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CREATING
MORPH TARGETS IN ZBRUSH
Introduction
How to
export a Poser 4 `Michael` (from DAZ3D) Mesh head, modify it in ZBrush
and then export it for use as a morph target
Tutorial
Name: Creating Morph targets in ZBrush
Category:
Author:Glen
Southern
Publication
Date: 17/06/2001
Tools
Needed: Poser 4 with Pro Pack. Michael from DAZ3D, Pixologics
ZBrush Version 1.20 or above. The tutorial can be done using P4 male
or female figures. The demo version of ZBrush will not allow some of
the import export functions. Yet!
Skill
Level: All. Some knowledge of the ZBrush interface would help
Support
Files: It is possible to use mouse or tablet for this tutorial.
I use both as the need arises. As of 19/06/01 this has only been tested
with the PC version of ZBrush.
©
2001 Pixologic, Inc. All rights reserved, Pixologic and the Pixologic
logo, ZBrush, and the ZBrush logo are registered trademarks of Pixologic,
Inc. All other trademarks are the property of their respective owners.
http://www.zbrush.com
The `Michael`
mesh is © DAZ3D http://www.daz3d.com
GETTING
STARTED
The previous
tutorial in this series showed you how to export an .OBJ mesh from Poser
and get it into ZBrush. This tutorial is similar in the initial stages
but has one big difference. The .OBJ file that is created in ZBrush
needs to have the same number of vertices as the original export or
it cannot be used as a morph target. I chose to use DAZ3D`s `Michael`
mesh as a model and turn him into an Ogre.
I firmly
believe that ZBrush, when mastered is one of the best free form modeling
tools on the market. The modeling skills that you require to complete
the ZBrush section of this tutorial will need to be practiced to become
proficient. Once you are comfortable with that, any morph you can imagine
is possible with this method.

EXPORTING
HEAD AS A MESH
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As with the first of my ZBrush tutorials the first
thing to do is get the head mesh out of Poser 4. Load your model
into Poser.
-Go to FILE>EXPORT and select Wavefront OBJ
-Select SINGLE FRAME from the `Export range` dialog box
that pops up.
-The `HIERARCHY SELECTION` dialog box now gives you the
option to select which body parts will be exported.
Remove
the check mark (little cross) next to everything. The quickest
way is to un-check `universe` as this switches of the whole lot.
Then recheck the `head` box. This will allow us to export just
the head without eyes or neck.
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You
will then be presented with a dialog.
-check
`AS MORPH TARGET (No World Transformations)`
-Name
the mesh and save it in a local directory on your machine. (I used zbmorph.obj)
IMPORTING
INTO ZBRUSH
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This
section is similar to the previous tutorial Importing meshes into
ZBrush. It`s easy and is achieved with the help of a `POLYMESH
TOOL`(1).
-Launch
the application and look for the TOOL panel (usually on
the right-hand side of the screen).
-The `POLYMESH TOOL`(1) is the little star shape shown
in the image opposite. If you can`t see it at first `click` into
the biggest of the tool windows and a `popup` window with give
you a selection of TOOLS to choose from. `Polymesh` will
be there.
-Once
selected this tool give you an range of options that the other
tools don`t provide.
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-Go
to `INVENTORY`(2)
- then `IMPORT` (3).
-Use
the import dialog to locate `zbmorph.obj` and select it.
-The
mesh will be imported and you should see a small image in
the tool window next to the star and another head image
in the DRAW window if you have that panel open (4)
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-You
may see a message saying `this mesh has 8 non standard polygons
that have more than 4 sides. These polygons will be converted
to quad and tri sided polygons.` Don`t worry. Click OK.
We now have a mesh head in ZBrush with the same number of vertices
as the original OBJ export. We can now move on to editing and
changing the heads shape but without modifying the underlying
geometry. If we were to smooth the mesh out or subdivide it in
any way, Poser would not allow it to be used as a morph target.
TIP: ZBrush Version 1.23 sets the `TRI2QUAD` setting in
the TOOL>MODIFIERS>INVENTORY to `0` by default. If for any
reason this is set to any number above `0` when importing, you
may not be able to export the mesh for use as a morph target.
It`s worth checking.
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| PREPARE
THE HEAD FOR MODELING
-To
begin editing we must draw the head into the current document
window. Make sure the head is selected in the `TOOL` window.
-Click into the center of the document window. Holding the mouse
down drag out the head mesh. It will be a shaded mesh (usually
light gray) and may well be back to front at this stage.
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-To
begin modeling we need to enter `EDIT` mode. Press `T`
on the key board or use the `EDIT OBJECT`(1) icon in the
`TRANSFORM PANEL`.(3)
-you should now see a Red dot and red ring which means you are
in edit mode. (2)
-Click/hold away from the head and drag left or right. This will
rotate the head as you move the mouse. Bring the head around to
the front looking right at you.
-At this stage if you wish to see the mesh in wire frame you will
need to change the preferences. Find these at the top of the screen
in icon form or at the left hand side of the screen.
- Click/select
`DOTS`
-If you now click into the document window (away from the head)
as before the shaded head will turn to wireframe while the mouse
is held down.
PLEASE NOTE: Any Wire frame images in this tutorial that
are black wire on white background are `inverted` images for ease
of viewing only.
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MODEL
AN OGRE
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-To
model the head into the shape we require, we will push and pull
the wireframe into the shape needed without changing the geometry.
-As
we are in `EDIT` mode already (red dot and ring showing)
we can begin to modify the mesh.
-Firstly we need to make sure that we only effect the mesh in
small amounts. Go to the DRAW panel and set the DRAW
SIZE (1) to about 30 and the Z Intensity (2) to about
5.
TIP:
A lot of the editing process involves adjusting these two settings
a number of times. A large draw size effects a large area. A large
Z intensity makes the effect more pronounced. This
will take practice to master but is the key to modeling in ZBrush
-You can also use SYMMETRY in ZBrush to help keep your
editing symmetrical on the head.
-GO to TOOL>MODIFIERS>SYMMETRY and select `X`.
You will notice that your red dot in the draw panel is now 2 red
dots and will work across the head in a symmetrical manner. Any
editing is applied to both sides at the same time.
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EXPORTING
FROM ZBRUSH
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Now that you have a finished head mesh you need to get it back out of
ZBrush as an .OBJ so that Poser can use it.
-With the head still in `EDIT` mode go to TOOL>MODIFIERS>INVENTORY
and use the setting shown here..
-then click
EXPORT
- This will
allow you to export the mesh as a Wavefront .OBJ (the same format that
it was imported in an.
- When you
get the save dialog choose a name for the mesh and save it. (zbogre.obj
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MAKING
THE MORPH TARGET
-Back
into Poser load the Michael figure and if you wish `pose` it.
-Double click on the head.
-You
will get a dialog. Click ADD MORPH TARGET. Click it.
-Put a name in the label section. I used `OGRE`. This
name will be used in the morph wheel so make sure it`s a name
you will recognize.
-Then use the locate geometry button to find the zbogre.obj file.
-When
you click OK a morph wheel will appear with the other preset morph
targets.
-called
`OGRE`
-And the final bit. Rotate the wheel the turn Micky boy into an
Ogre headed Micky boy :)
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END
This
tutorial gives you the basic steps in modeling in ZBrush. To get more
information contact Pixologic at their
website. It takes time and practice
to become proficient at modeling in ZBrush but it is an extremely powerful
piece of software.
Visit
my web site at http://www.southerngfx.co.uk
glen@southerngfx.co.uk
southerngfx@hotmail.com
© 2001 Pixologic, Inc. All rights reserved, Pixologic and the Pixologic
logo, ZBrush, and the ZBrush logo are registered trademarks of Pixologic,
Inc. All other trademarks are the property of their respective owners.
Pixologic Home
The `Michael`
mesh is © DAZ3D http://www.daz3d.com
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