دانلود فیلم های آموزشی معماری گرافیک و مدل و پلاگین

دانلود رایگان فیلم های آموزشی معماری سه بعدی گرافیک و انیمیشن دانلود انواع مدلهای سه بعدی ارک اینتریور ارک اکستریور ارک مدل

دانلود فیلم های آموزشی معماری گرافیک و مدل و پلاگین

دانلود رایگان فیلم های آموزشی معماری سه بعدی گرافیک و انیمیشن دانلود انواع مدلهای سه بعدی ارک اینتریور ارک اکستریور ارک مدل

دانلود آموزش ویدئویی زیبراش ZBrush Color, Texture, and Materials Adding sculpture reference planes


دانلود آموزش ویدئویی زیبراش


خرید آموزش زیبراش


شروع به کار به عنوان مجسمه سازی در نرم افزار ZBrush بسیار آسان تر است اگر شما مرجع طرح هایی را که شما می توانید به عنوان یک راهنمای استفاده کنید، همانطور که مجسمه خود را ساختید. بیایید کمی درباره چگونگی ایجاد برنامه های مرجع و سپس نحوه استفاده از آنها در ZBrush صحبت کنید. ZBrush همراه با برخی از ابزارهای مفید می باشد و این می تواند در برنامه یافت شود فایل / Pixologic / ZBrush3 / پوشه Ztools. آنهایی که من در حال صحبت کردن هستم ImagePlaneCube و ImagePlaneX. بیایید نگاهی به ابزار ImagePlaneX بیاندازیم. من هستم رفتن به باز کردن این و رسم آن بر روی بوم و من قصد دارم به تغییر به ویرایش حالت به عنوان همیشه، بنابراین من می توانم آن را در اطراف چرخش. متوجه می شوید، به نظر می رسد کمی عجیب است زیرا همه چیز در حال تبدیل شدن است قابل مشاهده و نامرئی است بنابراین، اگر میخواهم تمام ابعاد را دیدم، من به آنجا میروم ویژگی های نمایش در پالت ابزار، در ابزار PropertiesDouble ویژگی. توسط به طور پیش فرض، اکثر اشیاء 3D در ZBrush یک طرفه هستند، به این معنی که پشت ها از طرف چند ضلعی های آنها نامرئی هستند و این فقط یک راه برای حفظ حافظه است منابع در ZBrush. بنابراین، اگر بخشی از مدل را نابود کنید، به عنوان شما آن را بچرخانید، به یاد داشته باشید که به Properties Display بروید و بر روی Double کلیک کنید. اکنون می توانیم شی شی ImagePlaneX را ببینیم و به Material Basic برویم


00:01:29  and how is this useful. Well, this is  an object that you can add sub tools to

00:01:34  and turn those sub tools into your  sculpture. I'm going to load a texture here

00:01:38  which will help us as a guide.  So, I will choose Import.

00:01:43  In the same Ztools folder, Program  Files/Pixologic/Zbrush3/Ztools, there are

00:01:50  two textures, ImagePlaneCube and  ImagePlaneX. I'm going to choose ImagePlaneX.

00:01:57  This is just a two-dimensional  texture that tells you're right there on the

00:02:02  texture hidden backwards, there we go.  Now it's forwards. This is the front

00:02:07  image, and this is the side image. So  how is this helpful? Let's take a look at

00:02:16  the texture really quickly.

00:02:17  This is what the texture is, front and  inside. So, if I open this same texture

00:02:22  in Photoshop, and I'm going to go to the Program

00:02:29  Files/Pixologic/Zbrush3/Ztools, and  here it is, ImagePlaneX. I can open this in

00:02:39  Photoshop and now I can either draw  my drawings that I want to use for a

00:02:45  reference or I can even put  photographs here. So I will put the front view

00:02:49  photograph here and the side view  photograph right here. I have actually

00:02:54  created one of these images and  this is available as ImagePlaneXGirl.

00:03:00  So this is just a very rough image  that I have drawn, a sketch of a female

00:03:08  head. Then I have used the same  image, so it started out as the same

00:03:14  ImagePlaneX image and I put the front  view here and the side view here. Now,

00:03:19  when I create these images, I like  to use bold lines and I stay away from

00:03:24  creating too much detail. All I'm  really concerned about is the shape of the

00:03:27  primary forms, because that's what I'm  going to use as a guide in ZBrush. So,

00:03:32  let's close Photoshop here and let's  open ZBrush and I'm going to load that texture.

00:03:40  So I'm going to choose Import and I'm  going to go to Essential ZBrush and I'm

00:03:48  going to choose ImagePlaneXGirl. Now, I  can see I have my side view and I have

00:03:56  my front view. Now that I have that  ready to go, I'm going to add a tool that I

00:04:04  can use to start sculpting. I'm going  to show you this because you might run

00:04:08  into a couple of problems when you are  working in this. I want to help you get

00:04:11  out any problems you might encounter.

00:04:13  So, I'm going to go to Program Files/ Pixologic/Zbrush3/Ztools and I'm going to

00:04:26  choose the PolySphere. This is my  favorite tool to start add sculptures with. I

00:04:31  get a little warning here in reference  to this image. It's safe to ignore that

00:04:36  warning. I'm going to move this down  a lower level of subdivision. Now I'm

00:04:42  going to add as a subtool, my  ImagePlaneX tool. So, I'm going to append it and

00:04:50  here it is.

00:04:51  Immediately, you can see that I have  a number of problems. One thing, the

00:04:55  PolySphere and the ImagePlaneX are not  lined up. This is easy to fix. I just

00:05:02  select the ImagePlaneX and I go to  Deformation and I choose Unify. Now, they

00:05:10  are lined up. I can turn Transparency  on. Now I can actually see through the

00:05:17  PolySphere to the image plane. So  now I want to put my texture on this

00:05:23  ImagePlaneX object.

00:05:24  So I will go over to the Texture  palette and I will select ImagePlaneXGirl. I'm

00:05:29  going to turn Transparency off for  the moment so we have an idea of what's

00:05:32  going on. Well, another problem that we  are having. When you apply a texture to

00:05:37  an object that has subtools, that  same texture is applied to all of the

00:05:41  subtools. It's great for the image plane,  because this is what I want, but it's

00:05:47  very distracting while it's on the cube.  So, how do I get out of this situation?

00:05:52  Well, what I want to do is I want to  use my color controls to convert the

00:05:58  texture that is applied to the  ImagePlaneX. I want to convert that into a color

00:06:03  that is applied to this tool. This is  one way I can separate the texture that's

00:06:08  applied to one subtool from another.  Now, if you remember from poly painting,

00:06:13  when you apply colors to an object,  it's based on the resolution of the object.

00:06:19  If I turn on Frame right now, I can  see that this is fairly low resolution,

00:06:23  this tool by default. I would like  to divide it a few times; increase the

00:06:29  resolution on the object.

00:06:31  Now, when I turn Frame on, you can see  I have many more polygons and this will

00:06:35  make the sketch of the girl a lot  clearer when I convert it to a color. Let's

00:06:41  divide it one more time, just for  fun. Okay. So I have six levels of

00:06:46  subdivision on my PolyPlane. That  gives us a total of two million polygons,

00:06:53  that's a lot but these here work fairly well.

00:06:57  Once I have that divided, I can go  down to the Texture palette. Now, all of

00:07:03  these that I have been using, they are  all part of the Tool palette. So, let me

00:07:08  scroll down and find Texture and I'm  going to do Texture to Color. I'm going to

00:07:12  convert this texture to a  color that's applied to the plane.

00:07:16  The Texture has turned off. There is  no texture applied, but you could still

00:07:20  see this sketch on the planes. So,  now we know that that texture has been

00:07:24  successfully converted to a color that  is applied to the object. Now, when I

00:07:29  turn on PolySphere, I have a nice,  clean sphere that I can work with. I turn on

00:07:35  Transparency. I'm setup and ready for  sculpting. Turn on the Visibility on both

00:07:41  subtools, select the PolySphere and I'm  going to turn on Activate Symmetry, so

00:07:49  I have X symmetry enabled.

00:07:51  Switch to a side view, I'm going to  add some lower levels of subdivision to

00:07:58  this model. Choosing Reconstruct  Subdiv, so it is nice and low resolution.

00:08:03  Switch to the Move tool, increase the  size and start dragging the object until

00:08:11  it starts to conform to the shape  drawn on my reference plane. The way I like

00:08:19  to do this is, I create the head shape  and then I extrude the neck using edge loops.

00:08:30  So let's do a quick recap of the  entire process from the beginning, because

00:08:34  this just is something that I do every  single time I start a head model and it

00:08:38  takes a little bit of getting used to.  So I'm going to initialize Zbrush. When

00:08:44  I do this, it removes all of the tools  from the Tool palette, starting with a

00:08:48  clean slide. I'm going to load the  ImagePlaneX tool. Once again, this is in

00:08:56  Program Files/Pixologic/Zbrush3/Ztools/ ImagePlaneX. Load onto the canvas, draw

00:09:04  it, switch to Edit mode, turn on  Double Sided and switch to Basic Material.

00:09:16  Now, I'm going to load the PolySphere  object. This is the best way to start

00:09:24  ahead in my opinion. Let's lower the  subdivision and a slight change there.

00:09:31  Now, I'm going to go to the SubTool  palette and append my ImagePlaneX. When I

00:09:41  do that, I need to realign them. I just  pressed F to zoom out there. I'm going

00:09:45  to select the ImagePlane, go to Deformation  and choose Unify, now on the same place.

00:09:51  I want to apply the texture to the  ImagePlane. So, I choose from my textures,

00:10:02  my ImagePlaneXGirl texture. It's  applied to both objects. So, let's hide the

00:10:09  PolySphere as we just have the  ImagePlaneX visible. I'm going to go down to

00:10:16  Geometry, divide it, it has about five  or six levels of subdivision. Let's just

00:10:24  stick with 5 for now.

00:10:26  Now, that it is nice and dense, I  can go to Texture. For the most part,

00:10:32  remember, we are all in the Tool palette.  I will switch to menus and I'm going

00:10:37  to go Texture to Color. There we go. I  will turn my PolySphere back on, turn on

00:10:46  Transparency, switch to a  side view and start sculpting.

00:10:52  Another variation of this is the  ImagePlaneCube tool, if you like to have six

00:10:58  sides to your reference planes. You  will also find that this has its own

00:11:04  special texture as well,  ImagePlaneCube texture, which you can bring into

00:11:08  Photoshop and use to arrange your  reference images. The workflow for the most

00:11:12  part is exactly of the same, it's just  a cube as opposed to two planes. There you go!