In Part 1 of this 3 part series, we begin by creating the Cannon for our SpiderBot using several different techniques that will speed up our workflow. We start the series within Zbrush 4R3 before moving into R4 towards the end. In this series my focus is more on technique than design. We look at some useful techniques that can help with our overall workflow such as utilizing PolyGroups and minimising point count whenever possible.
In the introduction, we look at the overall scope of Part 1 of this series and briefly examine some of the topics that will be covered including Hard Surface techniques, maintaining a low poly count and highlighting the differences between R3 and R4.
In Chapter 1 (R3), we create the first part of the gun barrel with a cylinder for the basic shape. We use an old school method of creating holes with the InsertCylinder together with Radial Symmetry to apply them. We use Ctrl + Shift and the Replay Last button to create multiple InsertCylinders.
In Chapter 1 (R4), we create the first part of the gun barrel with a similar technique to the previous tutorial. We also look at two different methods to create holes, one using Dynamesh but with a slight difference to the R3 technique and a completely new method exclusive to ZBrush R4.
In Chapter 2, we detail the cooling/ heat jacket. We first utilise the SelectLasso Brush to select parts of the jacket and begin building the barrel by merging it together with Merge Visible to create a new object which we turn into a DynaMesh and then use ProjectAll to retrieve all the detail.
In Chapter 3, we build a clamp for the barrel. We utilise Ctrl + Shift for a range of different techniques including adding indentations to detail and ‘growing’ parts of the model. We use Edge Loop with Crisp turned on in order to create a clean lip for our clamp.
In Chapter 4, we create latches for the clamp created in the previous tutorial. We use a Cube for our basic shape before creating a new object with ReMesh All. We use the same technique to later create additional hinges for our latch.
In Chapter 5, we create the hexagonal piece located near the breech of the barrel. We start with a cylinder then adjust the number of sides before turning it into a polymesh. We utilise Ctrl + Shift to achieve a rib-like pattern.
In Chapter 6, we create the cover plate mount. We start with a Cube and rough out a basic shape before using ZSphere Topology to create a new low resolution base mesh. Again we use Ctrl + Shift to create our overall shape.
In Chapter 7, we use Ctrl + Shift together with Edge Loop and masking functions to create some additional detail surrounding the Cover Plate mount that was created in the previous tutorial. This is a short and simple tutorial.