هنگامی که شما آماده شروع کار با مجسمه 3D در ZBrush هستید، می توانید
با استفاده از یکی از برنامه های کاربردی به نام 3D Startup Meshes شروع کنید. اینها یافت می شوند
در پالت ابزار در حال حاضر پالت ابزار من در اینجا در سینی، راه من می توانم
00:00:16 قرار دادن آن در سینی فقط گسترش آن است، روی کلید کلیک کنید و این درست است
00:00:20 در آنجا وجود دارد اگر بر روی آیکون ابزار کلیک کنید اینجا، کتابخانه مش را می گیرم. بنابراین
00:00:25 اینها Meshes 3D هستند که در اینجا چیزی است که من با آن روبرو هستم. من نیستم
00:00:28 مربوط به Startup 2D Brushes در اینجا است.
00:00:31 بسیاری از این مدلها به استثنای PolyMesh و ZSphere این همه هستند
00:00:36 آنچه که به عنوان مدل های پارامتر 3D شناخته می شود. این به این معنی است که شما از لغزنده ها استفاده می کنید و
00:00:43 مقادیر برای ایجاد شکل اولیه مدل قبل از اینکه شما شروع به ساخت مجسمه سازی کنید
00:00:47 آن. بنابراین من قصد دارم مدل Gear را در اینجا انتخاب کنم، من می خواهم آن را در Draw کنید
00:00:50 بوم من قصد دارم با کلیک کردن بر روی دکمه ویرایش، شما را به حالت ویرایش تغییر دهید
00:00:55 همچنین می توانید از کلید گرم T استفاده کنید و در حال حاضر می توانم آن را در اطراف چرخانده و نگاهی بیندازم
00:00:59 مدل خود.
00:01:00 برای شروع ویرایش این مدل، می توانم زیر پالت Initialize را گسترش دهم
00:01:04 اینجا در پالت ابزار؛ آن را به سمت دکمه است. این کنترلها همه هستند
00:01:07 منحصر به فرد برای این مدل خاص است. بنابراین به عبارت دیگر، هر یک از راه اندازی
00:01:11 مش در حال رفتن به کنترل های کمی متفاوت در اینجا، اما همه آنها هستند
00:01:15 در زیر پالت Initialize یافت می شود. این بسیار سرگرم کننده است که با آن بازی کنید
اعتیاد آور است I find myself starting a model this way and getting a little bit lost in all
00:01:24 different ways to customize it. For instance, I can change the coverage by
00:01:28 moving this slider back and forth and that changes whether it goes all the way
00:01:32 around 360 degrees or just a portion of that. It starts to look like a little
00:01:37 spiky mohawk hair. I can change the width to make it thicker. I can change the
00:01:42 inner radius, change the width of the center here.
00:01:46 Now, of course, all of these different controls do different things and it's
00:01:50 not always completely obvious what they do. But if we want to know what a
00:01:53 slider does, just hold the Ctrl key and hover over the slider and you will get
00:01:58 a brief description over what the slider does. You can change the Tilts, get
00:02:03 something somewhat radical there, maybe a little bit less.
00:02:10 This is a great way to come up with mechanical pieces or things that you can
00:02:15 attach to a robot or maybe apartment complex where the robot lives. You can
00:02:20 also use these edit curves to change the shape. These are found throughout the
00:02:24 interface through these little sections right here with gray shape in them.
00:02:28 To start working on it I just need to click on it and that will expand the
00:02:32 curve. So in other words, if I want to expand the Outer Profile curve, I just
00:02:36 click on it and the curve expands. If I want to work on the Outer Section
00:02:40 curve, I click on that. There is also the Inner Profile curve and the Inner
00:02:45 Section curve. So this particular model, the Gear model, has a lot of curves
00:02:50 and each one controls a different part of the shape of the model. So when I
00:02:55 start working on the curve, you will get immediate feedback over what it does.
00:03:00 This is part of what makes working these models, so much fun!
00:03:03 If I'm working with a particular point on the curve, I can change its influence
00:03:08 by dragging the circle back and forth. That changes the interpolation coming
00:03:13 out of the curve, basically the curve shape. To add a point to the curve all I
00:03:17 need to do is, click on it and a new point is added and I can start dragging around.
00:03:22 If you see, you get some really, really cool stuff going on here. I can drag
00:03:26 this one up towards the end right there, down like this and now we have robot
00:03:33 dentures. If I decide that I want to make these curves less smooth and maybe
00:03:37 more sharp, it's very easy to do that. I just select the point, drag it off and
00:03:43 then drag it back on again. There we go; we get a different shape there.
00:03:47 This one still has a nice smooth curve to it, but this one has a hard angle. I
00:03:52 want to make this hard as well. I just drag it off and then drag it back on
00:03:56 again. To get quick look at some of these other curves, we have the influence,
00:04:03 the shape. There we go; we already got something very interesting going.
00:04:11 You may find that, if you really like these tools, that you're coming up about
00:04:14 these different shapes, remember to save them, save them in your own folder,
give them your own special name. I'm going to call this one myGear, save them
in the ZTL format, that's the Ztool format. They will be available to load the
next time you start off ZBrush and all these initialized settings will be right
where you left them, so you can continue to work on the model.
If I decide that I want to start sculpting directly on the model, I'm going to
get a warning when I try and paint on it with the Sculpting Brush. It's going
to say, "...please convert this 3D- Primitive to a PolyMesh3D by pressing the
'Make PolyMesh3D' button in the Tool palette." So if I just do it, it says and
I press Make PolyMesh3D, what's going to happen is, it's actually going to make a copy of the model.
So if I look in here I actually have two versions, I have myGear and I have the
PM3D_myGear. These are two different models, they look exactly the same; the
difference is, the PM3D_myGear is a PolyMesh hence PM3D. So I can start
sculpting on it. Whereas, the myGear is the original parametric model that uses
the sliders and once again if I click on it, I'm going to get the same warning.
These parametric models found in the Startup 3D Meshes section of the Tool
palette are a great way to get a sculpture going in ZBrush. As you create your
own models, remember to save them to your local disk, because you never know
when you might want to use them in a future model.