• Title/Summary/Keyword: ZSphere

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ZBrush 3D animation character modeling using ZSphere (ZSphere를 활용한 ZBrush의 3D애니메이션 캐릭터모델링)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.6
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    • pp.1312-1317
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    • 2012
  • ZSphere of ZBrush can be added to the canvas, and most of all, added to the existing ZSphere as mobile geometrical objects. For example, arms can be produced out of the globoid in the progress of an intermediate step. characters with multiple limbs can be produced easily in this way. With Zsphere, several Child Spheres can be produced out of single Sphere, then these can be parents spheres, and can connect other Child Spheres. In this paper, by making each form through these processes, 3D characters were modeled to shape easily and rapidly. Since 3D objects can be added, rotated, and moved, they can interact smoothly with Z-depth of campus. To place these objects on the screen, paint, build fixed perspective image, smerge pixols and transform 3D objects, diverse transforming tools and sculpturing tools were used. The characters were designed in the way that first, the finished 3D characters were transformed into poly, then each side was restructured rapidly with Topology.

Character modeling using ZSphere (ZSphere를 활용한 캐릭터모델링)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.524-526
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    • 2011
  • ZSphere of ZBrush can be added to the screen, and most of all, added to the existing ZSphere as mobile geometrical objects. For example, legs can be produced out of the globoid in the progress of an intermediate step. characters with multiple limbs can be produced easily in this way. With Zsphere, several Child Spheres can be produced out of single Sphere, then these can be parents spheres, and can connect other Child Spheres. In this paper, by making each form through these processes, 3D characters were modeled to shape easily and rapidly. Since 3D objects can be added, rotated, and moved, they can interact smoothly with Z-depth of campus. To place these objects on the screen, paint, build fixed perspective image, smerge pixols and transform 3D objects, diverse transforming tools and sculpturing tools were used. The characters were designed in the way that first, the finished 3D characters were transformed into poly, then each side was restructured rapidly with Topology.

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