![]() Modellers are also well served by Subtools, which let you break down a single mesh into numerous independent and therefore manageable elements. ![]() Clicking the Sculpt HD button renders the HD geometry and the results can be very impressive. This isolated work mode means that the system can still be responsive while dealing with ultra-high resolutions. However, ZBrush also introduces HD Geometry with this version, which allows you to divide a model up to one billion polygons and work on an individual area at this high subdivision level. This seems to be a trend in sculpting packages, with Mudbox also offering similar facilities. Other features like 3D layers and local subdivision - so you can add detail only to areas you need it most - are also useful. ![]() However, this is easily achieved by Ctrl-clicking on the masked area. This works moderately well in practice, but you'll often need to use the associated mask blurring feature, which allows you to adjust mask intensity gradation around areas of your model prone to significant distortion. Real-time posing and deforming is another new facility, accessed via the new Transpose feature, with topological masks used to isolate body parts and object elements and an action line applied to control the transformation. It will only capture basic material properties such as diffuse colour and specularity, though, not transparency or procedural colouring effects. Samples are built up from various areas of the reference photo, creating a new lighting environment from the cumulative result. There's also the ability to apply real-world texturing, shadows and lighting by sampling directly from a photo or image using the MatCap tool.
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