Thursday, 17 March 2011

Adaptive skin and sphere building

Alright, now that we have some basic knowledge of how to navigate around our working area, lets look into how can we start building our initial mesh.

What I like to do first is go under ''Transformations'' and  Activating the symmetry.
In Maya what you usually do is build one side of the mesh then mirroring the duplicate on the other side. For example am making Cthulhu here, and it has more or less a human figure.
So in order to achieve the same results on both sides we have to Activate Symmetry in >X< and >M<, now what >M< stands for is Mirror Symmetry, and helps us out in the process of building a symmetrical Mesh.

This can also be achieved by simply clicking ''X'' on your keyboard and vice versa.


There are more options here, for example you can mirror your build in X, Y and Z: Lets go with X now.

So once you selected X you will get 2 dots on your ZSphere that you can control in any way you want.
And by Click-Dragging them you build more spheres on the initial sphere;

And by clicking;


By selecting all the XZ in the Transformation options you can get something like this;

and if you want more spheres you can always play around with Radial Symmetry once you activate it and the adding the Radial Count.


But for now lets keep it simple just by activating the Symmetry and enabling >X< and >M<, without Radial Symmetry.
So once you get that done, you might be asking, where's the mesh?
What ZSpheres do is actually build the basis of the mesh that you can easily manipulate and build up, but to see the mesh itself you need to activate Adaptive Skin that is found under your Tools, and activating Preview; (or just pressing ''A'' on your keyboard);


Once we get to the part of exporting the Adaptive Skin I'll explain how to get the best results when it comes to finger shapes etc.

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