Wiley 978-0-470-45026-0 Datasheet Page 1

Browse online or download Datasheet for Software manuals Wiley 978-0-470-45026-0. Wiley ZBrush Digital Sculpting Human Anatomy User Manual

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Summary of Contents

Page 1 - COPYRIGHTED MATERIAL

Chapter one50260c01.indd 18 11/9/09 10:39:24 PMCOPYRIGHTED MATERIAL

Page 2 - Blocking In the Mesh

Gesture, Form, and Proportion 9 Once your figure is established you can manipulate proportions to change the percep-tion of the character. See Fi

Page 3 - Sculpting the Figure

10 chapter 1 Blocking In the MeshAnatomical TerminologyI will be using anatomical terms throughout the book where they are applicable. While it

Page 4 - Gesture, Form, and Proportion

Anatomical Terminology 11 Understanding names also helps identify the placement and function of a part. For example, if we know that distal mean

Page 5

12 chapter 1 Blocking In the MeshInferiorSuperiorPosteriorAnteriorMedialLateralFigure 1.16 The directional planesFigure 1.17 The superior an

Page 6

Anatomical Terminology 13 As a rule of thumb, if a landmark is defined as being superior, you can infer there is a counterpart that is inferior.

Page 7 - Form and Light

14 chapter 1 Blocking In the MeshWhen talking about muscles we will often refer to origins and insertions, as shown in Figure 1.22.The origin o

Page 8 - View Blur

Creating a Base Sculpting Mesh 15 The muscles have these specific independent shapes even to the point of having defined angles and planes. Bear t

Page 9

16 chapter 1 Blocking In the Mesh 2. Save your file. 3. Create a polygon cube by selecting Create → Polygon Primitives → Cube. Make sure Subdi

Page 10

Creating a Base Sculpting Mesh 17 Figure 1.28 The first cube in front and perspective view 4. Keep the bottom of this cube aligned with the fo

Page 11 - Anatomical Terminology

18 chapter 1 Blocking In the MeshSculpture by Scott Spencer. Image courtesy anatomytools.com.Figure 1.29 The skeletal ischium and the 4th hea

Page 12

Blocking In the MeshIn this chapter we will create a sculpting mesh. This is a very simple blocked-in model to serve as a foundation on which to sculp

Page 13 - Posterior

Creating a Base Sculpting Mesh 19 Figure 1.33 Marking menu sequenceFigure 1.34 Cutting the centerlineFigure 1.35 Adding loops50260c01.indd

Page 14 - Figure 1.19 The scapula

20 chapter 1 Blocking In the Mesh 8. Extrude the legs down by selecting the face pictured and extrude to the ground plane (Figure 1.36(a)). Re

Page 15 - ■ Blocking In the Mesh

Creating a Base Sculpting Mesh 21 9. At this point cut an edge along the side of the body. This will bisect the form from the side view as see

Page 16 - 11/12/09 9:22:55 AM

22 chapter 1 Blocking In the MeshAt this point we have the base geometry for the trunk and legs, but if we look at the figure in profile, you can

Page 17

Creating a Base Sculpting Mesh 23 4. Adding the arms is as simple as select-ing the face pictured in Figure 1.46. The placement of our vertice

Page 18

24 chapter 1 Blocking In the MeshFigure 1.45 Distribute edgesFigure 1.47 Arm span vs. heightFigure 1.46 Select this face to extrude arms5

Page 19

Creating a Base Sculpting Mesh 25 SupinationPronationFigure 1.48 The forearm muscles in pronation and supination 6. It is important to be sur

Page 20 - Figure 1.35 Adding loops

26 chapter 1 Blocking In the MeshWe are now ready to export this model to ZBrush and begin sculpting.If you would rather jump right into sculpt

Page 21 - Tuberosity

Creating a Base Sculpting Mesh 27 ZSpheres have the benefit of being a fast and efficient method of creating your base mesh. They are easy to crea

Page 22

28 chapter 1 Blocking In the Mesh 2. With the tool loaded, go to Tool → Subtool and click the Append button. Select the ZSphere tool from the

Page 23

2 chapter 1 Blocking In the MeshThe second section offers an interesting alternative to standard polygon modeling. This section is geared towar

Page 24

Creating a Base Sculpting Mesh 29 Figure 1.55 The capsule mesh after moving the ZSpheres to the correct head measure lines 7. Under Tool → A

Page 25

30 chapter 1 Blocking In the Mesh 10. Press the A key and check your progress. Your figure should look like Figure 1.58. 11. Add spheres for

Page 26 - → Polygons →

Creating a Base Sculpting Mesh 31 12. Create a ZSphere chain for the foot and heel (Figure 1.61). 13. To add fingers, draw five small child sph

Page 27

32 chapter 1 Blocking In the Mesh 14. Move the thumb down and arrange the finger spheres in a natural position. Add another sphere to the end o

Page 28

Creating a Base Sculpting Mesh 33 These smaller spheres will create topology loops to represent the inner eyes and mouth as well as the nose and

Page 29

34 chapter 1 Blocking In the MeshFigure 1.67 Adding spheres for the eyes, nose, ears, and mouthZSphere2 Skinning Classic SkinningFigure 1.68

Page 30

Creating a Base Sculpting Mesh 35 ZSphere2 SkinningClassic SkinningFigure 1.69 The facial topology seen under both skinning methodsFigure 1.70

Page 31 - Figure 1.58 Figure preview

36 chapter 1 Blocking In the MeshFigure 1.71 The final armature meshFigure 1.72 With the Move brush the armature can quickly be refined into a

Page 32 - Figure 1.62

What’s Next? 37 For more information about using ZSpheres, see ZBrush Character Creation.See the video for this lesson on the DVD for a complete

Page 33

Gesture, Form, and Proportion 3 Gesture, Form, and ProportionWhen sculpting, I always try to consider three points as I work: gesture, form, and

Page 34 - ZSpheres2 facial loops

4 chapter 1 Blocking In the MeshFigure 1.3 An example of gesture drawingGesture is just as important in sculpting as it is in drawing. A figur

Page 35

Gesture, Form, and Proportion 5 Gestural rhythms can be difficult to spot on the fully lit figure. For this reason, in Chapter 2 you’ll learn how

Page 36

6 chapter 1 Blocking In the Mesh(a) (b)Figure 1.9 The rib cage: (a) basic forms, (b) the complete formForm and LightThe perception of form is

Page 37

Gesture, Form, and Proportion 7 The Interactive light button allows you to move the currently selected light with the mouse. Simply press the bu

Page 38 - What’s Next?

8 chapter 1 Blocking In the MeshIn this book we use the eight-head canon. This means we will create a figure that can be evenly divided into eig

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