Graphics Programs Reference
In-Depth Information
3. Set the Scale value to 3.91 by adjusting the slider. The value need not be exact: you can judge the effects
from the preview window.
4. Set the Strength slider to -.0004. If you want to zoom into the preview window, click in the upper right
corner of the window. You can also rotate the model to get a better view by clicking inside the window.
When you are happy with the look of the noise, click OK.
5. The noise will now display in the ZBrush document window. This is a rendering effect, though, and not
actually part of the mesh detail. To “bake” the noise in as sculpted detail, press Tool, Surface, and Apply
to Mesh button. The noise will now be applied to the highest subdivision level. If you lose detail or the
noise is not crisp enough, you may need to undo, add a subdivision level, and try again.
That completes this section on designing the biped character. We have looked at how to interpret a char-
acter brief and how to break humanoid anatomy into new and surprising forms. We have also looked at some
technical processes for adding entirely new parts to the model without losing details or subdivisions. We will
now move on to Chapter 4, “Posing the Interdimensional Traveler,” where we will pose and render passes
from ZBrush that we will then use as a basis for illustrating the character in Photoshop.
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