Fibermesh in ZBrush 4R6 by Ben Douglas
Quick tutorial is a run through of Fibermesh in ZBrush 4R6. Fibermesh is probably one of my weakest areas so don’t expect too much. But I hope you can take something useful away from it.
With ZBrush your models will benefit from having real sculpted geometry, and exportable hair and fur! With this amazing new feature, you can even grow plants, weeds, shrubs and other amazing environment details. Simply mask an area to define where the fibers will grow. Use the various FiberMesh features to quickly define your look. Best of all, you can even use Polypaint information to generate a wide range of colored fibers.
The amazing power of FiberMesh comes from the ability to see what changes you are generating in real time as you work. From the earliest stages of your projects development, you will interactively see and modify the size, thickness, flare, and gravity associated with your fibers.
With the all new ZBrush, developing fur and hair geometry is easier than ever before. The days of relying on guides as used in other applications are a thing of the past! Generating fur, fibers and hair inside ZBrush is as intuitive as laying down a brush stroke. Rendering and re-rendering are a thing of the past too. You can watch in real time as your creative energy is transferred to the ZBrush canvas.
The functionality of the new FiberMesh is extended by a set of advanced controls designed to help you generate exactly what you imagine. The masking controls, brush settings, PolyPaint and curves, all contribute to the speed and efficiency of your designs.
The greatest benefit of all comes in the form of exportable geometry derived from your FiberMesh designs. This means you can export these complex design elements in the form of real geometry for use in other 3D packages. Or use BPR (Best Preview Render) within ZBrush and see how your hair of fibers come to life all within ZBrush.
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