- [Voiceover] Okay, so I'm ready to now
change the scale of the book
and let me demonstrate
how I go about doing that.
I'm going to isolate just the book for now.
The first thing I want to do
is reduce my geometry level
down to a level one.
I also want to go down
into the Export settings and make sure
Merge and Group are both turned off.
And then I'll go up to the Export
and I'll export this out as an obj.
I'm also going to go to the pages
and do the same thing.
So I'll reduce that to its lowest level
and once again export out pages.
And finally the skull,
which, if you recall,
the skull is actually a combination
of both the skull mesh
and the three individual teeth
that we combined,
we merged as one unit.
Now you can actually
successfully export this from ZBrush
and then export it back,
or import it back into Zbrush
without a problem,
but again,
it's very important to make sure
that you have the Export
with Merge and Group turned off.
So I'll now export the skull out
and I'm going to switch to Maya,
and I'll go ahead and import in
those meshes that I just exported out.
So we have the pages.obj,
and I'll import in the book 12.obj
which is the book cover,
and then finally I'll import in the skull,
which was skull four.
That takes a while
because it's a pretty dense mesh.
Okay.
So for now I want to just focus on
the cover and the pages.
I'll select both of those and I'll go under
the Animation Tool Set in Maya
over to Create Deformers
and my Lattice tool.
I want to make sure that I have my settings
dense enough for movement.
Because the X is the most important area,
I'm going to increase to a value of six.
That'll give me six individual sections
and then four and four
in the other, in the Z and the Y.
And I'll say Create.
And so now I have a lattice
that now encompasses the book
and I'm going to select on
this first section of lattice
and slightly move that in.
That's one of the tidy areas
that needed to be adjusted.
And then I'll select both of these sections
and just move those in slightly.
And because of the distortion
I want the book to still remain balanced
with the compass.
I'm going to select on the right side
and just move that in gently.
So that gives me the book
a much more uniformed proportion
to the concept art.
I'll go ahead and hit History
which will automatically
lock everything to scale.
I wanna make sure
that the pages also fell
within the parameter of the cover,
which it did.
And finally,
I'll turn on the skull now,
and there's two things
that I'm looking to do for the skull.
The first is to, of course,
squeeze it down a little bit in height
and then also if we go
into the bottom portion of the skull
and bring that up into the pages.
So I'll go ahead once again
and go to my Lattice.
We can keep these at four in all axises
and I'll Create.
So the first thing I want to do
is select my top row
and I'm going to
bring that down a little bit,
and then I'll grab the two top rows
and bring them down a bit more.
So that's good.
That definitely reduced it
almost by half.
Maybe just a little bit more in the top.
Okay.
And now for the bottom portion of the skull,
I'm going to bring that
the second part of the lattice
and I want both of these now
to fit within the cover.
So here is my cover of the book.
The skull is now squashed
and hidden within the cover
so if the book cover opens,
the skull won't be penetrating
through the back side of the cover.
I'm now happy with that
so I'll go ahead and select my History
once again to lock it,
and so at this state
I simply need to export
all these components back out.
So I will export out the skull
and I'll just call this skullFIX.
I'll do the same for the book cover
so I'll call this coverFIX.
Now it's important, at least in Maya,
that we have Groups turned off.
If Groups are turned on,
sometimes when it brings in your mesh
back into Zbrush,
it changes your vertex count.
And I'll say Export Selection.
And then finally the pages,
so pagesFIX and export.
So we fixed all of these scale adjustments
within 3D,
exported them back out,
and now I'll reimport those
back into Zbrush
and you'll see just how easy it is
for us to make these updates.
So since the skull is active,
we'll do that first.