here I have Julie's torso as a polymesh3D.
CTRL right click, Move right to zoom in.
Hide 3 strips of left/right polyloop with the bottom strip as a
frame for a curved line.
Ctrl Shift tap on an edge for each polyloop.
Then, Ctrl Shift tap on a polygon to invert the visibility.
This way we can look from the top or
bottom to check on the thickness and
depth of the belt later on.
In order to view the inner surface, let's
turn on Double, from Display properties.
Now using Curve Strap Snap, Click from
the center of the visible strips, Drag
towards the bottom edge. When the cursor
is at the edge of the strip. Press and
hold Shift. When a Curve line appears,
you can let go of your stylus and Shift.
a strap will appear in place of the
curve line. Please check out my previous
tutorial on how to use an edit curv
strap snap. When I let go of the stylus,
the torso will also be masked. This way I will not
be able to edit the torso accidentally.
From this view, we can see that the belt
is quite thick and it
is embedded into the skin as well as
extrude out of the surface of the skin.
I want the back edge of the belt to butt
against the skin surface as close as
possible.
In order to achieve that, go
on the brush then Depth tab.
There is an image with a black dot and a white circle with a line
running across the center.
The top of the circle is the highest point of the strap.
The bottom of the circle the lowest point.
The black dot the center position.
The black line the surface of the skin. To demonstrate the
effects of this black dot and white circle.
Let me increase the thickness of the
belt which means the Z intensity to 50.
Lightly tap on the belt. Lightly, so that I don't accidentally
move it.
Now the thickness is equally distributed
inside and outside of the skin surface.
Let's use the depth tab to pull the belt out of the skin. Sounds
dramatic.
Increase the imbed by clicking and dragging upwards on the
white circle or black dot.
[Music]
Once again lightly tap on a red curved
line to update the strap.
See how it is raised above the skin surface just like the image
on the Depth tab.
If you rotate the model around, you can see the belt is floating
on top of the skin because the imbed is at the maximum;
100 points.
Let's lower the depth so that it is closer to the skin surface,
about 70 points.
Basically, you can keep adjusting the depth by raising or
lowering the imbed value to the desired depth.
Let me just speed up this whole adjustment process where I
eventually ended up with embed value of 90 points.
Another thing to note is that curved line remains editable until
you use another brush or action
to modify your model.
For example I use the select lasso brush to hide another strip
then go back to click on the curved line, curve strap snap will
generate another new strap on top of the existing strap.
The previous belt is merged as part of
the torso sub tool with a different polygroup color.
So, overall there is only one subtool but
three different polygroup colors.
Let me Ctrl Z to undo all this. Another
way to keep them separate is to split
them out as separate subtools
so that I can turn them on or off
when I'm not sure which look I'm going for. Go under Subtool,
Split and Split unmasked or Split masked.
The only difference I found with these two are; whichever
option you clicked on, for example I clicked on unmasked
points. That polygroup Subtool will be below the original
Subtool.
If you have transparency turned on like I do,
whichever Subtool is not active will be see-through.
This way we can analyze the effects of different versions of belt better.
[Music]
Even though I'm using Brush Depth on
Curve line in this tutorial. Brush depth
also applies for other brushes without curved lines such as
Insert Multi Mesh.
B > I and you can select from
the different brushes available.
The only difference is that there is no
red line to tap for updates.
but needs to be redrawn in order to
reflect the changes.
Let me draw an eyelet as an example. The
brush depth is at zero.
I need to remove subdivision levels to
be able to use IMM brush.
Click and Drag down to apply on a
surface.
Let's view from the side.
[Music]
Let's lower the depth by changing
the imbed value to 38,
and then press Ctrl Z to undo,
and redraw the eyelet again with the new
imbed value.
If you want you can still change it into
a Curve line by going under Stroke then
Curve,
to turn on curve mode.
This way we can update it by tapping on
a curve line
like what we have done previously.
This is still a curved line with an
imbed value of -38. Let's change
it to negative 18.
Then lightly tap on the curved line
again to update.
[Music]
There are still many more brushes which
will respond to this Brush Depth option.
Just go to B > I,
select any IMM brushes to explore. There
are at least 20 of them here.
It definitely did
take me some time to explore,
but just remember that if it is not a
Curve line it needs to be redrawn to
reflect the updates,
and with that let me just end my
tutorial here and enjoy exploring.
in the next tutorial
I'm going to use the belt I made to
extrude out a plane so that i can have
some fun with dynamics.
If all is well, I'll see you in the next
tutorial.
Stay away from omicron.
[Music]
Labels: belt depth, curve brush depth, imbed, IMM brush depth, zbrush