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there are many ways to sculpt pertree
within ZBrush but in this stitch all
we're going to use it as ease fear when
you drag it out and we're going to put
the floor tile on and put into its
perspective view now whilst keeping edit
and draw run we were able to make other
extrusions from the object now once we
have moved there the object out we will
then be able to edit it by turning off
the draw mode with the move
scale and rotation tools draw can be
toggled on and off to continue to keep
extruding these parts from the object
and adding further ones in already
existing locations from the extrusion
can be done in the same way toggling the
a on your keyboard will show you thee Z
sphere as a mesh
toggling between this enables you to
manipulate the object and add further
I'm gonna speed this process up so you
can see the desired result
making sure that the branches are it
moved and rotated in two different
directions so that the tree itself isn't
one-dimensional as you can see I added
multiple different locations for the
branches to it to appear from this can
be done as mentioned earlier with the
draw and edit tool turned back on if you
want to remove any at any point what you
need to do is hold the alt button asked
in the edit mode to remove the new
intersection
once you've fully completed the object
you'll need to toggle on a on your
keyboard and convert the Z sphere into
polymesh3d this will allow you to do the
sculpting and which will make your tree
look like a real tree turn it to madcap
gray so that you can see the detail in
which you're putting on your scoped
and dynamesh your object turn it on to a
manageable level this will enable you to
sculpt and also redistributed topology
as you go along
you
changing the color switch can help you
and see the object further and let's
change claybuildup brush so that I can
make ultimately differences in the model
name for this scoped is to turn it into
a fable like almost tree with lots of
different intersections and crossing
paths
you
you can sew
in the Altman whilst making the changes
to the scoped
remember to over exaggerate these adding
and subtracting parts of the sculpt to
change the shape and manipulate the
object into changing its geometry this
will be beneficial when it comes to
editing the shape later on in terms of
its topology try and give the tree as
many characteristics as possible - in
order to make it unique in however if
this is a tree that you're going to
replicate over and over again within
your environment you may want to remove
as many asymmetric details or noticeable
details as possible so that it doesn't
appear to be repeating throughout your
environment
you
once you're completed you scoped you
will need to start to manage it and
lower the detail
this can be done in a variety of ways
you
we're gonna go into subtools and what
we're going to do is to duplicate the
subtool and rename it as one of them
will be our low poly object and one of
them will be our high pile help Chet
we now u-turn dynamesh off and we're
going to be working with zremesher in
order to help us keep the detail in
certain places we're going to use the
brush tool called zremesh guides this
enables us to drag out guidelines on our
object in order to show where we would
like to keep the detail as you can see a
dotted line appears on the object where
you draw it
if you want to remove that press alt' go
in the opposite direction to those lines
as you can see in the video now I'll be
alt and drag like you're using the brush
across them
you
ultimately with this tool what you're
trying to achieve is putting lines in
areas to keep the shape of the object so
that the cirrie measure doesn't remove
detail in which you might seem useful
placing these around the entirety of the
tree will enable is to decide which
parts are kept and which parts not
necessarily is important
the amount of lines that you do can be
as many as you like in order to keep as
much detail as you you can hope for but
let's face it when it comes to Siri
meshing the object is going to be lower
poly so therefore it will automatically
lose detail these lines are there to
help the process and perhaps keep as
much as possible the detail that you
want when it's converted to a low poly
object this is the reason why we make a
duplicate sub tool so that we have the
original sub tool still within our scene
so if anything goes wrong we can
duplicate that again
you
once you've completed your zremesh
guides you're going to have to edit some
of the variables within the serie
measure you change the target polygon
count to what you would like it to be
obviously this is going to be losing
detail more and more so the lower it is
changing the adaptiveness of that
changing remesh with the guides and the
curve strenght strength will be there
too and take your guides into
consideration please allow some time
when pressing the zremesher for the
object to zremesh as it may take up to a
minute or two once you have done that
show the low poly visible so you can see
any anomalies that may be in the object
these can be changed with a move tool or
a simple sculpting tool turn polyframe
on in order to see the way in which the
polygons are aligned or laid out within
your mesh
you can undo these zremesh this as many
times as you want to get your desired
results as well it's please bear that in
mind
detail is often lost in areas even with
the guidelines and being put in so it
may be worth going back and trying again
changing the target polygon count to a
higher amount or a low amount depending
on what level of detail you need for the
project
remember that zremesher is an automatic
process and will only do a job as well
as it's allowed to based on the
guidelines and the adaptiveness and
levels in which you have already decided
for it but using these brushes allows
you to have some control about the
automatic process and continues as you
can see a lower-level target for a
polygon count will remove some more of
the detail but if this is what you're
after you'll be able to add some of the
detail again later remove some of the
anomalies including faces in which are
going inside of each other and also any
that are giving any issues I'll do that
by using a simple scope tool brush as
you can see
search around your object to find as
many as you can as this would be the
object that you'll have to unwrap and
any changes in this within zbrush are
going to be the most advantageous
obviously another piece of software
could be used to do the same however
it's much easier while still in ZBrush
to remarry zremesh the object and have
any other changes in which you need to
have done to it
remember if there are too many anomalies
and it's looking like it's too much hard
work it's probably best to see Ramesh
again and change the adaptiveness or the
target polygon count
as mentioned earlier the zremesh will
take some time with higher poly objects
I hope this tutorial helped good luck
with muddling raintree scooped
you
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