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ZBrush 4 Essential Training
Maria ReƱdon

ZBrush 4 Essential Training

with Ryan Kittleson

 


In ZBrush 4 Essential Training, Ryan Kittleson introduces ZBrush to artists making a transition from another sculpting program or who may just need some help with the finer points of this powerful digital arts package. The course covers the most popular tools and techniques for digital painting and sculpting in ZBrush, and explains how to export the models and texture maps to other programs for use in games, film, fine art, or 3D printing. The course also highlights the new features in ZBrush 4, such as ShadowBox, clip brushes, and LightBox. Exercise files are included with the course.
Topics include:
  • Navigating the canvas
  • Using perspective and floor
  • Creating a mesh with a ZSketch
  • Extracting from an existing mesh
  • Managing subdivision levels
  • Working with alphas
  • Masking off parts of a model
  • Using deformation
  • Using subtools
  • Deforming with Transpose
  • Painting and texturing
  • Creating UV maps

show more

author
Ryan Kittleson
subject
3D + Animation, Rendering, Textures, Materials, Visual Effects
software
ZBrush 4
level
Beginner
duration
2h 57m
released
Apr 08, 2011

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Introduction
Welcome
00:04Hi! I am Ryan Kittleson, and welcome to ZBrush 4 Essential Training.
00:09In this course, I'll show you everything a beginner needs to get started using
00:12ZBrush to expand their artistic skills into the digital world.
00:17First, I am going to explain the interface and help you make sense of how ZBrush
00:20works to get what's in your head onto the screen.
00:24Then I'll show you not only how to create and sculpt a model, but how to export
00:28it for games or animation.
00:30I'll cover the whole pipeline of model creation in ZBrush from making a basic
00:33form, to refining details and painting textures.
00:36This course hits all the important features.
00:38ZBrush is an amazing program that can seem intimidating at first,
00:43but I'll focus on making sense of the core features, without getting bogged down
00:47in unnecessary functions.
00:49Well, I am excited to start ZBrush 4 Essential Training, and I hope you are too.
00:53Let's get to it.
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Using the exercise files
00:00If you're a premium member of the lynda.com Online Training Library, or if
00:05you're watching this tutorial on a DVD-ROM, you have access to the exercise
00:09files used throughout this title.
00:11Now the exercise files are arranged by chapter, so for example in Ch03 you can
00:16see that there are several exercise files that we're going to be using.
00:19In this case, a Z project--
00:21it's like a model--and also some brush presets.
00:24You'll see that there are some other models in other chapters as well.
00:28However, for the most part we'll be using models that come along with ZBrush
00:32that are built into the program.
00:34Those are usually accessed through the Light Box.
00:37So down here in the bottom of the screen, you can see that there are lots of
00:40models that come with ZBrush that you can load in.
00:42We'll be using these to sculpt with and model on and do all kinds of fun things in ZBrush.
00:49If you don't have access to the exercise files, you can follow along from
00:52scratch, or with your own assets, or by using these models that are built in with ZBrush.
00:56All right, let's get started.
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What is ZBrush?
00:00ZBrush is a great piece of software that allows you to create highly complex and
00:05organic forms in ways that other programs can't.
00:08Getting general 3D tasks done in Maya or 3ds Max is great, but when you need to
00:13do some serious modeling, ZBrush is a great secondary program to turn to.
00:18It allows you to make all kinds of sculptures and models with a high degree
00:21of creative freedom.
00:23Instead of worrying about extruding polygons in Maya, you can immediately start
00:27sculpting in ZBrush.
00:29This means that you can focus on being creative rather than tweaking vertices all day.
00:34You can then export models along with texture maps into game engines or any
00:38other software for rigging, animation, or rendering.
00:41First, ZBrush allows you to start with basic shapes that can easily be moved
00:46around and adjusted without worrying about fine details.
00:49Then those shapes can be refined and sculpted on with brushes that react naturally.
00:54There's the ability to use photographs directly on the 3D model for painting or
00:59adding surface texture.
01:00You can work non-linearly by making fine details and then change large-scale
01:05proportions without losing any of that detail.
01:07Models can be cut up, combined, and shaped to fit other models, and modified in a
01:12huge number of ways.
01:14All of these options mean that you're free to quickly explore artistic
01:17decisions in ZBrush.
01:19Being the complex program that it is, ZBrush can be confusing to use at times.
01:24I'll make special comments throughout the course to highlight difficult features
01:28and present solutions to common problems.
01:31My goal is to remove the mystery from how ZBrush works so that you can make
01:35wonderful things with minimal trouble.
01:36ZBrush is capable of amazing things that were unimaginable just a few years ago.
01:41With a little practice, your artistic vision can be brought to life with the
01:45help of this powerful program.
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A note on screen resolution
00:00Before we get into the meat of ZBrush, I just want to talk about screen
00:03resolution for a minute.
00:05Right now, I've got the screen resolution on its highest setting and everything
00:09that you can do in ZBrush is visible on screen right now.
00:13However, when we record this course we're going to be using a lower screen resolution.
00:18And that means a few things are going to get cut off.
00:21Most notably, there's a few buttons right down here below the Rotate.
00:25All this from Polyframe down is actually going to be cut off on the screen when
00:30we record this course.
00:32So if there is anything that needs to be done on those buttons, I'll just
00:36mention that it's down below where we can see.
00:39Something else that's going to happen is right here with the spotlight down on
00:43the lower part of the screen,
00:45a few of these buttons are going to be jumbled on top of each other. That's okay.
00:49We're not really actually going to use any of those buttons, but just be aware
00:52it might look a little confusing.
00:54There's one other thing that's going to look a little bit off, and that is this
01:00ActivePoints and TotalPoints section;
01:01it just says how many polygons are in our model at once.
01:05That part is going to be kind of squished off to the edge as well.
01:08If you need to see that, you can just click on this button right here and
01:11that'll scoot over at the palette on the right side and allow you to see how
01:15many polygons are in your model.
01:18Even if you're working at a lower resolution yourself, you can still do
01:22everything that needs to be done.
01:23But instead of pushing a button, you might have to use a hotkey combination on the keyboard.
01:27That's okay. I'll be showing you all those hotkeys as we do the course.
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1. Understanding the Interface
Making sense of ZBrush
00:00ZBrush is primarily used by artists and designers as a 3D modeling and sculpting program;
00:06however, it started out as a much different kind of software, upon which 3D
00:10sculpting was added.
00:11That's why so many functions within ZBrush may seem to be counterintuitive
00:15because they were originally designed to do something else.
00:18If something doesn't seem to make sense to you, don't doubt your sanity.
00:21Just realize that ZBrush is a much different program than it used to be, even
00:25though it still uses the interface and terminology of the earlier versions.
00:30This creates much confusion and makes ZBrush at first seem daunting to learn.
00:34Oftentimes the explanation of why something in ZBrush works a certain way is
00:38so hard to communicate that it's just better to accept that that's the way it
00:41is and not wonder why.
00:43So the very first thing that you'll probably want to do in ZBrush is to get a 3D
00:47model to start sculpting on.
00:48In ZBrush, models are called tools.
00:51They're called this because in the early days of ZBrush you could use a 3D model
00:55as a tool to add depth to the canvas.
00:58Now ZBrush saves and loads models as tools in its own ZTL file format.
01:04Let's go over to the Tool palette and click Load tool.
01:09And you see here we've got several tools that come with ZBrush to choose from.
01:12Let's grab the Dog.ZTL and click Open.
01:16Now nothing has popped up on screen, but if you look over here in the Tool
01:19palette, you'll see that there's a picture of a dog as well as a smaller picture
01:24of a dog and some other things in here.
01:26This is your current toolbox or toy chest.
01:28It's the models and tools that are currently loaded into memory.
01:32This bigger picture shows you the tool that is currently selected.
01:36It's the one that will get placed in the canvas next.
01:39The way to actually start using this model is now to click and drag in the canvas.
01:43This positions and places a copy of the dog model on the canvas.
01:47Remember, ZBrush is based on a painting program,
01:50so we've actually just painted a stamp of the model on the canvas.
01:54If you click and drag again on the canvas, you'll notice that several other
01:58copies of the dog model will get created every time you click and drag.
02:02This is the part where most people give up and don't ever open ZBrush again
02:05because it just doesn't make sense.
02:07Lucky for you, I am here to show you what to do next.
02:10I just want to clear all of these models off the screen so I am going to hit
02:13Ctrl+N. So it's back to the way we started.
02:17Now I'll just draw out another copy of the dog model.
02:20Now click on the Edit button up here at the top.
02:23This puts the model in Edit mode so we can actually get some work done on it.
02:28Remembering these few steps will get you started on almost anything you need to do in ZBrush.
02:33It's weird, I know,
02:34but once you get past this, all kinds of artistic possibilities open up
02:38within ZBrush.
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Understanding the interface
00:00Like any software, ZBrush has an array of buttons, menus, and controls that
00:05let you get work done.
00:06First off, there is this thing called Light Box at the bottom of the screen.
00:10I'm going to go more into depth in Light Box in other movies, but basically
00:13it's a browser that lets you load in models, tools, textures, and more, from your computer.
00:19However, it's just in the way right now, so I'm going to close it down with the
00:21Light Box button up here.
00:24At the top of the interface is the typical row of menu items that expand
00:29when you click on them.
00:31On the left in the top are various controls for brushes, sculpting, color, and materials.
00:36I'll go over these more in later videos.
00:40This strip on the right-hand side has various controls that affect the way
00:43you view the canvas.
00:44I will cover these functions in the later video as well.
00:47Because of the screen resolution that I'm using, some of the buttons
00:50aren't visible right now.
00:52One of the buttons, called Polyframe, I'll talk about in a later movie; the
00:57others are less commonly used and won't be covered in this course.
01:01On the far right is a palette that has the Tool menu loaded into it by default.
01:06In order to see everything that the Tool menu has to offer, let's load up a tool.
01:13We're using the ZBrush trial version;
01:16the interface should be exactly the same.
01:18So in the Ztools folder of your version of ZBrush, you should be able to find a Dog model.
01:23Now we can see that there are several submenus under the Tool menu. Click on
01:29the names to expand them and see that there are additional controls under each of them.
01:33If the list goes off the screen, you can just click and drag anywhere on it and
01:37then scroll the palette up.
01:39You can click the name of one of these sub-palettes to close it again.
01:43Some of the settings and buttons in the interface can be hard to figure out, to say the least.
01:47If you want some extra information on what any of them do, hold down the Ctrl
01:52button on your keyboard as you hold the cursor over it.
01:55A box should pop up explaining how to use the function.
01:58So I'm just holding down Ctrl and you see that each button or menu option that I
02:04move the mouse over pops up with a little explanation of how to use it.
02:09Finally, if the interface is just getting in your way and you want to make more
02:12room for your model on screen, just hit the Tab key. That hides a lot of the
02:16interface. Hit Tab again to bring it back.
02:20With the basic understanding of the interface out of the way, we can now move on
02:24to a more in-depth exploration of ZBrush and its many capabilities.
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Using Light Box
00:01Light Box is basically a media browser built into the ZBrush interface.
00:05It allows you to search and load pictures, models, textures, and more into ZBrush.
00:10It's an alternative to loading things in through the various separate menus
00:14and palettes of ZBrush.
00:15If Light Box isn't currently on, click the Light Box button at the top.
00:20This turns it on and off.
00:22So what we see here is a media browser.
00:24There are buttons that take you to some of the built-in content, like Projects,
00:28Tools, Textures, and so forth.
00:31You can just click and drag anywhere in here to scroll through and see
00:34everything that's in this folder.
00:39Double-clicking on any item will load it.
00:41So, for example, if I go into the Tool section and double-click on Dog, it will
00:45become the new active Ztool.
00:49Clicking on images will load them into Spotlight.
00:52I'll go more into depth into Spotlight in a later video, but it's basically an
00:55image editing and painting tool.
00:59I personally find Light Box to be clumsy and less useful than just opening media
01:03the old-fashioned way, but some people like it.
01:05So feel free to experiment, but if you don't like it, just know that you can do
01:09everything it does through the existing interface menus.
01:13Light Box can be a good way to quickly browse different types of media and open it in ZBrush.
01:18It doesn't really do anything new;
01:19it just provides a single way to import things into ZBrush.
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Navigating the canvas
00:00Navigating around your model in ZBrush may seem a little awkward at first.
00:04Once you get the hang of just a few simple controls, it will become second nature.
00:08You'll then be able to move easily from one part of your model to the next
00:12without even thinking about it.
00:14If you have used other 3D programs before, you may be used to how you
00:17navigate in the viewport by holding various keys and clicking or scrolling the mouse wheel.
00:21ZBrush isn't all that different, but it does a few things in its own special way
00:26that takes a little getting used to.
00:27I'm going to show you how to quickly rotate, move, and zoom your way around a 3D model.
00:31I'm going to double-click on the DemoRhino down here in the Light Box to have
00:36something to work with.
00:38Starting with rotation, ZBrush makes this very easy.
00:41All you do is click and drag on an open area of the canvas--
00:45so any part of the interface that isn't buttons or the model you're working with--
00:49and it will just rotate the model around.
00:52You can move up, down, and left, and right by holding down the Alt button while
00:56you click and drag in an open space.
01:00Zooming is a little bit tricky.
01:02You start out by moving, by holding down Alt and clicking and dragging, but then
01:06you let go of Alt and move your mouse up and down and it goes into Zoom mode.
01:12If you zoom in so close to your model that there is no longer any blank space
01:16to click on, all you do is click on this outer edge of the canvas and ZBrush
01:21knows that you want to navigate rather than edit the model.
01:23Now sometimes this happens where the model disappears, so all you do is hit the
01:27F key on the keyboard and that frames the model, brings it all back into view.
01:33You can also use the Move, Rotate, and Scale buttons on the lower right-hand side
01:36of the canvas; just click and drag on any of them to do the exact same thing.
01:41The Scale button especially comes in handy because the whole move-and-then-
01:45release-Alt-and-drag thing can be awkward sometimes, so it's easier to just use this button.
01:51Once you have figured out all these simple controls, you'll ready to attack your
01:54model from all sides.
01:56Navigation in ZBrush will become second nature to you and you'll be able to
01:59do it in your sleep.
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Using Perspective and Floor
00:00Like any other 3D program, ZBrush can simulate perspective so that things close
00:05to the camera are larger and things far from the camera are smaller.
00:09ZBrush can also show you a grid to help you visualize 3D space.
00:12I'm going to open up the exercise files for this movie.
00:15I'm going to hide Light Box because it's just in the way right now.
00:21And now if you click and drag and rotate, you'll see that there are two versions
00:25of this super-average man. One of them is behind the other.
00:29So with Perspective turned on by default, with this button highlighted,
00:32you'll see that the model that is farther back is smaller, just like it is in real life.
00:38With Perspective turned off, you'll see that they appear to be the same size,
00:41even though one is farther away.
00:44I like to turn Perspective on if I'm trying to model from a reference
00:47photograph. Since photos have perspective, I want to model with perspective in
00:52order to work accurately.
00:55One way to help visualize your model in 3D is by turning on the floor.
00:59It's this button right here.
01:01It's really just a grid that sits at the base of your model.
01:04You can turn the grid on any of the three axes by clicking on their letters at
01:08the top of the button.
01:09So it's kind of hard to see with the Floor button turned on, but you can see
01:13there is an X, Y, and Z right here.
01:15If I change it to X and then turn of Y, you can see that we now get a grid on
01:20the side. Or if you turn on Z, you get a grid at the back.
01:28You can even have two grids on at once.
01:30You might want to use the floor if you want to make sure that you're placing
01:33thing in evenly spaced increments.
01:37Perspective and the floor are two features that can help you visualize how your
01:40model fits in the 3D space.
01:42It's really up to your preference how you use them, or if you use them at all.
01:45Sometimes they can just get in the way, but other times they can really help you
01:48orient yourself in 3D space.
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Understanding local centering
00:00When you're navigating around your model, you'll sometimes want to rotate around
00:04the whole object and sometimes just around a single part of it.
00:08Local centering is an easy way to make ZBrush focus in on important details.
00:13So let's open up the SuperAverageMan project.
00:17By default, local centering is turned on.
00:19It's this button right here that says Local.
00:23If I rotate around the model, you can see that we're rotating around the
00:26center of the model.
00:27That's because I haven't edited any part of it yet.
00:30If I start making changes in any part of it and then rotate, you can see that
00:35now we rotate around the position that I edited.
00:39If I zoom in a little bit, you can see it's going to zoom in on the last place
00:42that I edited and rotate around that point.
00:45This makes it easy to focus on a close-up area of the model.
00:49If you simply click on the Local button, this will turn it off.
00:52If I zoom out to make it a little bit easier to see, you can see that we now
00:56rotate around the center of the model again.
00:59It's really up to your own preference when to use local centering and when not to.
01:03It's one of those features that can really speed up your workflow by making it
01:06easy to focus in on specific areas.
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Trying different materials
00:00Materials affect the way that your model is seen on screen.
00:04They simulate lighting, colors, reflectivity, and so on.
00:08You can use them to see what the model would look like if it were made of other
00:12kinds of substances.
00:13Let's start by opening the built-in DemoRhino.
00:17It's easier to see the effect of materials when a model has been subdivided to
00:21a more smooth level.
00:23Open up the Geometry sub-palette and click Divide a few times.
00:26I am just going to click it up till subdivision level 4.
00:30The way a model looks on screen is a combination of its material and its color.
00:35Right now, this rhino has a very dark color.
00:37You can see it's the main color and it's a dark gray.
00:40So this is darkening the default color of the material.
00:44In order to see the material in its purest form, just drag here in the color
00:48chooser up to white.
00:50Now we see what the material looks like in its purest form.
00:53Now we can click on this button.
00:55It's the material chooser.
00:57And what we see is an array of all these different materials that we can put on the rhino.
01:02Hovering over any of them shows us a quick preview of what it's going to
01:05look like on the model.
01:06So you can see there are some
01:08that're really fancy, have a really cool metallic look to them, and then there's
01:12others that are more plain.
01:14I actually like to use one of the more simple ones.
01:17It's really up to your preference.
01:19It doesn't have anything to do with how the model will look if it's exported
01:22into a different program;
01:23however, some of them can be deceiving and make a model look better than it actually is.
01:29So, for example, if I just click on this one right here, you see it gives a
01:33really metallic, shiny look to the model, but all that extra information can get
01:39in the way when you're trying to sculpt.
01:41More exotic materials like this create a lot of extra information that make it
01:46difficult to really see what detail is sculpted on the model,
01:49so I prefer to use a simpler material like this one right here.
01:53You'll use materials to get a sense of what a model can look like with various
01:57surface properties, but you'll probably find yourself sticking to a favorite.
02:01It helps you see the forms that you're sculpting rather than a more eye-catching
02:05material that just looks pretty.
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Activating symmetry
00:00The ability to edit and sculpt your model symmetrically is one of the most
00:04commonly used features of ZBrush.
00:06It allows you to make the same changes to both halves of your model at the same time.
00:11Let's open up the SuperAverageMan Zproject to have something to work with.
00:18By default, symmetry is turned off.
00:20So let me make this brush a little bit smaller to make it easier to see.
00:24And if I do any changes to one half of this model, you can see that nothing is
00:27happening to the other side.
00:30Let me just undo this by hitting Ctrl+Z. Now I want to hit X on the keyboard.
00:34This is going to turn on symmetry.
00:36So you can see there is another little dot on the other side that mirrors
00:40exactly where my cursor is.
00:42Any edits I make to the model I now duplicated on the other side.
00:45There are some options that we can set for symmetry up in the Transform menu.
00:51So you can see it's activated right here.
00:54You can also turn it on or off right here.
00:56You can change which axis is being mirrored over.
00:59So right now it's the X axis.
01:01If I change this to Y, now you can see that the symmetry is
01:05happening vertically.
01:06Let's go back up into the Transform menu, and there is another type of symmetry
01:12we can use called radial symmetry.
01:15What this does is it creates multiple points that rotate around one central axis.
01:21I want to use this on a separate exercise file,
01:24so I'm just going to go up into Load tool and open up the cake.ZTL file,
01:29and let's just zoom out a little bit so we can see this more clearly.
01:34So let's say you wanted to make something like a wedding cake.
01:37You could use radial symmetry to sculpt the same decorations around, so you
01:42don't have to do each of them individually.
01:44So up in the Transform we've got Radial Symmetry turned on, a count of 8.
01:48You could actually make as many counts as you wanted to, or as fewest, too.
01:52Let's do something like 8. All right!
01:55So now we see we've got all these dots that go around the objects.
01:59If you make any edits to it, you can see you get the same thing all the way around.
02:05Since most of the work I do in ZBrush is on characters, I use symmetry all the time.
02:10It sure beats having to do the same sculpting twice like you would have to
02:13with real clay.
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Viewing your work in various ways
00:00ZBrush has a few tricks up its sleeve that let you view things in different
00:04ways. From isolating a single subtool to viewing at right angles, or spreading
00:09out all your subtools, ZBrush can help you visualize your models in ways that
00:13help you work better.
00:15Let's open up the exercise file.
00:16I am going to go to File > Open and choose the hank.ZPR.
00:20Let's close the Light Box down to get that out of the way.
00:24Now let's say you want to pull this character's nose out to make it longer,
00:28so you might zoom in on the face here.
00:31And let's see, let's turn it to the side a little bit, and let's grab a Move
00:34brush so we can just pull that nose out.
00:37Let's say I'm going to zoom in closer, and let's make this brush just a
00:43little bit smaller.
00:44I'm also going to turn on symmetry by hitting X, so that we can work on both
00:48sides of the model at the same time.
00:50Now let's say I grab this nose and I want to pull it out.
00:53It might look good from the side, but I want you to start looking at it from other angles,
00:56you can see that the nose wasn't pulled straight out;
00:59the two halves kind of intersected each other.
01:01This is because I wasn't looking at the model directly from a straight-on view.
01:05So let's undo that.
01:08View snapping will make sure that you are viewing the model at straight-on 90-degree angles.
01:13Using it is very simple.
01:15As you rotate around the model, you hold down the Shift key and the view will
01:19snap to whichever front, side, or bottom view is the closest.
01:23You can simply release the Shift key and you go back to normal rotation mode.
01:28Now let's use that to get a straight-on side view. All right!
01:32We're locked into a side view.
01:34I'm just going to release the mouse and the Shift key, and let's try that again.
01:40Now you can see we've got a straight-out movement on that nose.
01:43The ZBrush's Solo mode is handy when working on models with several subtools.
01:53Sometimes you just want to see the active subtool and make the others go away temporarily.
01:57You can turn on a mode called Click to Solo.
02:00This will make it so that when you click once on the canvas, all subtools except
02:04the active one will be hidden.
02:06So you activate it by going up to the Preferences menu and clicking Edit.
02:10Now, you just turn on Allow Click to Solo.
02:14What this means is that anytime you click once in an open area of the canvas,
02:18the active subtool will remain visible and all the others will disappear.
02:22Just click again to bring everything else back.
02:26This would be useful if I wanted to sculpt on his body with the clothes out of the way.
02:31Solo mode can also be turned on with a button down here on the right side.
02:35Because of the screen resolution I'm using, I can't see that button. It's hidden.
02:39But down below Rotate, there is a button called Solo.
02:41If you just click that, that also hides all the inactive subtools.
02:45Another feature is called Expose.
02:48It makes all your subtools separate from each other, kind of like those exploded
02:52schematic diagrams of machinery you may have seen.
02:55You turn on Expose by hitting Shift+X, and you turn it off the same way,
03:01Shift+X. This is useful to get a quick sense of what all the subtools are,
03:07especially if some of them are hard to see and hidden underneath other subtools.
03:11Although these functions may not be critical to getting work done, they can be
03:15very helpful while you work.
03:16When your models get complicated, every trick you can use to keep things
03:20simple is a big help.
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2. Creating Meshes
Understanding polygon-based models
00:00In ZBrush, as well as many other 3D programs, polygons and vertices are the basic
00:05building blocks of models.
00:07Models made up of polygons are called polymeshes.
00:10Understanding what they are and how ZBrush deals with them will help you make
00:13sense of ZBrush's workflow.
00:15Let's double-click on the Dog project to open this up.
00:17So one thing I want to do is make the polygons that make up this mesh really clear,
00:23so I'm going to hit Shift+F. This turns on a mode called PolyFrame.
00:26It just makes it really easy to see where the edges of polygons are.
00:30Now if I go in to do any sculpting on this model, what you can see really easily
00:37is that the brush is only affecting the vertices, and the vertices are the
00:41corners of polygons.
00:43So you can see that everywhere I move the brush, each vertex is highlighted,
00:47and right now the polygon mesh doesn't really have enough density to make any fine details,
00:52so it's just making these very big, crude, lumpy changes.
00:56If I want to sculpt finer details into this, I need a more dense mesh.
01:01So let's open up the Geometry sub- palette and click on Divide a few times.
01:06I'm just going to click three times.
01:09I also want to refresh the PolyFrame view,
01:11so I'm going to hit Shift+F to turn it off and then hit it again to turn it back on again.
01:15So what you can see is there is a lot more polygons, a lot more vertices
01:19making up this model.
01:20So if I want to sculpt any fine details, it's now possible because there is a
01:24lot more geometry to work with.
01:26I'll go over subdivision levels and dividing a model more in later movies.
01:32I just want to make sure that the concept of polygons and vertices was clear.
01:36Because of the fact that polygons and vertices are the core building blocks in
01:39ZBrush, you'll need to understand how they work in order to really take
01:42advantage of all that ZBrush has to offer.
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Creating ZSpheres
00:00ZSpheres offer a quick way to construct simple shapes.
00:04You can then convert these shapes into polygons in order to sculpt and edit them further.
00:08I just want to get Light Box out of the way first.
00:10I'm just going to click on this button and close it.
00:12So the way you can make a ZSphere is go over here in the toolbox and just click
00:16on ZSphere, and nothing happens at first.
00:18It's just like loading up a Ztool.
00:19You actually have to click and drag in here to open it up.
00:23So what is this strange ball floating in space?
00:26Well, it's really nothing all by itself.
00:28In order to really use it, you have to make other ZSpheres attached to it and
00:32form them into shapes.
00:35So to add more ZSpheres to this ZSphere, we want to go into Edit mode.
00:40Now you can see if you move the cursor over the ZSphere, it kind of makes a
00:44little spot where a new ZSphere is going to be created.
00:47So if you click and drag on here, you're going to make a new sphere.
00:50We can also move this ZSphere around and reposition it by clicking on the Move button.
00:56Now that we're in Move mode, you just click and drag, and the new ZSphere gets moved around.
01:02Going back into Draw mode, we can either add new ZSpheres or we can delete
01:05ones that we don't want.
01:07So if you hold down Alt and click on a ZSphere, it'll go away.
01:11So let's use symmetry to make a crude stick-figure man.
01:14So I'm going to turn on symmetry by hitting X. So now you see wherever you move
01:19the mouse, you get two points.
01:20We'll move it just a little bit so we can see that easier.
01:23So there is symmetry turned on, and we're going to grow two new ZSpheres out of
01:27here, instead of just one. So if you click and drag, you see two are created.
01:31If you go into Move mode now and move some down for legs, and let's go back
01:37into Draw mode and we'll make the lower half of the legs. And we can go into
01:42Move mode again and grab these and pull them down.
01:45Now what happens sometimes is that moving one ZSphere will also move others that
01:50are connected to it,
01:51so you might have to do a little bit of adjusting back and forth to get them
01:54where you want them to be.
01:56Switching back into Draw mode, we can make another ZSphere at the top of the
01:59pelvis that will go up and be the chest.
02:02And also what you can see is when you move the cursor close to the center line,
02:07those two points snap into one.
02:09So instead of creating two new ZSpheres, it's just going to make one right in the center.
02:13So let's just click and grow one new one out and sort of move this up to the chest.
02:18Now, let's make some arms.
02:21Going back into Draw mode, let's make two shoulders here, and we'll just go into
02:25Move mode again and pull out the arms.
02:28When you're in Draw mode, you can also insert new ZSpheres in between two existing ones.
02:32So if you just click anywhere in between, you'll make a new ZSphere, and going
02:36back into Move mode, you can reposition it independently just like you could any other ZSphere.
02:41Now let's make a neck just like we made the torso.
02:44So clicking in this middle ZSphere right here, we can grow out a neck, and let's
02:48just move it up a little bit.
02:53And to top it off, I'm going to make a head.
02:55So growing one more here, and in the Move mode, let's move it up a little bit,
02:59and let's say I want to make it a little bit bigger, too.
03:01So if you go into Scale mode, you can shrink them or grow them a little bit bigger.
03:07If you want to practice some more, you can go ahead and make some feet and
03:09fingers and toes in exact same way we've made everything else so far.
03:13When you are happy with your crude figure, you can convert it to polygons.
03:16I'm going to hit F here just so we can zoom out and see the entire figure.
03:20If you hit the A key, what it's going to do is show a quick preview of what the
03:25polygon mesh would look like when it's converted from the ZSpheres.
03:30In order to actually use this as a polygonal model now, we need to use something
03:35that's called adaptive skin, and simply this is just going to wrap a polygon
03:38mesh around the ZSpheres that we've made.
03:41So I'll go down into Adaptive Skin here in your sub-palette and let's open this up.
03:46You don't have to worry about any of these settings;
03:47they actually work very good just the way they are.
03:50I'm just going to click Adaptive Skin here.
03:52Now it doesn't look like anything really happened, but what it's done is
03:56it's created a new model up here at the top of the Tool palette right here in our toolbox.
04:00It's called Skin_ZSphere_1.
04:03So if you just click on this, now we have this new model here.
04:06It's a polygon model and we can sculpt on it and treat it just like we would
04:10any other model in ZBrush.
04:12You'll use ZSpheres when you want to start a new model from scratch.
04:15Since it's a fast way to build a simple structure, it can then be converted to
04:19polygons and edited further.
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Using ShadowBox
00:00Like ZSpheres, ShadowBox is a way to get a rough start going so that you can
00:04continue to modify it later.
00:06Once you learn how it works, you will find yourself using it to start all kinds
00:09of mechanical or rigid shapes.
00:11To start using ShadowBox, we just open up the built-in ShadowBox tool.
00:16So down here in the Light Box, let's click on tool and then click on ShadowBox128.
00:22Then click and draw out in the canvas.
00:25We will also just want to go into Edit mode here so we can work on it.
00:28So, what we have here is a box with three sides.
00:31You can draw anything you want into these panels with masks.
00:34The way that you start drawing in the ShadowBox is by holding down Ctrl and
00:39then click and drag.
00:40So, what this is going to do, it's going to paint some shapes into here, and then
00:44it generates a three-dimensional object based on the 2D drawings that you make
00:47on any sides of this box.
00:49So, we have got one shape here, and we can also change the depth of it by
00:53drawing in the right side.
00:54So, I am just going to hold down Ctrl, and you can keep adding to whatever it is that you draw.
01:00So now, we have also generated a view form the right side and that's creating a
01:043D shape with these two drawings combined into one.
01:08You can also erase a drawing by holding down Ctrl+Alt.
01:12This is like an eraser:
01:13it just cuts away at any drawing that you have already done.
01:17And just to finish things off, let's make a little drawing here in the bottom
01:19view, holding down Ctrl and painting.
01:22And you can see, it's made this really complex shape that would be really hard
01:27to make out of ZSpheres.
01:28So, it's a completely different way of constructing a 3D object.
01:32Something to keep in mind is that ShadowBox creates rough, imprecise shapes.
01:37Don't expect to make highly detailed or accurate models here.
01:40Use a ShadowBox as a way to get basic shapes going that you can then continue to modify.
01:44When you are done making your 3D objects, simply click on the highlighted
01:50ShadowBox button in the SubTool palette.
01:53So, here we have got ShadowBox.
01:55It's already active.
01:56You just click on this and it turns off the box and just leaves us with this 3D
02:00model, and now you could work on this just like it was any other model by
02:04sculpting on it or making any other modifications to it.
02:07So, as one of the many ways to create a polymesh in ZBrush, ShadowBox is
02:11good for certain types of shapes, especially ones that are difficult to make
02:14with ZSpheres.
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Making a ZSketch
00:00ZSketch is yet another way to flesh out new shapes that can then be converted to polymeshes.
00:06Of all the methods mentioned so far, it may be the most appealing technique for
00:10traditional artists, because of its freeform nature--
00:13by this I mean the ability to simply draw shapes directly into 3D space.
00:18ZSketch is a way of quickly drawing 3D volumes out in strokes.
00:22It works on top of existing ZSpheres.
00:25Let's start with how to create them on the ZSphere.
00:27So if I go over to my Tool palette, I am just going to click on the ZSphere and
00:31click and drag that out into the canvas.
00:33We will also go into Edit mode and turn off Light Box because it's just in the way.
00:38To start with ZSketch, we just want to go down to the ZSketch sub-palette.
00:42So, down here it opens up, and there are several different options, but the
00:45only one you really need to be worried about is EditSketch, and this just turn
00:49on ZSketching mode.
00:50So, you can see that the ZSphere has changed color.
00:54It's one solid color now. And also our Brush palette up here has changed, so
00:59it's no longer the traditional sculpting brushes.
01:02It is now a ZSketch brush.
01:05So the way this works is just by simply clicking and dragging and creating
01:09strokes on the ZSphere, and what it does is it creates a chain of ZSpheres in 3D space.
01:16And you can just move this around any direction you want and click and drag and
01:19creates new objects. And you can also change the size of your brush and create
01:24smaller and finer details.
01:26So, you can make some kind of weird like creature or worm or something.
01:30If you hold down Alt while you stroke, you can delete these ZSketches as well.
01:37If you hold down Shift as you stroke, it will kind of smooth them out and
01:41combine them together into a little bit more of a smoother shape.
01:44As you work on your ZSketch, you can get a preview of what it's going to look
01:47like when it's converted to a polymesh.
01:50Press the A key on the keyboard to see what that preview looks like and then
01:55hit A again to go back to ZSketching.
01:58So, when you are happy with the shape you have created, we can convert it
02:01permanently into a polygon object.
02:04So the way we do that is we are going to open up the Unified Skin sub-palette
02:07here and just hit Make Unified Skin.
02:11It doesn't look like anything has happened, but up here in the toolbox, there is a
02:14new tool that's been created called Skin_ZSphere_1.
02:18And so this is just the model that we were working on, but in polygon form.
02:22So you could sculpt on this and work on it just like any other polygon mesh.
02:29ZSketching is another option when you want to create new shapes and forms.
02:32It offers a loose way to flesh out shapes but at the expense of any kind
02:36of detailed accuracy.
02:38It's also really useful to have a pressure-sensitive tablet while you are
02:41working because then you can get a more artistic result with the levels of
02:45pressure sensitivity.
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Extracting from an existing mesh
00:00Sometimes you may want to use part of an existing mesh to create new models or accessories.
00:05ZBrush's Extract function can take any part of your mesh and make new
00:09polymeshes out of them.
00:12Let's open up one of the heads that comes with ZBrush and click on the tool here
00:16and then double-click DemoHead.
00:17I am just going to click and drag to create a copy of this and hit Edit to go into Edit mode.
00:23Now Extract works on a masked-off selection. So what we need to do is draw a
00:28selection on the head, and that's going to be what ZBrush extracts into a
00:32separate piece of geometry.
00:34So, I just want to shrink my brush a little bit to make a finer detailed drawing here.
00:40And if you hold down Ctrl and click and drag, what you get is a mask or a selection.
00:45Whatever you are painting, this is what ZBrush is going to extract.
00:48So, you can really make anything you want here.
00:51I am going to make a Mexican wrestler, luchador.
00:55When you are happy with the selection you have made, you can go into the Subtool
01:01sub-palette and look at the Extract options.
01:04There all the way down here at the bottom. We've got the Extract button that
01:07actually creates the extraction, and then there are some settings here that don't
01:10make a lot of sense, but let me go over how they work.
01:12E Smt stands for Edge Smoothing.
01:16This is the amount of smoothing that will help round out the border of the mask.
01:19Sometimes it gets a little bit rough and ZBrush can smooth that up for you.
01:23The second is S Smt, which stands for Surface Smoothing.
01:28This will basically apply a smooth to the entire surface.
01:31I like to turn this one off so that I can manually smooth anything that needs it,
01:35rather that letting ZBrush do it for me.
01:37So I am going to drag this one down to zero, so it doesn't do anything.
01:41The last setting is Thickness.
01:44This will take the extracted geometry and puff it out.
01:47If you set it to zero, there will be no thickness at all.
01:50If you set it to a negative number, thickness will be added to the backside of the mask.
01:54All right, let's see how it works with these settings.
01:56I am just going to click Extract here.
01:59Now, what it's done is created a new model based off the shape that would be
02:02painted on the face, and you can see it has created a new subtool here.
02:07I will talk about subtools in different video, but for now, I just want to
02:10click on the mask that was created, and we will take a look at this.
02:14So, it made a little bit of thickness but not much that we can really see, so we
02:17can delete this and start over with some different settings until we get a
02:21result that we are happy with.
02:22So, I am just going to hit Delete here in the Subtool sub-palette and then
02:28just say Yes, or OK.
02:29Now, let's make sure we have got our head selected again, and let's go back
02:34down to the bottom.
02:36I just want to make it a little bit thicker, make it a little bit more
02:38obvious what's happened.
02:39So, let's raise this Thickness up to about 0.1 and then click Extract again.
02:44All right, so yeah, we can see the effects a little bit more clearly now.
02:47There is actually some thickness.
02:48It looks more like a believable mask that you would actually see in real life.
02:51Now let me go up and make sure we have got the mask selected.
02:54I am going to click on it here.
02:56Now, there is one bug with extracting.
02:59The extracted piece keeps the selection that was originally painted and locks it in place.
03:04The problem is that ZBrush doesn't show you that anything is selected, so if you
03:08try to move the mask, only a part of it will move.
03:11So, let's see how that works.
03:13I am going to go over how to use these Move controls in a later video, but for
03:17now just notice how it's not grabbing the entire mask when I try to move it.
03:21So, what we need to do is clear any selection that we have made to this mask, so
03:27I am just going to hit Ctrl+Z key to undo that movement.
03:29And the way to clear the selection is Ctrl+Shift+A. And you don't see any
03:34change, but it got rid of the invisible mask that was on this.
03:39So now that we go to move it, you can see that it's actually moving the entire
03:42mask. And if you go back into Draw mode, you can edit this mask just like any
03:49other piece of geometry now.
03:50You will find yourself Extract as a quick way to make clothing, armor, and other
03:56objects that that can be based on the shape of an existing model.
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Using primitive 3D meshes
00:00Another way to create basic geometry in ZBrush is through primitives.
00:04Primitives are simple objects like cubes, spheres, and cones that you can start
00:08with, rather than having to model them from scratch.
00:11ZBrush also gives you the ability to modify the attributes of primitives to
00:16create a wide variety of starting shapes.
00:18Primitives are created from the toolbox.
00:21Start by clicking on the Sphere3D up in the toolbox.
00:25Sphere3D is one of the primitives, but to see the others just click on Sphere
00:29again and you'll see this 3D meshes palette.
00:33You can see there's standard objects like cubes, cylinders, and rings.
00:36There are also a few more exotic things like terrain and gears.
00:39I am going to pick Helix3D and just click and drag in the canvas to create it
00:45and then go into Edit mode.
00:46So you can see what we have here is kind of a spring object.
00:51There's lots of ways to modify this helix before we sculpt on it.
00:54All of the primitives can have their attributes set in the
00:57Initialize sub-palette.
00:58So down here is Initialize.
01:00I am just going to click and expand that.
01:02These settings control all of the math that goes into making this helix.
01:06Various controls for shape, length, thickness, and curvature of this helix are
01:10all here for us to modify.
01:12So let's say I want to change the thickness of this.
01:15So I am going to click on Thickness, and what we get is a graph that pops up.
01:19You can change the points on this graph to change how the shape of the helix is made.
01:25So just by dragging these around, you can make one end thicker or thinner, and if
01:29you grab the other end, you can make that end thicker or thinner.
01:32It's really fun to play with.
01:35You can also click in the middle of this line to create new dots.
01:38So you can make thin on both ends and thick in the middle.
01:41You can also remove dots by dragging them off the graph.
01:48Most primitives also have controls that affect how many polygons make up the surface.
01:52So let me move this down a little bit so we can see the bottom.
01:54Here's SDivide and LDivide.
01:56Let me zoom in a little bit, so we can see the effect more clearly.
02:01So SDivide changes the number of polygons that make up the circumference of
02:07the helix, and LDivide changes the number of polygons that are down the length of the helix.
02:13There's really no set number of polygons that you should use.
02:17It really comes down to your preference of how dense you need this helix to be.
02:22Experiment with all the different graphs and sliders to see what kind of
02:25results you can get.
02:26Each primitive has its own controls and settings that you can work with.
02:29Now I could go through every single primitive and show you how every single
02:33control works, but really it'll be more fun for you to just play with them all
02:36and learn through experience how they work.
02:39When you're happy with how a primitive looks and you want to be able to sculpt
02:42on it, you need to convert it to a polymesh.
02:45As it is, a primitive is a set of mathematical instructions that can't be sculpted on.
02:50So the way to make it a polygon mesh is up here in the top of the Tool palette, Make PolyMesh3D.
02:55When you click on that, it just creates a new tool that is now raw polygons
03:02instead of mathematical instructions, and this can be sculpted on.
03:08You'll find yourself using primitives to start all kinds of models.
03:12If the shape you need can be created based on the different shapes you can get
03:15through primitives, you'll save time by making it this way rather than trying to
03:19build it from ZSpheres or ZSketching or some other more organic method.
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Importing from other programs
00:00In addition to creating new geometry in ZBrush from scratch, you can also import
00:05polygonal models into ZBrush from other programs.
00:08This allows you to add detail and textures to models that have already been created.
00:12ZBrush can import two formats of models: OBJ and MA.
00:17First, I'll talk about OBJs, or object files.
00:21Almost all 3D programs can export OBJ files, as it's a very common format.
00:26MA file stands for Maya ASCII.
00:30It's simply a 3D format that Autodesk Maya can export.
00:33There's not usually a reason to use it over OBJs.
00:37When making models to import to ZBrush, you should make sure that they're made up
00:41of four-sided polygons whenever possible.
00:44ZBrush can import three- and five-sided polygons, but it may result in problems later on,
00:48so try to import models that are made entirely, or mostly, four-sided polygons.
00:53So let's just import a model that I have already made.
00:57Click on the Import button under the Tool palette and find the hank.obj and click Open.
01:04Let's click and drag this into our canvas and click Edit.
01:08Now that the model is imported, we can work on it just like any other.
01:12You can sculpt on it, make changes to it, just like any mesh that you've made in ZBrush.
01:17Oftentimes, you'll want to model a mesh in one program and then just use ZBrush for
01:21detailing or texturing.
01:23Importing an OBJ or MA file is a simple way to do that.
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3. Brushes and Sculpting
Understanding brush settings
00:00Brushes are the things that you've used to sculpt and color your model.
00:04They come in many varieties, but they all have some settings in common.
00:08Let's open up the DemoDog to have something to work with.
00:14So, for example, the size of the brush is shown on screen by the bigger red
00:19circle around the cursor.
00:20This is something that all brushes have in common.
00:23You can change the size of the brush by moving the slider that says Draw Size.
00:30You can also use the left and right brackets on the keyboard to grow and shrink
00:34the brush size, but only if you're on a PC; sorry Mac people.
00:37The smaller red circle around the cursor is called the focal shift.
00:41Put simply, it defines what kind of falloff the brush has.
00:45If the inner circle is small, the effect of the brush is concentrated in the middle.
00:49So I can make it really small.
00:53You can see that most of the effect of the brush is happening in the middle.
00:56If I make it very large, then the effect of the brush is going to be spread out
01:01over most of the area of the brush.
01:03I actually don't change this very often from the default.
01:07Right in the middle usually works good for most situations.
01:11All brushes also have an intensity--
01:13the higher the number, the more pronounced the effect will be when you sculpt.
01:16So right here if I crank up the Intensity, you're going to get a really heavy,
01:21pronounced effect from this brush.
01:22Let me just undo that with Ctrl+Z, and now let me show you if I bring it down really low,
01:28you can barely even see that effect.
01:30It's more useful if you want to make very subtle changes.
01:34There's also a huge variety of brush types that do all kinds of things to the
01:38surface of the model.
01:39They can be selected by clicking on the default brush called Standard, up
01:42here on the left side.
01:45Then you can click on any of the others to test them out.
01:47Some of them are pretty intuitive; others take some time before you really
01:50understand what they do.
01:51I'll talk about some of the more important specific brushes in the later
01:55movies of this chapter.
01:57A quick way to access brushes is by pressing B on the keyboard.
02:01This brings up the Brush palette.
02:03If you're looking for a specific brush, just press the first letter of its name.
02:07For example, I am looking for the Inflate brush, so I'll press I. Now, we see
02:12only the brushes that begin with the letter I. Each brush also has an orange
02:17letter next to the icon.
02:18You can see that Inflate has the letter N,
02:21so press N to select the Inflate brush.
02:24Each brush can be quickly chosen if you remember its keyboard combination.
02:28Anytime you want the Standard brush, for example, quickly type B+S+T and it
02:33will be made active.
02:34Take a moment to experiment with these settings and get a feel for how they
02:37affect the surface of the model.
02:39These features are some of the most common controls that you'll be using in ZBrush,
02:43so make sure you get comfortable with them.
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Inverting brush effects
00:00Many brushes have the effect of pulling out or building up thickness on a model.
00:05For those brushes you can quickly switch to Subtractive mode that will push in
00:09or remove shape from the model.
00:11So let's go open up the SuperAverageMan.
00:13Now, if I zoom in, I can give you just quick demonstration of the standard way
00:19that the brush is used.
00:20You can see it's pulling out on the model.
00:22There are two ways to switch a brush into Inverted or Subtract mode.
00:27The first way is to change the brush from Zadd to Zsub up here at the top bar.
00:31So right now it's on Zadd. We'll just hit Zsub instead.
00:34Now you can see when I stroke, the effect is inverted. It's pushing in.
00:38Let's put it back on Zadd.
00:41A faster way to do it that I prefer is just to hold down the Alt key while you stroke.
00:46So now I am holding down Alt and it's pushing in.
00:50If I release Alt, it goes back to additive sculpting.
00:53One of the nice things about ZBrush is that most of the keyboard controls are
00:57clustered around the Shift, Ctrl, and Alt keys, making it easy to access this and
01:02many more keyboard functions.
01:03You'll use that Alt key all the time to remove volume from your model as
01:07you sculpt.
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Switching to Smooth mode
00:00One of the most common brushes that you'll use is the Smooth brush. Because
00:04of that, ZBrush has been optimized to make Smooth one of the easiest brushes to access.
00:09Let's open up the exercise file for this movie.
00:11Go up to File > Open, in Ch03, the smooth.ZPR file.
00:16I just want to hide the Light Box so it's out of the way. So it never fails;
00:23you've sculpted some beautiful forms on your model. But it's just too rough
00:27looking. Not too worry, the Smooth brush is there for you.
00:30The Smooth brush behaves a little differently from other brushes because you
00:33can't just pick it from the list and start stroking with it.
00:36Click on the Brush button or hit B on the keyboard to bring up the Brush palette
00:39and I'll show you what I mean.
00:40Now find the Smooth brush and click on it.
00:43I'm going to hit S to narrow the selection.
00:44It's right here Smooth B. Now when I click on it I get this message, "The brush
00:49will be selected as the sculpting smooth-brush.
00:51Press the Shift key and then click to use it." What is that mean?
00:55Well, this brush behaves differently, because you have to hold down Shift to use it.
00:59So now that I've selected that Smooth brush, I'm just going to hit Shift, and you
01:03can see that the interface changes now to the Smooth brush.
01:06We see that there is the Smooth button active up here, and then there is also
01:09these settings have changed to reflect the settings of the smooth brush.
01:13If I release Shift, it goes back to the standard brush.
01:16Now hold down Shift as you brush on the model and see what happens.
01:19It just smoothes out any rough areas.
01:25Now there are several different types of smooth brushes to choose from, but to
01:29be honest, I rarely find a use for them, as the basic smooth brush works great for me.
01:34The only one that I might use on a regular basis is SmoothDirectional, which
01:38will preserve detail that runs in the same direction as the stroke, and it will
01:42smooth out other details.
01:43So let me just demonstrate how that works.
01:45I'm going to hit B to bring up the Brush palette and hit S, and we see down here
01:50E is SmoothDirectional.
01:54Okay, so it's telling me I have to hold down Shift to use it.
01:57So if I go around to the back side of this model and try to smooth out some of
02:01this detail in the back side of the head, you can see that as I hold down
02:04Shift and I stroke, it's smoothing out a lot of the stuff that's in the same
02:08direction as the stroke.
02:09Now let me just undo that and smooth across the grain of the detail.
02:14You see it's smoothing out of lot more of that.
02:17So it preserves detail in the direction of the stroke while smoothing out other detail.
02:23Smooth is one of the most-used brushes in ZBrush, because it cleans up rough
02:27spots left behind by many of the other brushes.
02:29Use it regularly any time you want to remove detail from a part of your model.
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Setting the stroke properties
00:00The Stroke palette is another way to change how a brush behaves.
00:04You can alter various settings to get different effects out of the brushes.
00:07Let's open up the DemoRhino to have something to work with.
00:10I want to change its color a little bit brighter because it's kind of hard to see right now.
00:14Something else I want to do is increase the subdivisions of the model.
00:18This is going to give us more polygons to work with, so we can see the effect of
00:21the brushes more clearly.
00:22I'm just going to open up Geometry sub-palette here and click Divide about three times.
00:27Let's also zoom in, get closer to the action, rotate our view a little bit, so we
00:31can see this wide-open space to paint on.
00:35You access Stroke settings over here by clicking on the Stroke button, and this pops up.
00:41You can change things in here.
00:42You can also change things up in the Stroke menu.
00:45What I want to do right now is dock the Stroke menu on the palette on the right side.
00:49The way to do that is by clicking on this little circle arrow icon, and what
00:54that does, it just locks it over here so I don't have to open it up every time I
00:57want to access this palette.
00:58There are lots of settings and frankly, it's more than you really need to worry about.
01:04Let's just quickly run through the essential Stroke options.
01:07By default, it's on Dots, which makes a basic stroke.
01:09I just want to demonstrate.
01:11I want to decrease the Draw Size a little bit and I want to increase the
01:15Intensity just to make things easier to see.
01:16If I stroke with that, you just see it's a basic stroke, nothing fancy.
01:20Now, I'm going to undo this and change the LazyStep settings.
01:24Now LazyStep is over here.
01:27Setting this to a higher number spaces out the stamps more sparsely.
01:30So let's just crank this all the way up to 2.
01:34Now the effect you see is that each stamp of the stroke has been spaced out so
01:37you can see the individual stamps.
01:39Now let's undo this, and let's crank LazyStep all the way down.
01:44What you see here is that the stamps are so closely packed together that they
01:47merge into one single stroke.
01:49I'm just going to undo this, and then we'll talk about DragRect.
01:53Selecting DragRect puts us into a mode where we drag out a single stamp of a
01:59brush wherever you place it.
02:01So I'm going to make the brush size a little bit bigger to make this easier to
02:04see, and now you just click and drag.
02:06What you see is that you can drag out a single stamp, and by moving the mouse up
02:11and down, you can increase or decrease the size of it.
02:14It's locked into one place where you can easily see a preview of what the
02:17size is going to be.
02:19When you release the mouse, it's locked into place.
02:21DragDot is similar in that it creates the single stamp of the brush,
02:28but this time the size is fixed and the position moves as you drag.
02:31So if I just click and drag, you can see we get a preview of where the stamp is going to be.
02:37The size is determined by the Draw Size of the brush.
02:40If I release the mouse, you see it's locked into position.
02:42Let me just undo these, and let's click on Spray.
02:46Spray is fairly intuitive.
02:48It scatters out stamps of the brush as you stroke.
02:51When selected, the Spray options are activated so that you can adjust the
02:54various randomizing functions.
02:56I want to decrease the Draw Size to make this easier to see, and I also want to
03:00decrease the Intensity a little bit.
03:02So the first thing I want to talk about is Placement.
03:05The higher the number you set for placement, the farther from the stroke
03:09each stamp can land.
03:10So let's just get an example of this.
03:11I want to crank Placement all the way up, and let's see the result that we get.
03:14Okay, so it's spraying out a whole bunch of stamps, and they're falling a certain
03:18distance away from the center of the stroke.
03:20I'm just going to undo this, and now let's see what happens if we bring
03:24Placement fairly low down.
03:26Now as I stroke, you can see that each stamp is not falling so far away from the
03:30center of the stroke.
03:31I just want to reset Placement back up high again, so that we can see the Flow
03:37settings and how they work.
03:39The Flow, the higher you set this, the more dense the stamps get.
03:42So if I set this fairly high and we come out here and we stroke, we get a lot of
03:48stamps for every second of stroking that we do.
03:51If I hit Undo and bring Flow all the way down--actually not all the way down,
03:55but pretty low--the result you see is that a lot fewer stamps come out for every
04:00second of stroking that you do.
04:01There is a lot more settings to play with in this palette, but even as an
04:06advanced user, I rarely change or use them.
04:08You'd be able to make pretty much any useful variation to your brush that you
04:11need with the settings I've shown.
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Working with alphas
00:00First of all, let's talk about what an alpha is.
00:03Alphas are used in all kinds of computer graphics software and it's simply a
00:07grayscale image, a picture that uses a range of values from black to white.
00:12What makes a grayscale image an alpha instead of just an ordinary picture is how it's used.
00:17Different softwares can interpret these light and dark values as data rather
00:20than as simply a picture.
00:22An alpha could be used to define what parts of an image should be transparent;
00:26white could be opaque and black could be see-through and every shade of gray
00:30could be varying levels of opacity. Or an alpha could be used to define what
00:34parts of a model should be shiny and which ones should be dull.
00:37As far as ZBrush goes, alphas are used to define what parts of a brushstroke
00:42should get the full effect and which parts should remain unaffected.
00:47So let's just test this out.
00:48I am going to open up the DemoRhino, and let's change its color to something
00:53lighter so it's easier to see.
00:54I also want to make it more dense,
00:57so let's go into Geometry and click Divide a few times so that we have more
01:01polygons to work with.
01:02I just want to zoom in a little bit so we can see everything up close.
01:07Now, let's go over to the Alpha button over here on the left side and
01:12this palette pops up.
01:14This is the set of built-in alphas that comes with ZBrush.
01:17Just for demonstration, I'll pick Alpha 17 here.
01:20It's kind of a target-looking image.
01:23So if we stroke on the model, you can see that the strokes take on this kind of
01:27target shape to them.
01:28That's because the grayscale image is telling the brush to be more pronounced in
01:31the light areas and less so in the dark areas.
01:36Let's just undo this.
01:40So, alphas really show their potential when the Stroke Style is set to DragRect.
01:44Let's change this from Dots to DragRect.
01:47Now we can place a single instance of this alpha on the model wherever we want.
01:52You can load in your own alphas that you have made in other programs like
01:55Photoshop through the Alpha palette.
01:58Just click on the Alpha button and down here at Import.
02:01I'm going to scroll down to ZBrush, and inside of this folder is a folder called ZAlphas.
02:08Let's grab that Leathery Skin image that we were looking at earlier.
02:13So with this opened and we've got DragRect, you can just click and drag.
02:17We'll get this kind of rough, organic, leathery texture.
02:21Feel free to experiment with all the different alphas and the way that they can
02:24be combined with stroke styles to create all kinds of fun effects.
02:29You'll use alphas all the time to stamp on detailed textures and patterns that
02:32would be difficult to sculpt by hand.
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Using the Move brush
00:00One of the most common brushes that you'll be using is the Move brush.
00:04It grabs parts of your model and pulls them around like they were made of rubber.
00:08Let's open up the DemoDog, and to demonstrate let's switch to the Move brush.
00:12So I am going to go up here into Standard and let's actually hit M so we isolate all
00:16the brushes that begin with M.
00:18So here is Move down here. Let's pick this one.
00:21If you want to know the keyboard shortcut, that's B+M+B. So very simply, the Move
00:25brush moves parts to the model.
00:27Let's just click and drag to see the effect.
00:29I will just zoom in a little bit here. So you can see you can just move things
00:33around, just grab them and pull them.
00:35The size of the brush is crucial here because the bigger the brush, the more
00:39gets moved, and the smaller the brush, the smaller the part of the model that gets moved.
00:43So let's make this really big, and you can see you can make really dramatic
00:47changes to the overall size and proportion of the model. If you go very small,
00:51you see you can grab just almost an individual polygon.
00:56It's important to know that the movement happens parallel to the viewing plane.
00:59So be aware that when you're pulling straight out to the side, you might be
01:03pulling at an angle instead.
01:05Let me show you what I mean.
01:06I will make the brush a little big bigger here and make this more obvious.
01:09Let's say you want to pull out the sides of the dog.
01:12So you think you might be pulling straight up to the side.
01:14But if you look at it from the top, you can see it's actually an angle.
01:17So you just want to be careful.
01:19When you think you're pulling out to the side you might actually be pulling at an angle.
01:22There are a few different types of Move brushes, but the one I use most is Move Topological.
01:28Now let's open this up, and let's go to Move and hit M, and let's see Move Topological.
01:35Its shortcut is B+M+G. Now, to demonstrate, I'm going to go into the mouth area of this dog.
01:41Now Move Topological is going to move parts of the model, but wherever there is a
01:46gap between parts of the model it's not going to affect.
01:49So you can see you can move the lower part of the mouth down and it just barely
01:53grabs a little bit of the sides of the mouth. That's the pulling effect you can
01:56see on the upper part of the mouth.
01:58But really, it's going to leave the upper part of the mouth mostly alone.
02:00If you switch back to the regular Move brush, B+M+B, and try to do the same
02:06thing, you see you're going to move everything along.
02:10But if I switch back to B+M+G--and actually let's shrink the brush just a little bit.
02:14Okay, so now we get a nice clean movement where the upper part of the mouth
02:19is not affected at all because there is gap between the lower jaw and the upper jaw.
02:24Move is one of the most commonly used brushes.
02:27Take advantage of it regularly to reposition, reshape, and refine your model's structure.
02:32Just be careful because moving a model out too far can stretch out polygons, and
02:36that makes them difficult to work with.
02:38So if I were to just increase the size of the brush, then pull this out
02:42really far, you can see you're stretching polygons, and that can cause problems later on.
02:46So you don't want to stretch out polygons too far,
02:48but for small adjustments Move works great.
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Using the Clip brush
00:00The Clip brush doesn't really behave like a brush at all so much as it cuts
00:04holes and shapes into models.
00:06It might be better to just demonstrate since this brush is really better
00:09experienced than explained.
00:12Let's open up a project called SSS Startup here in the Light Box.
00:16It's just a sphere.
00:18I am going to hit F to zoom in a little closer on this. All right!
00:21Let's go up to our Brush palette and let's pick Clip Rectangle.
00:26Now when we click on it, we get this little thing.
00:28It tells us that we have to use Ctrl and Shift keys to use it. All right!
00:32That's fine. So it looks like we are still in the Standard brush, but we hold down Ctrl and
00:36Shift and now we are in Clip Rectangle mode.
00:38Now, just draw a box over a part of the sphere and then release the mouse.
00:44It chops the sphere down to the shape of the clip rectangle.
00:48You can see you get a nice, clean, sharp edge here.
00:51What's important to understand here is that it hasn't actually cut off geometry.
00:55What it did is it took all of the polygons that were on the outside of the clip
00:59rectangle and forced them up against the geometry that was on the inside.
01:03Let's just undo this.
01:04There are other clip brushes like the ClipCircle brush that do the exact same
01:09thing except with a circular cutting shape.
01:11Let's try that out.
01:12I am going to click ClipCircle and we get the same thing.
01:16We have to use Ctrl and Shift to use this.
01:18So we're just holding down Ctrl and Shift.
01:20Let's draw out a circle.
01:22Now this is a bug with ZBrush.
01:23The first time you use a different clipping brush like the ClipCircle it's going
01:30to create a rectangle and then nothing happens when you release. It's just a bug.
01:34It just happens the first time.
01:35Now if we go to do it a second time, we are going to get actually what we wanted to get.
01:40So you see we have cut a circular edge out of the sphere.
01:45Let's just undo this.
01:46Now there is one more clip brush called ClipCurve, and it behaves a
01:50little differently.
01:51To use this brush, you start out just like the others.
01:54Let's go on the Brush here and select ClipCurve and as always, we have to use
01:58Ctrl and Shift to activate this brush.
02:02So we get the same bug like before. It creates a rectangle.
02:05We have to release Ctrl and Shift and then hold them back down again.
02:08Hopefully, Pixologic will fix this soon.
02:11So as you click and drag, you get this single line.
02:15To make it a curve, you just tap the Alt key and it creates a bend point
02:20wherever you tap the Alt key at.
02:21So I am just going to make another bend point over here, and let's do another one here.
02:26All right! When you are done, you just release the mouse and it cuts it to a shape of the
02:33curve that you made.
02:35Now this one takes some practice to get the results you want.
02:38You see some weird things have happened, and this is because it's forcing
02:41polygons up against the curve that you've made rather than actually cutting them off.
02:47Clip brushes can be a quick way to get a hard-edged subtraction from your model.
02:51Be careful, however;
02:52they may be a little unpredictable and may not be able to give you the results
02:56you were hoping for every time.
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Learning a few more common brushes (Polish, Clay, Flatten, Inflate, Tracks)
00:00There are many more brushes to choose from, but most of them are either
00:03variations on the ones I've shown, are rarely used, or are fairly obvious and
00:08don't require any training.
00:10In this movie, I just want to hit on a few more of the important brushes.
00:13Let's open up the DemoRhino.
00:16I also want to make it a little bit brighter so that it's easier to see, and
00:20also let's go into Geometry and hit Divide a few times so that we have more
00:23polygons to work with.
00:24I am hitting F to zoom in a little closer.
00:30Now let's talk about the Clay brush.
00:32Clay is meant to mimic the effect of roughly smearing more wet clay onto a sculpture.
00:37The keyboard shortcut for that is B+C+A. I also want to crank up the Intensity a
00:42little bit, and let's shrink the brush.
00:45So it's good for the early stages of sculpting where you don't need a lot of precision,
00:49you just want to get something roughed in.
00:57The Polish brush is very handy for sanding down rough spots.
01:00The shortcut for that is B+P+0.
01:02It very gradually eats away at parts of the model that stick up, grinding them down
01:08to a smooth surface.
01:10I am going to raise the Intensity just to make this easier to see.
01:12So you can see it's flattening down, making flat spots. It's really nice for working
01:19out any rough areas.
01:23Magnify is similar to the Standard brush,
01:25but instead of just pulling straight out, it also bulges outwards to the sides.
01:30Shortcut for that is B+M+A. We have to crank up the Intensity to really get the full effect.
01:43Tracks is a brush that works best with an alpha.
01:46The shortcut for that is B+T+1.
01:48It repeats an image in the alpha as the stroke goes over the surface.
01:52You can replace the alpha with anything you want. I almost had very good results
01:57making foot tracks all over the ground by making a footprint alpha and putting
02:01it in the tracks 1 brush.
02:05Now it's up to you to experiment and just have fun with all the brushes.
02:09Combine them with alphas, change the stroke settings, and get a feel for how
02:13they work.
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Saving and using brush presets
00:00You may find that you've modified a bunch of brush settings and got a really
00:04cool result that you'd like to keep.
00:06Instead of memorizing how to set it up, just save a Brush preset.
00:11First, I'll go over how to install a Brush preset you may have got
00:14from somewhere else.
00:15There are lots of people on the Internet making brushes and giving them out.
00:18Included in the exercise files is a brush that I've made called the Crease brush.
00:22In order to install it, first make sure the ZBrush is closed.
00:25Now open up the exercise files and find the Crease brush files.
00:29So here it is in Chapter 3. We've got crease_icon, crease.ZBP and creasealpha.
00:35I am just going to right-click and copy these.
00:39Now we need to find the ZBrush program folder.
00:45Inside there you're going to find a folder called ZStartup.
00:50Inside here is BrushPresets. I am just going to right-click and paste.
00:58The next time you start ZBrush, the brush will be in the Brushes palette.
01:02Let's open up a model, so we can just experiment on it.
01:05I am going to grab DefaultSphere.
01:08Now, let's go up into the Brushes, and down here you should be able to see the Crease brush.
01:13All right! Let's try it out. It makes nice tight creases with a really smooth falloff.
01:21It's perfect for wrinkles and hard edges.
01:23It's really nice if you hold down Alt so you can push inwards as well. The effect is really nice if you subdivide the model a few times.
01:31I am going to hit Ctrl+D twice, and now let's see what type of result we get.
01:36I am going to hold down Alt.
01:37So you just get really nice crease;
01:40it looks really organic.
01:44It's really easy to save your own brush presets.
01:47Any Stroke, Brush, and Alpha settings that you may have set can be saved.
01:51Go up to the Brush menu and click on Save.
01:53Now you can save it anywhere you want.
01:57It's probably helpful if you set it in the ZBrush BrushPresets folder.
02:01So if you go to ZBrush Program folder and you find ZStartup and then
02:06BrushPresets, you save it in this folder, then it's automatically going to be
02:10loaded up in the Brush palette.
02:14Saving Brush presets is a great way to save time.
02:17It means that if you like a brush that you've made, you don't have to reset all
02:20of its controls every time you want to use it.
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4. Working with Tools
Working with tools and projects
00:00The 3D models that are the focus of your work in ZBrush are called tools.
00:05It's a little confusing why they would be called tools, but it comes from the
00:07fact that ZBrush was originally made to draw 2D pictures by stamping out
00:12copies of 3D models.
00:14Now that the 3D models are the focus of ZBrush, it doesn't make much sense anymore.
00:18But that's progress for you.
00:19Let's open up a tool to understand it better.
00:21Go down into the Light Box and open up the DemoSoldier project.
00:26We see in the Tool palette that this model is the active tool.
00:30When opening tools, you have to click and drag them out into the canvas and then
00:33put them into Edit mode.
00:36When you want to save your work make sure that you save the tool, not the document.
00:40Some people might go up to the Document menu here and save it through here,
00:44but if you do that, you'll actually just save it to the image of the model rather
00:48than the model itself.
00:49To save properly, use the Save As button in the Tool palette over here on the right side.
00:55Tools are saved in the ZTL format.
00:58A new feature with ZBrush 4 is projects.
01:01Let's go into the Light Box and open up a project.
01:08Notice that it just pops up without having to click and drag it out.
01:13Projects are the same thing as tools, but with the addition of saving
01:16document size, camera position, materials, colors, and other attributes along with the model.
01:21This saves you the effort of having to redo all those things every time you open a tool.
01:25It even saves whether or not a tool is in Edit mode, so you don't have to turn it on every time.
01:30To save and load as a project, go up to the File menu and click Open or Save As.
01:35Projects are saved in the ZPR format.
01:40To recap, tools are the main way to work with 3D models in ZBrush.
01:44It's up to your preference whether you save as tools or projects.
01:47I prefer to use projects because of the additional settings that get saved
01:50along with them.
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Working with subdivision levels
00:00Subdivision is a central feature of ZBrush that allows you to sculpt intricate
00:04detail on your models.
00:06It breaks down a polygon mesh into smaller and smaller polygons.
00:09Depending on your computer's resources, you can have millions of polygons in a single model.
00:15Let's open up the SuperAverageMan project.
00:18So I just want to go into the Geometry sub-palette.
00:21We can look at all of our subdivision settings here.
00:23As it is, this model already has two subdivision levels.
00:26We can just grab the slider to go through them.
00:29You see that one is lower density and the other is a little bit higher.
00:34It's actually four times as dense.
00:37You can also move up and down through your subdivision levels without going to this palette.
00:42You can just hit Shift+D to go down or just hit D to go up a subdivision level.
00:49Sometimes it can be helpful to turn on PolyFrame to see your polygons more easily.
00:53Hit Shift+F to turn that on.
00:55So now if I go down a subdivision level, you can see that more clearly.
00:59I am going to turn PolyFrame off now,
01:02Shift+F. The detail that you sculpt on a model can only be as fine as the mesh is dense.
01:08If I zoom in and sculpt, you see that we're just pushing big polygons around--
01:12not much fine control here.
01:14I am going to increase the subdivision level to the highest one. Now, we'll
01:19create even more subdivision levels by clicking Divide.
01:23Each time we do this it splits every polygon into four smaller polygons.
01:29Now that the mesh is much more dense, we can sculpt finer details.
01:32I am going to shrink the brush down so that we have that finer control and
01:35zoom in a little bit.
01:42One of the great things about subdivision levels is that you can sculpt fine
01:45details in a high subdivision level and then if you want to make really broad
01:49sweeping changes, you can go down to a lower subdivision level, change things,
01:54and all of the fine details will still be there when you subdivide again.
01:57I am going to grab this and just drop all the way down to the lowest subdivision level.
02:01I want to increase my brush size and just make some really big changes to the
02:06shape of the body here.
02:07I'll hit D a few times to go up to the highest subdivision level.
02:17Notice how all the fine detail is still there, but it's conforming to the new shape.
02:22If it turns out that you really don't need as many subdivisions as you've made,
02:26you can delete the higher ones.
02:27So go to the highest subdivision level that you want to keep, let's say 4
02:31and you hit Del Higher.
02:33This is just going to remove the higher subdivision level.
02:35You could always divide again to re-create it.
02:38You can also delete lower subdivision levels.
02:41So let's say the lowest one that I want to keep is level 2.
02:43If I hit Del Lower, now that is the lowest subdivision level that we have.
02:50The ability to make adjustments on any level and have those changes update what
02:54happens on other levels is one of the most powerful features in ZBrush.
02:58It gives you the freedom to make big changes to a model on low levels without
03:02losing detail on high levels.
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Masking off parts of your model
00:00Masks in ZBrush work like masking tape.
00:03You put the mask in the areas that you don't want to be affected by any editing.
00:07By using masks, you protect parts of the model from being changed.
00:11Let's open up the SuperAverageMan from the Spotlight.
00:14I just want to zoom in more close on the body so we can see what we're doing.
00:18Now the way to go into Mask mode is by holding down Ctrl.
00:24You'll notice that the Brush and the Stroke icons have changed.
00:29While holding down Ctrl, just simply brush on the model.
00:33When the Mask is applied it, darkens the polygons.
00:35Now, if you release the Ctrl key and sculpt with any brush, you'll notice that
00:41the mask area is unaffected.
00:43Let's just undo that.
00:46Polygons can also be partially masked.
00:49You can see as it is, some of the polygons are darker than others.
00:53The ones that are not quite as dark are only partially masked and will receive
00:56only a fraction of the effect from any edits.
01:00You can make a mask blurrier by holding down Ctrl and clicking once on the model.
01:05This makes the mask effect much more gradual.
01:08You can see if we sculpt on it, now we get a much softer edge on the border of that mask.
01:14You can also make a mask sharper by holding down Ctrl+Alt and clicking.
01:22You can invert a mask by holding Ctrl and clicking on an open area of the canvas.
01:29So now with the mask inverted, whenever we sculpt, it's now going to affect the
01:33unmasked area that used to be masked.
01:39Hitting Ctrl+A on the keyboard will mask everything.
01:43As usual in ZBrush, holding down Alt will produce the opposite effect.
01:47So if masking is holding down Ctrl and painting, if you want to unmask, you'll
01:51hold down Ctrl+Alt while you paint.
01:54This will remove masking from any polygons that you paint on.
01:59You can remove all masking by hitting Ctrl+Shift+A. All of these functions and
02:06more can be found in the Masking sub-palette.
02:09If fancy keyboard kung fu isn't your thing, it may be easier to use the buttons here.
02:14Masks are a powerful way to control how you sculpt in ZBrush.
02:18You'll use them all the time to protect areas that you don't want to be affected
02:21by any edits that you do.
02:23Take a few moments to practice using masks and memorize the keyboard shortcuts.
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Masking based on cavity and occlusion
00:00In addition to painting masks by hand, ZBrush can generate masks based on the
00:05structure and detail of a model.
00:07Masking by cavity means that ZBrush identifies which vertices of a model are
00:11depressed inside creases and cracks, and masks them automatically.
00:15Masking by ambient occlusion is similar, but it masks off areas where the surface
00:18is close to other surfaces.
00:20It's like surrounding an object with lights and masking parts where the object
00:24cast shadows on itself.
00:26Let's open up the DemoRhino to have something to work with, and let's also make
00:30its color pure white, so that we can see the mask more clearly.
00:33I also want to increase the subdivision levels a few times, so that we have more
00:37detail to work with.
00:39Just clicking it twice should be good enough.
00:41So let's go down to the Masking sub-palette.
00:45The first thing I want to talk about is masking by cavity.
00:48Let's zoom in on the rhino and identify what areas are actually cavities.
00:53A cavity is any area where there is like a depression or a crease where
00:57the model goes inwards.
00:59So you can see right here on the knee or the ankle, or whatever this is, there
01:03is a depression inwards.
01:05Some cavities are more intense than others.
01:07This one right here at the shoulder is much deeper of a cavity, and you can
01:11control how ZBrush interprets the depth of cavities.
01:15You can experiment with Intensity to make the mask stronger or less intense.
01:20I'm going to leave it at 10 for now, but go ahead and experiment with that if you
01:23are having any issues with the masking process.
01:26One thing I want to open up is Cavity Profile.
01:28This is how you tell Zbrush how intense a cavity has to be before it's masked.
01:33I think by default ZBrush over-masks.
01:36So what I want do is tell ZBrush to make only the more intense cavities masked,
01:42and the way you do this is you could just kind of drag up right here.
01:46By adjusting the curve like this, it's going to mean that a surface has to be
01:49even more in cavity before it will be masked.
01:51All right, let's click Mask By Cavity to see the result.
01:55So you see ZBrush went and looked inside any areas where there is a
02:00depression and masked it off.
02:02Now if we were to sculpt on this, those masked areas are going to be protected
02:05just like any other mask.
02:07Let's undo that, and let's get rid of that mask as well by hitting
02:11Ctrl+Shift+A. Mask by Ambient Occlusion is similar.
02:16Now Ambient Occlusion is going to look at parts of the model and see if there is
02:19another surface of the model that is nearby.
02:23One area that it really likes to look at is like legs.
02:27Let's see if I can get a good view on this.
02:29These two legs are close to each other and would probably cast shadows on
02:32each other in real life.
02:34Ambient occlusion is going to look at that relationship and mask off the areas
02:38where one leg would cast a shadow on another.
02:40I like to bump Occlusion Intensity up to about 2 or 2.5 to get a more intense result.
02:47Changing AO ScanDist, or Ambient Occlusion Scan Distance, can give you different results.
02:53I like to set it to something more like 0.5.
02:58This is basically looking at the distance between objects.
03:01So the greater the distance you'd set it to, the farther the ZBrush will look
03:05from one part of the model to the next to see if it's in shadow.
03:10So let's see what we get.
03:10I'm going to hit Mask Ambient Occlusion now.
03:13Be aware that the more polygons you model, the longer ambient occlusion takes to calculate.
03:18You can usually experiment with the result on a lower subdivision level, and
03:22then when you like it, you can go up subdivision levels and mask again.
03:25You'll get a smoother result at higher subdivision levels, but it will take longer.
03:29On the lower levels, you can experiment more quickly.
03:31Now let's zoom out, Hit F, and see what it looks like.
03:36So it might not be entirely obvious what has been masked off.
03:40One way to get a sense of that is to unmask it and hit Ctrl+Shift+A to clear everything.
03:45Then you can see by what changed, what is actually masked.
03:49To bring the mask back, simply undo. Hit Ctrl+Z. So as you can see, ZBrush has
03:56masked between different surfaces of the object.
04:00It sort of simulates how an object would cast shadows on itself.
04:03There are many reasons to mask by cavity and occlusion.
04:07You may want to use it to help paint darker colors and crevices to accentuate them.
04:12You may want to sculpt scratches on the surface of something, but keep recess
04:15areas protected from them like they would be in reality.
04:18I'm sure there are many other creative uses for the style of masking that
04:21haven't even been thought of yet.
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Selecting and hiding parts of a tool
00:00There may be times when you only want to see a part of the model, or some parts
00:04may be in the way of others and you want to make them disappear for a while.
00:08ZBrush has a Selection function that makes this quick and easy.
00:11Like many functions of ZBrush, its selection tools require the user to master
00:15some complicated keyboard combinations.
00:18With a little practice, however, you'll be a selecting and hiding ninja in no time.
00:22Let's open up the SuperAverageMan project from the Spotlight.
00:27Let's say that we just want to focus on the head and that the rest of the body
00:30is just getting in the way right now.
00:32I'm going to move this down so we can get a better view of the head.
00:35Now we can select the head by holding down the Ctrl and Shift keys.
00:40Notice that when you hold these keys down that the Brush and Stroke icons change.
00:44We're now in Selection mode.
00:46Click and drag a box over the head.
00:49The body disappears, leaving the head.
00:50Hit the F key to focus in on the visible portion.
00:54The body is still there; it's just invisible.
00:58We can modify the visibility in a few ways now.
01:01We can invert the selection by holding down Ctrl and Shift and then clicking a
01:06single time on the model.
01:08This makes everything that was hidden visible and vice versa.
01:11If you hold down Ctrl and Shift and then single-click on the canvas, everything
01:15becomes visible again.
01:18Let's open up the Visibility sub-palette.
01:19There is a few more ways to manipulate selections there.
01:24Let me give you an example of when you would grow a selection.
01:26I'm going to move to the hand of the model.
01:28Now let's say I want to select just the pinky finger.
01:32But it's kind of hard to draw a mask that just exactly covers the pinky, because
01:37you sometimes catch a little bit of the other finger.
01:40So let me just undo that and show you an easier way to do this.
01:43Let's zoom in a little bit in on the pinky, and now I just want to select a
01:48little tip of the finger. See, just a little bit of that tip is selected.
01:53Now if I hit Grow, it's going to increase the size of that selection along the surface.
01:58So now I've got the entire pinky finger selected.
02:04All right, let's make everything visible again by hitting ShowPt, and I'm going to hit F to zoom out.
02:13Okay, so a good way to make irregularly shape selections is by converting a
02:17mask to a selection.
02:19So first, I'm just going to paint a mask on this body, and then you just hit
02:25HidePt to convert it to a selection.
02:28It would be very difficult to draw a box over an area like this.
02:33Take a few moments to practice with these functions to get the hang of it.
02:36You'll use selections all the time to focus in on the important parts of models.
02:40Selections really get powerful when in combination with masking and other features.
02:45You'll find that there is many ways to achieve different effects by hiding some
02:48parts of the model and modifying others.
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Working with polygroups
00:00Polygroups are a way of organizing a model.
00:03It assigns various polygons that you define into groups that can be viewed and
00:07controlled independently.
00:09Polygroups help make complex models easier to deal with.
00:12In a way, polygroups can be thought of as a way of saving selections for future use.
00:16Let's start by opening up SuperAverageMan.
00:21Let's say that you want to have the arms defined as separate polygroups.
00:25First, select one arm so that the rest of the body is hidden.
00:28So I'm just going to Ctrl+Shift and drag a box over one arm.
00:34Now open up the Polygroups sub-palette, and then I'm just going to hit Group
00:39Visible. It doesn't seem like anything happened,
00:43but if you turn on PolyFrame, you'll see the difference.
00:46So I'll just hit Shift+F to turn on PolyFrame and Ctrl+Shift to bring back the entire model.
00:54When you make a polygroup, the grouped polygons are assigned a random color to
00:58distinguish them from other groups.
01:00Now let's repeat this process for the other arm and bring everything back with
01:06a Ctrl+Shift+Click.
01:08Now it's easy to use the selection functions with polygroup.
01:11Instead of manually selecting the arm, you can just Ctrl+Shift+Click on one of
01:16them and ZBrush hides everything but the polygroup that you clicked on.
01:21Now, Ctrl+Shift+Click the arm again.
01:24This inverts the polygroup selection.
01:27If you Ctrl+Shift+Click the other arm now, ZBrush will hide it.
01:32Now with just one polygroup visible, a Ctrl+Shift+Click on the body will
01:36invert the selection.
01:40As always, Ctrl+Shift+Click on the canvas to bring everything back.
01:45It's a good idea to organize models into polygroups, especially when a model is complex.
01:50It will really help you focus on important parts while getting unnecessary parts
01:54of the model out of the way.
01:56Take a few minutes to practice with making polygroups and playing with
01:59their visibility.
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Using deformation
00:00Sometimes you want to deform the shape of your model in a uniform or
00:04predictable way all over.
00:06ZBrush deformations can perform these alterations and save you the time of
00:09having to make them by hand.
00:11Let's open up the SuperAverageMan and expand the Deformation sub-palette.
00:14There's lots of controls here, but one thing that most of them have in common
00:22is the axis selector.
00:24Let's look at it in the rotate deformer.
00:26By default, the Z axis is active.
00:29If we move the slider back and forth, we see that the rotation happens along the Z axis.
00:33If we click the Z off and turn on Y and slide again, you notice the axis of
00:39rotation has switched.
00:41You could have multiple axes active at once, which in the case of rotation
00:44results in some unpredictable overlap of motion.
00:47Some deformations work best with all axes active so that the result is even.
00:51I just want to show you some of the more useful deformers that I use often.
00:57Offset will move a model.
01:00Size will grow or shrink a model.
01:03By default, all of its axes are active.
01:05I actually like to turn off all but one of them sometimes, so you could really
01:09get the effect and see how it stretches on just one axis.
01:15SBend is good for curling a model around.
01:20Twist will warp the model into a spiral.
01:22Let's put this one on Y just to see the effect.
01:32Inflate will make the model turn into something like the Stay Puft Marshmallow Man.
01:38Take some time to play around with the deformations.
01:40They are fairly straightforward and with a little experimentation, you will
01:43understand how they all work.
01:45As you can see, deformers automatically change the shape of a model in a
01:49predictable way that would be difficult if not impossible to do by hand.
01:53Keep them in mind if you ever find yourself needing to make a big shape
01:57change to your model.
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Mirroring geometry across an axis
00:00There may be times when you want to flip a model from one side to the other.
00:04You can mirror geometry left to right, front to back, or top to bottom.
00:08The process isn't as straightforward as I would prefer, as it involves a bit of
00:12a roundabout process, but in the end it's a lot easier than re-sculpting
00:16something in reverse.
00:18Let's open up the DemoSoldier.
00:20I am also going to expand the Geometry and the Deformation sub-palettes.
00:25Let's zoom in so we can see it a little bit more easily.
00:33Let's say that we want this guy's shoulder pad on the other shoulder.
00:36Hold down Alt and just click on the shoulder pad. That makes it the active subtool.
00:40I will talk about subtools more in later movies, but for now it's sort of a
00:44model within a model.
00:46Now, click on Mirror in the Deformation sub-palette.
00:50We get an error message because ZBrush can't mirror objects with
00:54subdivision levels.
00:55Hopefully, Pixologic fixes this in the future.
00:58For now, we have to do a little workaround.
01:00We are going to remove the extra subdivisions and then put them back after mirroring.
01:05Let's go up to the Geometry sub-palette and click Del Lower.
01:10So, that removed the lower subdivision levels so that there's just one
01:14subdivision level now.
01:15We can now mirror, and then we click Reconstruct Subdiv in the
01:22Geometry sub-palette.
01:24So, it's this button right here.
01:27Reconstruct Subdiv will analyze the geometry and see if a lower
01:31subdivision level once existed. So, I click that.
01:35You may have noticed the geometry switch to a lower subdivision level.
01:38Let's look up here. Okay, yeah, so we have two subdivision levels now.
01:43You will find that Mirror is a convenient way to flip things rather than
01:46recreating them on the other side.
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Restoring symmetry
00:00Sometimes you may be working on a model that you intend to be symmetrical, but
00:04you forgot to turn on symmetrical sculpting beforehand.
00:08Now, you've put all this work into one side and now you are dreading having
00:11to redo all that work.
00:13Not to fear: ZBrush can transfer detail from one side of a model to another with
00:17a deformation called Smart ReSym.
00:20Let's open up SuperAverageMan and expand the Deformation sub-palette.
00:26Just for demonstration purposes, sculpt some random shape into one side of the model.
00:32Now, we want to get the same detail on the other side.
00:36The Smart ReSym button allows you to set which axis you want to mirror.
00:40By default, it's on X, and that is the one we want.
00:43Now, if you click the button, you see that what it's done is average the two
00:48halves to be the same.
00:49Usually, this is not what you want it to do;
00:52usually you want all the detail from one side to go over to the un-detailed side.
00:56So, I'm going to hit Ctrl+Z to undo that.
00:59In order to get all this detail from one side to the other, we need to mask the
01:03sculpted side to protect it from change.
01:06So let's zoom out a little bit.
01:08I am just going to view the model from straight on, and I am going to hit Ctrl
01:12and then click and drag a box over one half of the model.
01:16So, this is going to create a mask.
01:18It's going to preserve what we have sculpted on this side, so it won't change.
01:21Now, let's hit Smart ReSym again.
01:25You will use Smart ReSym mainly to fix things when you forgot to have Symmetry
01:29turned on in the first place.
01:31Don't count on in all the time, however.
01:33On particularly complicated or dense models, you may have difficulty getting
01:37it to work accurately.
01:39The best defense is to keep an eye on symmetry to make sure you have got it set
01:43the way you want before you sculpt.
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Creating morph targets
00:00A morph target is like a saved version of your model that you can revert to.
00:04It records the positions of every vertex of your model and allows you to then
00:09morph between that and any modified versions of the model.
00:13Open up the DemoDog and expand the Morph Target sub-palette. Click on StoreMT.
00:19This will save the shape of the model in its current state.
00:23Now, get the Move brush out and just have some fun changing the overall shape of the dog.
00:27I am going to hit B+M+B to switch to the Move tool and I am going to hit X
00:31to turn on symmetry.
00:46Now click on the Switch button.
00:49This will revert back to the state the model was in when you stored the morph target.
00:54It's kind of like an undo that you can always jump back to.
00:57Click Switch again to go back to the edited version.
01:00You can also blend between the old and the new versions.
01:03Slide the Morph slider up and watch the result.
01:07This can be useful if you want to make an edit, but you are not sure how intense
01:11of a change you want.
01:12You can make extreme changes and then dial the effect back to get something that looks good.
01:17You can even run the slider backwards and get an exaggerated result.
01:22You can only have one morph target stored at a time.
01:25Click DelMT to clear the memory.
01:30Be aware that you could only switch or blend morph targets when your tool is on
01:34the same subdivision level as it was when you first stored the morph target.
01:38One situation that I like to use Morph Target in is when I subdivide a model.
01:43When ZBrush subdivides, it also slightly relaxes the lowest subdivision level.
01:48Let me demonstrate.
01:49First, I will store a morph target at the lowest subdivision level.
01:55Now, I will hit Ctrl+D a few times to subdivide the model. Then hit Shift+D a
02:00few times to go back to the lowest subdivision level.
02:02I am going to hit F so we see this little bit more clearly.
02:06It may not look like it, but the model has lost a little definition.
02:10Hit Switch to see what I mean.
02:15I use morph targets whenever I subdivide in order to restore the lost definition
02:19that results from subdividing.
02:21You will use morph targets when you are about to make big changes to your model
02:24and you think you might want to revert back or tone back the changes.
02:28It's also just a lot of fun to play with.
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Understanding surface normal direction
00:00Occasionally, you may find that models that you import from other programs will
00:04appear to be inside out.
00:06This is because polygons have two sides: a front and a back.
00:10The direction that the front side faces is called the normal, which is
00:13a mathematical term.
00:15It doesn't mean what the word 'normal' normally means in this context.
00:19Sometimes ZBrush will get confused about which side is which.
00:23Since the back side of a polygon is invisible by default, the model can seem to be inside out.
00:29This problem is easily corrected.
00:31Let's open up the DemoSoldier and expand the Display Properties sub-palette.
00:40Right now, there's no problem with the normals.
00:43But if we click the Flip button, the active subtool looks like it's backwards.
00:47You see now we're seeing the inside of the model.
00:53This is because ZBrush has just flipped which side of the polygons are front
00:56and which are back.
00:58Clicking Flip again will set the Normals in the correct direction.
01:02Let's hit Flip once again in order to see what Double does.
01:06Double makes both sides of the model visible instead of just the front-facing side.
01:12One situation where you would want to flip normals is if you're sculpting a cave.
01:16I am just going to make a Sphere3D primitive to work with and let's click Make
01:22PolyMesh so that we can sculpt on it.
01:23I am going to hit F to zoom in.
01:25All right, so let's switch to the Move brush.
01:29I am going to hit B+M+B, and I am just going to start making this sphere look a
01:33little bit more organic, kind of like a cave would look naturally.
01:37Now if you want to start sculpting details like stalactites and stalagmites
01:44inside the cave you'll want to see it from the inside.
01:50Reversing the normals allows us to see and sculpt from within the model.
01:59It really comes down to your preference whether you flip your normals or double them;
02:03however, it might make a difference if you export the model to a different
02:06program, since some softwares interpret normal direction differently.
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5. Working with Subtools
Learning the basics of subtools
00:00Subtools separate pieces of geometry that make up a single tool or model.
00:05Take the example of a hat on a head.
00:07You would want to work with them together because you'd want to make sure that
00:11the hat fits nicely on the head.
00:13But if the hat was the same polygonal mesh as the head, it would be cumbersome
00:17to move it around relative to the head, or swap it for another hat.
00:20Subtools fix this problem by storing separate pieces of geometry, kind of like
00:25layers that you can hide, select, and manipulate independently.
00:30Let's open up the DemoSoldier project from the Light Box and then open up
00:34the Subtool palette.
00:41Tools can contain any number of pieces of geometry as subtools.
00:45It's often useful to have different accessories and bits of clothing as
00:49subtools, because you can work with them separately.
00:52You can click on any of the subtools in this palette to make them the active subtool.
00:56Only the active subtool can be sculpted or worked with.
01:00Notice that whatever subtool you select, it gets lighter and the others get darker.
01:05This helps you see which subtool you have active at a glance.
01:10You can scroll through the subtools with this orange slider.
01:14There's lots of buttons and settings, so let's just see what they do.
01:18List All simply shows all your subtools in one menu that you can choose from.
01:22That's basically the same thing as this list, except you don't have to scroll
01:26through anything to see all of your subtools at once.
01:30The Up and Down arrows just select the next subtool up or down from the active one.
01:36These arrows just below will rearrange the subtools in the list, moving them up
01:40or down in the stack.
01:42This doesn't really change anything;
01:44it's just for organizing things for your own preference.
01:48Rename simply gives you a textbox so you can change the name of the subtool.
01:55All Low will lower all the subtools to their lowest subdivision level.
02:00Conversely, All High will set them all to their highest.
02:04That's convenient so that you don't have to go through every single subtool and
02:08go up subdivision levels individually.
02:11You can just do it all together in one.
02:14And Delete is easy enough.
02:16It just makes unwanted subtools go bye-bye.
02:19It's not undoable, so make sure you know what you're doing before you delete any subtools.
02:24With these basic subtool functions, you'll be able to keep even complex
02:28models more organized.
02:30Any time your model involves separate parts that can move independently, it's
02:34usually a good idea to keep them as subtools.
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Making new subtools
00:00Now that we've got the basics out of the way, I want to show you some of the
00:03more advanced things you can do with subtools.
00:06You can make new subtools either by importing other models or by cutting up
00:10existing tools and subtools.
00:12Let's open up the hankbody exercise file and expand the Subtool palette.
00:17Since this is a tool instead of a project, I am going to have to click and drag
00:20to open it and then go into Edit mode.
00:22Let's also hit F to zoom in a little bit, and I want to close the Light Box down
00:26so that's out of the way.
00:27So over in the Subtool palette, the way we bring in more subtools is by
00:33clicking on Append.
00:35This shows us all the other tools that are loaded into memory, as well as primitives.
00:40Right now, the clothing isn't loaded into memory, so let's go do that.
00:50Now that we can see the hankclothes here in the toolbox, let's go back to hankbody.
00:53I am just going to scroll down and let's click Append.
00:57Now we can pick the clothes.
01:00For appending, you'll want to open Ztools rather than ZProjects.
01:04This is because ZProjects come with their own toolboxes that will replace any opened tools.
01:09So you can see we've now got hankclothing as one of the subtools.
01:14One thing to remember is that Append will only bring in the active subtool of
01:19the tool that you're trying to append.
01:21So you can see the button was a separate subtool.
01:24And let's go back up to hankclothes here, and we can see there's a button here.
01:29We need to make this the active subtool in order to bring it in to the hankbody tool.
01:35With that active, let's go back to hankbody and click Append again.
01:39Now we've got the button.
01:42The Duplicate button makes a copy of this currently selected subtool.
01:46So let's select the button and make a duplicate of it.
01:49Now we've got two of them, and now you can move one of these over to a
01:55different part of the shirt.
01:56So I am just going to go into Move mode here and just move the second button into place.
02:04The Groups Split button will divide a single subtool into separate subtools
02:13based on what polygroups it's made up of.
02:15So I am going to select the clothing and hit Shift+F to go into Polyframe mode.
02:20This is going to show me what different polygroups the clothing is made up of.
02:24So when I click Groups Split, it's going to tell me that this is not an
02:27undoable operation. That's okay;
02:30I am just going to hit OK.
02:32Now all the polygroups are separate subtools.
02:35Let's say we want to turn his pants into shorts.
02:38The Split Hidden button will separate any hidden parts into a separate subtool.
02:42So let's hold down Ctrl and Shift and drag a box over the pants.
02:47Now if I hit Split Hidden, you can see we've got two subtools now:
02:52one for the top of the pants and one for the lower half.
02:54We could just delete this and we would be left with shorts.
02:57Creating multiple subtools can really help you keep your model organized,
03:01especially when there are lots of accessories or separate objects that need to
03:05relate to each other.
03:06When in doubt, make a new subtool.
03:08You can always combine them back together, as I'll show you in the next movie.
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Combining subtools
00:00Sometimes you may have way more subtools than you really need and it can be
00:04helpful to combine some into one.
00:07This is easy to do, and don't worry, you can always split them apart again if you need to.
00:11Let's open up the hank exercise file.
00:13I am just going to click and drag to open this open this and hit Edit to go into Edit mode.
00:20I am also going to hit F so we can see it more clearly on screen.
00:24Let's also close the Light Box. It's just in the way.
00:28Now let's open up the Subtool sub-palette.
00:31Let's first talk about merging subtools into one.
00:37Let's say we want these two shoes to be the same subtool. First, I am going to
00:44arrange the shoes so that they are next to each other in the list.
00:47I am going to move this one shoe up one, and then I am going to use Merge Down.
00:53What Merge Down does is it combines two Subtool into one by taking the one
00:57that's currently selected and merging it with the one below it.
01:00So I've got the top shoe selected, and I'll just click Merge Down.
01:05It's just reminding me that this is not undoable. And this is what I want, so
01:09I am going to hit OK.
01:10Now you can see the shoes are one subtool.
01:15The Merge Visible button will merge all subtools that are currently visible into one new tool.
01:22Let's say that I want the pants to be one subtool again.
01:25I'm going to hide all the other subtools and then click Merge Visible.
01:28So we'll just select the top part of the pants and hide all these other subtools.
01:36You've just got the two subtools of the pants visible now.
01:39If I click on Merge Visible, what happens is ZBrush makes a new tool up here in
01:45the toolbox called Merged_hankclothes. So if just click on this, you can see
01:51it's a single subtool now.
01:53This could be appended back into our other tool.
01:57Now there's one setting that affects merging, and that's Weld.
02:00Let's go back to the hankclothes tool.
02:05Weld will make any vertices that occupy the same space to be joined when they're merged.
02:11So to demonstrate, I am just going to turn this off and click Merge Visible.
02:16Now we'll go up and look at the new tool that it created in the toolbox.
02:21So it looks just like the other one that we made, but if I'd go into the Move
02:26Topological tool, which is B+M+G, and then try to move this--actually, I am
02:30going to zoom in, so we can see more clearly--
02:32what happens is it splits apart at the seam where it used to be two different subtool.
02:37This is because the vertices were not merged.
02:39If I go back to one that I made previously where Weld was turned on, you can see
02:44if I use the Move Topological, it stays together.
02:47That's because the vertices were welded.
02:50Although it can be complicated, it's a good idea to understand all of these
02:54functions that you can do with subtools.
02:56Many times creating a model involves a lot of breaking off, adding to, switching
03:01around, and other types of manipulating.
03:03The advanced control that you get with subtools gives you the flexibility
03:07to make these changes.
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6. Deforming with Transpose
Masking with Transpose
00:00Transpose is a trio of controls that allow you to pose, deform, and otherwise
00:05alter the shape of models.
00:07It's designed for bending limbs, resizing anatomy, and adjusting body proportions.
00:13Let's open up the SuperAverageMan to have something to practice with.
00:18You enter Transpose mode by clicking on any of these three Move, Scale, or Rotate buttons.
00:24Transpose comes with its own way of masking that is turned on whenever one of
00:28these Transpose modes is active.
00:29Let's click the Move Transpose mode.
00:33These weird circles that we see now is part of the Transpose Manipulator.
00:37I'll go into that in the next movie.
00:39But for now, let's see how this special mode of masking works.
00:43Hold down Ctrl like you would to normally paint a mask.
00:46Now, click and drag on the model.
00:49What we get is a mask that is created directionally.
00:52Take a moment to create several masks to get used to how this works.
00:58It kind of follows the structure of the mesh, as it divides a model into a
01:01masked and unmasked portion.
01:04You can also add to this mask by holding down Ctrl and Alt as you click and drag.
01:13Turn on Symmetry by hitting X and you can mask with symmetry active.
01:21You can take this mask back into Sculpting mode by clicking on Draw.
01:25Now the mask can be further refined just like any other.
01:30Since this way of masking is very handy, even when you otherwise wouldn't use
01:34the Transpose functions, it seems a little odd the ZBrush makes it only
01:38available within one of the three Transpose modes.
01:41Either way, you'll use it regularly when you want to mask along the length of
01:45your models in a way that conforms to its structure.
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Adjusting the Transpose Manipulator
00:00The Transpose Manipulator is like a joint or a pivot point around which
00:04the deformation occurs.
00:06It's important to know how to place it so that the transposition
00:09happens predictably.
00:11Let's open up a SuperAverageMan to practice with.
00:15Go into one of the Transpose modes and draw a mask down the arms so that the
00:19edge of the mask is over the elbow.
00:21I just want to zoom in to make this easier to do.
00:23I am going to hold down Ctrl and click and drag. That's about on the elbow.
00:28ZBrush automatically makes a manipulator along with the mask, but it's not really
00:34where we want it to go.
00:36You can move either end of it by clicking and dragging on these yellow circles.
00:40So when you move your mouse over them, they highlight, and so we know we
00:44can move this one here.
00:49Now, either end of this is going to be the pivot point for the movement,
00:52so we want to make sure that's right over the elbow.
00:55You could also move the entire manipulator at once with this yellow circle.
00:59I also want to take a look at this from above to make sure we have got
01:02it aligned properly.
01:03All right, this one is a little bit off.
01:05I want this to be more in the center of the joint.
01:08And let's move this one a little bit more over the hand.
01:12So you may have noticed that there is also these extra red and white circles
01:16that appear when you move the mouse over them.
01:18These are the ones that actually make the movement and deform the mesh.
01:22These outer yellow ones simply position the manipulator.
01:26I'll show you more in the next movie how these work, but for now we just want to
01:31know how to position the manipulator.
01:34Every time you use the Transpose tools you'll probably be positioning the
01:37manipulator a lot, but it doesn't really accomplish anything until the next step.
01:41In the next movie, I'll show you how the manipulator works with each of
01:45the Transpose modes.
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Moving, scaling, and rotating with Transpose
00:00Moving, scaling, and rotating are at the heart of the Transpose functions.
00:05Up to now, we've done the setup work for Transpose, from masking to positioning
00:09the manipulator; now we really get to move things around.
00:13Let's open up SuperAverageMan.
00:16Let's see how we can use the Transpose functions to move his head around.
00:20So I just want to zoom in closer to the neck.
00:23I also want to turn on symmetry by hitting X, so that we get a nice even deformation.
00:29And let's go into Move mode.
00:31I am going to hold down Ctrl so we can draw out a mask and just get something
00:35roughly even in the middle of the neck.
00:38Let's see if that did it right all the way around.
00:40It's a little bit off in the back.
00:42Let me try it from the side.
00:43All right, that looks pretty good.
00:51We also need to position the manipulator so it's in the middle of the neck.
00:55So the way you can do that is by just clicking and drawing without holding down
00:59any keys from one point in the middle of the neck and up to the top.
01:03If you hold down Shift, it will lock the manipulator in very precise angles.
01:08So let's see what that looks like.
01:10Okay, pretty close.
01:12I also want to move it in the side view so it's more in the center of the
01:15neck from this position.
01:17All right, now that we've got that situated, you perform the actual transposing
01:21by clicking and dragging the inner circles at either end or in the middle of the manipulator.
01:26So since we are in Move mode, let's try clicking and dragging on this white
01:30circle in the middle.
01:32This will move the entire unmasked area evenly.
01:36It's kind of a fun effect.
01:40And let's undo that.
01:42Something else you might want to do is turn off symmetry after you have drawn the mask.
01:46Sometimes having two overlapping Transpose Manipulators, they can kind of fight
01:51with each other, so I am just going to turn that one off by hitting X.
01:53Let's see what happens if we click and drag either end of the manipulator.
02:03So doing this it skews the unmasked area.
02:06The end that you grab moves and the opposite end is locked down like an anchor point.
02:10Now let's try the other side.
02:13So you can see not every Transpose mode makes sense to use with every body part.
02:17Now, let's try out Scale mode.
02:22Grabbing either end now resizes the unmasked area relative to the anchor points
02:27on the opposite end.
02:36The center circle grows or shrinks the unmasked area in every direction except
02:41in the direction parallel to the manipulator.
02:44A description is probably less helpful than a demonstration in this case.
02:50Finally, Rotate mode.
02:52This one may give the most predictable results.
02:55That's probably the one you are going to use most.
02:57Dragging either end will simply rotate around the pivot point, which is at the
03:01opposite end of the manipulator.
03:09Dragging the center circle will twist the unmasked area around the manipulator.
03:14When you're done transposing, simply click on Draw mode to return to the
03:18standard working mode.
03:19Transpose can take a lot of practice to get good with.
03:22It often relies on precise masking, precise placement of the manipulator, and a bit of luck.
03:28Even when done carefully, there's usually some cleanup sculpting that will need
03:31to be done in order to fix up areas that didn't quite deform the way you wanted.
03:36Even with all these complications, Transform is a powerful way to pose
03:39and adjust your models.
03:40I use it all the time to adjust the positions and sizes of various body parts.
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7. Painting and Texturing with Color
Understanding how ZBrush uses color
00:00ZBrush allows you to paint with color onto your models using mostly all the
00:04same brushes and settings you use for sculpting;
00:07the difference is that instead of altering the positions of polygons, you're
00:11altering their color.
00:12Let's open up the SuperAverageMan and expand the Polypaint subpalette.
00:20In order to allow polypainting, we need to turn on Colorize.
00:25With Colorize off, changing the color will change the entire model's color.
00:33With Colorize on, we can paint different colors on to different parts.
00:38We also need to change the Brush mode from Sculpt to Paint.
00:41You do this by turning off Zadd and turning on RGB.
00:46The colors that you paint with are controlled here on the left side of the screen.
00:49You can move the color pickers around to get any color you want.
00:53The swatch on the right is the primary color, and the left one is secondary.
00:58Click on the SwitchColor button to swap them.
01:01You can also pick a color from anywhere on your model by clicking and dragging
01:05on the swatch over to the model.
01:08You can see it's going to pick up white.
01:10One thing you want to watch out for is the material that you're using.
01:14Right now, it's set to SkinShade4, which is a neutral white material, but let's
01:18say, for instance, you were using ReflectOrange.
01:21This material comes with a color built into it, so any color that you paint with
01:25is going to add to it.
01:27You can see here painting with pink isn't quite giving us the same result we're expecting.
01:30That's because it's combining the orange with the pink.
01:33I am just going to undo that.
01:35So if you set it back to a material that has a neutral white color built into
01:40it, you will see you will get a more predictable result.
01:44Now this color pink is actually the same that we see in our swatch.
01:50Now we can start painting.
01:52Simply set your brush size and your color and your brush type and get down to it.
01:56Let me zoom in here and show you.
01:59I want to set the Draw size a little bit smaller.
02:03Now, notice when I paint it's really blocky.
02:06This is because polypainting is resolution dependent.
02:09It's not painting the surface;
02:11it's actually just painting the polygons.
02:13So the more polygons you have in your model, the finer the painting you can do.
02:16I am just going to hit Ctrl+D a few times to add subdivisions to the model.
02:21Now when I paint the result is much smoother.
02:25Take a few moments to experiment with various brushes, colors, and stroke types.
02:29Polypainting in ZBrush is a much faster way to color a model than the old method
02:33of painting on 2D texture maps.
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Learning the basics of Spotlight
00:00Spotlight is a new feature in the latest version of ZBrush that makes it easier
00:04to use pictures to add color and texture to your models.
00:08Spotlight has two main uses:
00:10One is a 2D image manipulation tool similar to Photoshop where you can paint
00:14clone, smudge, and otherwise edit images.
00:17The other use, which I'll cover in the next movie, is transferring that color
00:21and texture information directly onto your 3D models.
00:26Let's get acquainted with Spotlight without any models first, just using it as a 2D image editor.
00:32We want to load in a picture,
00:34so let's go into the Texture palette and let's click on Import to bring in an image.
00:39I am going to look for an image that comes with ZBrush.
00:42So in the ZBrush folder, there is ZTextures folder, and let's just click on
00:46bark17 and click Open.
00:50So you see, it brings in bark into ZBrush, but it's not quite usable in Light Box yet.
00:55Click on the texture here, and there's this button down here that says Add to Spotlights,
01:00so if you just click on that, it'll bring up Spotlight.
01:03The Light Box is just in the way, so I am just going to close that.
01:05So, now we see the image in full size.
01:07There is also this weird ring thing.
01:10That's the Spotlight widget.
01:11It controls everything you do with 2D images.
01:14And like many things in ZBrush, it's completely confusing at first.
01:18Lucky for you, I am going to make it very simple.
01:21This outer ring contains buttons that change the image in various ways.
01:25You can click on any of them to see what they do.
01:27Just a single click won't change anything, except this one with the X. If you
01:31click that, it'll close the image, and that's not what we want to do right now.
01:36Clicking and dragging on any of these buttons will change the image in some way.
01:40So, for example, if we click and drag on the Scale button, you can see it will
01:43shrink or enlarge the image.
01:47The Hue button is fun.
01:49If you click and drag on this one, it'll shift the colors in the entire image.
01:58Saturation will increase or decrease the saturation of the colors.
02:05Take a moment to experiment with the effect you get from clicking and dragging
02:08on all these buttons.
02:10Most of them can also be used to edit specific parts of the image.
02:14So, for example, let's click on Hue.
02:17Now, if we click and drag in the image, it'll actually paint localized areas
02:22with a single color, instead of changing the entire image.
02:28Clone is a fun brush.
02:30Clone will paint any area of the image with detail from another.
02:34So the source of the clone is wherever the center of the widget is.
02:37You can move the widget around by clicking anywhere on the image from the
02:42center of the widget.
02:45So let's say we want to clone from this area right here.
02:49Notice we get a little preview of what it's going to paint, and you can see it's
02:52the same image that's up here.
02:54So if you just paint it anywhere, you will see that the result looks like the
03:00source of the clone up here.
03:04This can be useful to remove unwanted details and replace them with other
03:08parts of the image.
03:10You can move the entire image around to a different part of the screen by
03:13clicking and dragging in the space between the two circles.
03:17Moving the image will be more useful in the next movie,
03:19so take a few minutes to experiment with the Spotlight and try all of the
03:23buttons and brushes.
03:24I personally prefer to use a dedicated image program like Photoshop to make
03:28these kinds of adjustments.
03:29Either way, the real purpose of Spotlight is to transfer images like this
03:33directly onto your models, which I'll cover in the next movie.
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Painting and texturing with Spotlight
00:00The ability to project 2D images onto 3D models has been in ZBrush for several
00:05versions now, but with Spotlight the process has gotten easier than ever.
00:10Let's get the DemoRhino ready for painting.
00:13I am going to turn Colorize on in Polypaint, and I also want to subdivide the
00:17model a few times by hitting Ctrl+D. This will give us more polygons and more
00:21detail to work with.
00:23Now, we can import an image to paint with through the Texture palette.
00:26Let's go to Import, and I am going to find an image inside ZTextures, and we've
00:32got some images that come with ZBrush. And I am just going to scroll down till I find image 4823.
00:38It doesn't have much to do with rhinos, but it's got a nice variation of color and texture.
00:43Now we bring this into Spotlight by clicking on the texture again, and click
00:47the Spotlight button.
00:49The Light Box popped up, and it's just in the way, so I am going to kill that.
00:52There's one weird thing you have to do before you start painting, and that's to
00:56set the Spotlight Radius.
00:58It's basically just a preview of what you're going to be seeing before you paint.
01:02So, if you click the Spotlight Radius button and click and drag, you'll see a circle
01:07increasing and decreasing in size.
01:09This is just the size of the preview on the model that we are going to be
01:12painting with, so just set this to a nice medium size and release the mouse.
01:18Now we need to switch Spotlight from Image Editing mode to 3D Painting mode.
01:22You do this by hitting the Z key.
01:24Now as you move the brush around, you see a preview of what will be painted.
01:28I am going to hit F to get the rhino up here closer, and let's just move
01:33this around to the side.
01:35So, right now, ZBrush is in Sculpt mode by default, as you can see with the
01:40Zadd button active.
01:42Spotlight uses light and dark areas of the image to determine how much
01:46sculpting gets done.
01:47So any area that's light will get pulled out more and any area that's dark will
01:52have less of effect on the model.
01:55You can use all the same brushes, stroke settings, and alphas in combination with
01:59Spotlight sculpting.
02:01Now let's paint with color.
02:03Turn off Zadd and turn on RGB.
02:06Now, as you stroke, you'll be painting with color only.
02:10Be aware the color resolution will only be as high as the polygon density of the model.
02:15If the result is blocky, try subdividing the model a few more times.
02:18So you can see if we move the model around, we've got all that same density of
02:25texture information that was in the image now transferred onto the model.
02:29Let's hit Z to go back into 2D Editing mode.
02:33If you're done with Spotlight, you can just hit the X button and that'll close
02:37out of Spotlight mode.
02:39Take some time now to experiment with all the things you've learned about Spotlight.
02:42Combine different settings and recognize the potential for some really creative effects.
02:47Spotlight is an indispensable tool for creating all kinds of textures,
02:50patterns, and colors.
02:52You'll use it all the time to bring that extra level of realism to your models.
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Texturing a head: A practical approach
00:00Now that we've got a basic understanding of how Spotlight works, let's put it to
00:04the test with a real-world example.
00:07Texturing a model from photographs is a very common task in 3D art.
00:11I will show you how to get great results within ZBrush and Spotlight.
00:14For this we're going to texture a head, so let's open up the tool menu here
00:18and grab the demo head.
00:19I need to drag in into the canvas and go into Edit mode.
00:23I also want to change this material from this red wax to something that's white,
00:29something that doesn't have a color that comes along with the material, because I
00:33just want to see the poly painting that I'm going to be doing.
00:36Also, you can see the total number of polygons that are in this model right
00:40now; it's only 69,000.
00:42We want to have a lot more polygons to work with, so that we can pick up as
00:45much detail as possible.
00:47Let's divide the geometry a few times.
00:49I am going to go up to about 3 million.
00:54Your computer might be able to handle one more subdivision, but it will
00:58good enough for now.
01:00Okay, let's position this head.
01:02We want it to be looking straightforward.
01:03So let's hold down Shift to make sure it's locked into a front view, and we will
01:08just scale it up so we are seeing more of the face on screen.
01:10Now it's time to bring in our textures.
01:15Let's go into Texture and we will go to Import and bring in the
01:20head_front exercise image.
01:21Now that we've got that in, let's click the Texture palette again and go
01:27into Spotlight mode.
01:29I just want to close Light Box to get that out of the way.
01:32Now we can reposition this photograph so it's more directly over the head.
01:37So I might want to rotate and scale a little bit to get this lined up.
01:40Let's see, this wheel is just getting in the way right now,
01:50so I am going to move that off to the side. And let's see, the mouth is pretty
01:56close, nose is pretty close, eyes are pretty close.
01:59I just want to use the Nudge tool.
02:01It's this one right here, and we can use this to push around the different
02:05pixels in the image so they match up closer to the model.
02:09So here we got the draw size.
02:11I am going to make that a little bit bigger, so we can make more dramatic
02:13changes. And so with the Nudge tool active, we can just push around parts of
02:17this image to get it lined up.
02:19It looks like the jaw could come out a little bit wider.
02:28It doesn't have to be perfectly accurate.
02:35There are always opportunities to fix things up and correct mistakes.
02:40Something else I might want to do is get the draw size a little bit smaller, so
02:45I have finer control over this.
02:46I also want to tweak the nose. It looks like the corners of the nose are a little
02:52bit wider in the photograph than they are in the model.
02:55I will just push those in, and I will also try to bring the hair up a little bit more;
03:05it looks like model has got a lot bigger of a mass of hair.
03:08Now every once in a while you might be noticing the white pixels in the image.
03:15That's a little bug with Spotlight and it makes things difficult because we have
03:18to repaint those areas.
03:20It's not going to make for a very clean transfer, so I will have to repaint those
03:24areas to cover up that area, but otherwise it should work fine.
03:30Okay, so once you've got the image situated, we're ready to start
03:33transferring this to the model.
03:37So one thing I want to do is make sure we're seeing a nice preview of what we
03:40are going to be painting, so you can just click and drag on this little icon and scale up your preview.
03:45That's about good. Now you just hit Z to go into Polypainting mode.
03:50So you see you have got a nice little preview of what's going to be painted on the model.
03:53I have got symmetry on right now, but actually I don't want that on because
03:56the photograph is not symmetrical and I don't want the textures to be
03:59symmetrical either.
04:00Now you can just simply click and drag and it's going to brush all in the model.
04:05Now you will notice I forgot to put it into Polypaint mode, so I am just
04:08going to hit Ctrl+Z to undo that. Make sure you turn on Rgb and turn off
04:13Zadd. Very common mistake.
04:16I do it all the time.
04:17So one thing you might be noticing is the eyeballs are not being textured.
04:21That's because the eyeballs are a separate subtool.
04:24Any kind of polypainting affects only the active subtool.
04:29Now the hair isn't totally covering the model, but that's okay.
04:32We can fix that up from other views, and we are also getting that--like I was
04:36talking about before--those weird white pixels.
04:39We can deal with those later.
04:41Right now, I just want to get something covering up everything that we can see
04:44right now, just to have a base to start working with.
04:48Okay, let's take a look around the model and see what's happened.
04:51Most of the front of the face looks pretty good, but we do have some weird
04:54things happening. For example, the sides of the face are really only picking up
04:59any texture information from a very glancing, shallow angle and so it's resulting
05:03in a lot of stretch, and things aren't quite accurate. That's okay.
05:06We can pick up a lot of this detail from side photographs.
05:10Something else to look at is in the photograph the nostrils weren't quite
05:15positioned where the nostrils of the photograph were,
05:18so we can clean that up easily.
05:20I just want to position the model, so we can see those spots nice and clearly, and
05:26then I am going to turn on Z, so that we can turn on the Spotlight again.
05:29And I just want to position this photograph so that there is some neutral skin
05:34tones are right here where those spots are showing up.
05:37Now I can hit Z again, and what I want to do is just drop my brush size
05:42down so we can come in and just paint out those areas.
05:50Something I also might want to do actually is turn down the Rgb Intensity.
05:53You can see that that painting is kind of painting a harsh line around it.
05:56I just want to bring down the intensity so that we can paint more gradual
06:00falloff, so I am just going to undo that painting that I did and just paint with a
06:04lower intensity so that we don't see that brushstroke quite so obviously.
06:08All right, well I think we are ready to start projecting from the side.
06:15So I just want to move them all around.
06:17I am going to hold down Shift, so we can lock in a side view.
06:19Okay, it's locked in. Move the image roughly to the center and hit Z to
06:27bring back the Spotlight.
06:28Now we want to bring in a different photograph right now, so I am just going to
06:31hit X to close out of this.
06:32I am going to go into Texture and import the other exercise file. And we just want to
06:41load that up in Spotlight now. And just like we did before, we are going to try
06:46to position this over the model.
06:49Rotate is going to come in handy here.
06:51I am going to move this off to the side because it's just getting in the way.
06:56So I am going to scale. It's looking pretty good.
07:03The only issue, it looks like there are just some parts of the face that aren't
07:06quite lining up, so as before, we can go into Nudge mode, and see my Draw Size
07:11needs to be much bigger.
07:12I am just going to work this into position.
07:21Something else I might want to tweak is the brow,
07:23make sure that my photograph is lining up nicely with that.
07:26It actually helps if the photograph is slightly larger than the model, just to
07:36make sure that you are going to get full coverage.
07:42And looks like my lips might need to come out a little bit farther just to
07:46meet up with the model.
07:47I am also going to pull the hair out a little bit so make sure we get
07:52full coverage on that.
07:53Whoops, that is not what we wanted.
07:57I am going to hit Ctrl+Z to undo that. Actually, Ctrl+Z does not work on the
08:02positioning of the image over the model,
08:05so I am going to have to reposition that manually actually.
08:14It's looks like we have got some of those stray white pixels again.
08:16We will just have to deal with those manually.
08:18All right, well that's pretty close.
08:20Let's take this into Polypainting mode. I'm just going to Z. And one thing you might
08:26notice is--I will just rotate here.
08:29We want to turn on Symmetry now, so that we are painting on both sides of the
08:32head at the same time.
08:33I am just going to rotate that back holding down Shift to lock it back into place.
08:37Now you notice it's really faint.
08:43I forgot to bring Rgb Intensity back up to 100, so now we are going to get the full effect.
08:48Now one thing you want to be careful about is not brushing the side view too
08:57close to the front of the face. The reason for that is if I start brushing over
09:01here on the front of the face, we are going to get that same texture stretching
09:04that we were doing before on the side, but it will be on the front where we have
09:07already got a nice result and we don't want to mess with it.
09:09I am going to shrink the brush size down a little bit so we can have a more fine-
09:15tuned edit right here. All right! Let's see what this looks like.
09:18So it's pretty close.
09:21There is a little bit of tweaking and fixing up we can do.
09:24Let's fix some of these things up on the head, especially in the back of the head.
09:28One little trick here is to position some of this hair so that we can paint hair
09:33from the side of the head sort of on to the back, and hair is just kind of messy
09:36organic thing anyway so nobody is really going to notice that we are pulling
09:39hair from the wrong place and putting it on a different place.
09:42You also might want to turn off symmetry when you are working on a place that's
09:50right next to the center line of your model because it will be really obvious if
09:53the hairs are exactly the same to halves that are close to each other.
10:06It might take some back and forth until you can find just the right part of the
10:09photograph to paint on just the right part of the model.
10:11I also want to rotate the model in a few different angles just so that I can get
10:22a different view on it. So I want to clean up this little bald spot here on the
10:30back, so I am just going to bring in this photograph over this area too and just
10:38as always, just paint out those bald spots and those errors and those little
10:41weird things that happen.
10:45So I could continue doing this all day, but you get the idea.
10:47Let's get a view of the model from the front side.
10:54So now that we have got lots of nice polypainting in this model, we could export
10:57this as texture map, for example, and use it in games.
11:01When you are all done, you can hit Z to go back into the Spotlight and just
11:04click the X here to make sure you are closed out of it.
11:07This method of texturing models is used all the time in the film and the
11:11video game industries.
11:12It's fast and can result in really high-quality textures.
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8. Retopology: Making Riggable Models
Drawing new edge flow for retopology
00:00Topology is the way that polygons make up the surface of a model.
00:04Let's go up the exercise file to understand this better.
00:07I am going to bring in the pretopo.ZTL, and let's just click and drag, bring
00:12it into the canvas.
00:14I'm going to go into Edit mode.
00:15Let's get rid of the Light Box. That's just in the way.
00:18I am going to hit F to show it full screen, and let's hit D a few times to go up
00:24to the highest subdivision level.
00:30And let's turn on polyframe by hitting Shift+F. As you can see, the topology
00:35has nothing to do with the actual structure of the face or the way it would
00:39deform if animated.
00:41What re-topology allows you to do is maintain the same shapes and anatomy but
00:46change the way the polygons are structured, so that they complement the anatomy.
00:51Before we create the new topology, we need to understand where it should go.
00:55We are going to draw some guidelines on the face to help us understand what a
00:59good topology would look like.
01:01We are just going to set up polypainting, so that we can draw these lines on.
01:06Go ahead and open the Polypaint submenu and turn on Colorize.
01:10We are also going to shrink the brush size down to two pixels.
01:14We are just going to make really fine lines.
01:16In order to paint with color, we need to turn RGB on and Zadd off, so that
01:21we're not sculpting.
01:24Right now, the model is white, so we are just seeing the base material color, but
01:28we want to paint with a different color,
01:29so I am just going to switch to black.
01:33And let's get the existing topology to disappear, so it is not getting in the way,
01:37just hitting Shift+F. Now are ready to paint.
01:40So where should our new topology go?
01:42In character animation, setup artists and modelers use a principle called edge
01:47flow to determine where the polygons should go.
01:50Edge flow is a way of relating the topology to the anatomy.
01:54For additional information on edge flow, check out my lynda course on modeling a
01:58character in Maya 2011.
02:00Now some things to take into consideration are where creases form.
02:04So let's look a little bit closer here on the model.
02:07There are some pretty obvious places where we can decide where the new edge flow should go.
02:12For example, there's a nice sharp crease right here in the laugh line.
02:15So I just want to draw out a line over the laugh line.
02:20I am using a mouse, so it is kind of hard to get a nice quick clean line.
02:23I usually use a Wacom tablet here.
02:24Having the edge flow follow creases will help maintain their shape.
02:29So I am just going to pick out a few other places where creases are forming.
02:34Pretty obvious one there. Around the lips it is pretty easy to see, and it
02:39doesn't have to be perfect.
02:40This is just kind of a guide to help us lay out the edge flow in the later video.
02:44I am just picking up everywhere that obvious creases are forming.
02:49See the bags under the eyes.
02:53The lower eyelid is pretty clear to see.
02:54It's a nice deep crease right here where the brow hangs over the upper eyelid.
03:03It looks like there is a nice strong crease right here.
03:10All right, so that's looking for creases.
03:16Another thing you want to look for is the directional movement of flesh and muscle.
03:20When the body moves, the skin pulls in various directions.
03:24Understanding what direction the skin moves will help you place your edge flow.
03:29So, for example, if this character is going to smile, the flesh around the mouth
03:34and the cheeks is going to pull upwards and out.
03:37So you want to draw lines in the direction that flesh will move.
03:40A lot of times these lines are going to be perpendicular to the crease lines.
03:46So if you smile, the flesh is going to move out like this.
03:48Let's say you squint.
03:51The eye bag and the lower eye-lid is going to move up.
03:54If you raise the brow up, this flesh right up here is going to move up as well.
04:01Or if you furrow your brow, the flesh is going to move downwards.
04:12And let's look around the mouth.
04:13Of course, if you purse your lips or you open the mouth, that flesh is going
04:19to move up and away.
04:32And creases are going to form on the forehead.
04:34It is also a direction that a lot of flesh moves,
04:37so it is pretty to assume that we are going to have edges going directly across
04:41this way. And the brow will raise up,
04:43so I guess we can continue these lines up across the brow and the forehead.
04:50Something else to look for is obvious structures.
04:53Anatomy often has a clear direction to it.
04:55Bones, limbs, and muscles can be indicators of where to place edge flow.
05:00So if we are just going to follow obvious structures, you can see the brow.
05:04It is pretty clear.
05:05It is easy to see. Another place is the nose.
05:10It is nice clear direction to the nose.
05:16The jaws on this model particularly,
05:18it is nice sharp jawline,
05:20it is really easy to see where this should go.
05:29There is a thing called the zygomatic arch.
05:31It is kind of the cheekbone. You see that it is a nice feature to follow.
05:44Obvious loops, like around the nostrils, are a really good place to put edge flow.
05:47All right, let's zoom out and take a look at this.
05:52Something else you want to do is play Connect the Dots.
05:55Some parts of the anatomy will be harder to figure out than others.
05:59Do the more obvious parts first and then see if you can bridge across the
06:02less obvious spaces between them.
06:04So we have got some open spaces where not a lot is going on.
06:07It is easy to see that a lot of these lines are going to connect up with each other.
06:12So let's see. Maybe this line from the mouth is going to go up into the eye, and
06:18you could either maybe connect it up with this one that's existing already.
06:21So let's say maybe we will just make this edge into one single edge.
06:25Then you could go into SwitchColor and erase this part that we don't want anymore.
06:29It is okay if it is a little bit messy,
06:31just as long as you can tell where things are supposed to go.
06:33I'm just going to connect up a few more of these.
06:38Another way to fill in gaps is to see where edges are parallel to each other.
06:42It's probably a good indication that there's going to be more edges in between them.
06:46We can also continue loops around.
06:48They are called edge loops for a reason, because they usually loop and connect
06:53up on another area of the model.
06:59Also, another good thing to do is just continue edges.
07:01If you're not sure what to do, you can just take an edge and continue drawing it
07:05out in the same direction.
07:08Probably a good chance that there should be an edge right here.
07:10You know, there is this one here and this one, so another edge in between is
07:14probably a good idea.
07:15I am just going to take a few minutes to continue some of these other edges.
07:21Another good thing to do is get ideas from looking at other people's models.
07:26There is lots of professionals who post their work online with edge flow visible.
07:29They are called wireframes.
07:31Study what they do, but understand that there's not just one right way to do it.
07:36As you get more experienced with edge flow and re-topology, you might skip this step.
07:41I still like to do it myself sometimes when the model is
07:44particularly complicated.
07:45It is faster and easier to make changes at this stage than it will be later on
07:49when we actually build a new topology.
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Tips for making good edge flow
00:00Edge flow can be a challenging thing to get right.
00:03There's the theory behind it that I mentioned in the last movie, but there's also
00:07a lot of practice and experimentation that goes into a thorough understanding of it.
00:11Hopefully, with the following tips you will gain a better understanding of what
00:14goes into good edge flow.
00:17Let's open up the head_linesdrawn exercise file to look at what a finished edge
00:21flow drawing looks like.
00:23It's a Ztool, so I have to click and drag to bring into the canvas.
00:26Let's go into Edit mode and I'm going to hide the Light Box.
00:29I'm going to hit F, so we can see it full screen.
00:32Okay, so I use different colors than you saw on the last video, but it's
00:37the same thing really.
00:38The first thing I want to talk about is keeping it clean.
00:41This means to avoid the temptation to follow every little detail, and instead
00:45focus on just the things that have a structural significance.
00:48So you see all the major structures of the face have been followed with edge flow lines.
00:55However, I want to zoom in here on one thing and note how I didn't follow
00:59every little detail.
01:00So you see there's this little line here on the bridge of the nose area? Little
01:04things like that can sometimes distracts from the big picture.
01:09You don't need to follow every little detail;
01:11it's just the bigger forms.
01:13It's about following the structures that are actually going to move and change
01:17when they're animated.
01:20Something else to keep in mind is keeping it roughly even and proportional.
01:25Keeping every single polygon a perfect square is impossible, but you should try
01:28to avoid making any polygons that are more than twice as long on one side than
01:32they are in another.
01:33So you see most of these polygons are roughly square. Some of them are longer, a
01:38little shorter, but mostly square.
01:40Now there is one big exception to this.
01:43You want to make edges closer together at creases and tight areas.
01:47So you look here in the laugh line.
01:48We've got edges that are closer together.
01:50Same thing around these creases around the eye.
01:52They are really helping to hold that crease shape.
01:56It's okay to have long polygons in these instances, because you want the model
02:00to be able to retain these long finer lines.
02:05You also want to avoid making abrupt changes in scale with small polygons
02:10next to really big ones.
02:11It's okay to have small polygons in areas of tight detail, like around here in
02:16the corner of the eye or in the nostrils, and then you want to have bigger ones
02:21in big broad areas where not so much is happening.
02:23The important thing is to make a gradual transition from one to the other.
02:28Something else you want to do is avoid poles.
02:31Poles are when you have six or more edges meeting in one spot.
02:36It's like the grid lines on a globe meeting at the North Pole.
02:40Poles are difficult to sculpt and rig properly.
02:43So I don't think I have any poles in this model.
02:46It's pretty free of that problem.
02:48But I do want to point out that there are places where you're going to have five
02:51edges meeting in one spot.
02:53So, for example, right here. Down here on the jaw line you've got another one,
02:58and back here behind the jaw there is another area where five edges meet in one spot.
03:02It's impossible to entirely avoid those five-pointed stars as they're called, but
03:08what you really don't want to do is have six or more edges meeting in one spot.
03:13That can cause weird pinches to form as you're sculpting, and it makes
03:17it difficult to rig.
03:19Notice all of these polygons are four-sided.
03:21A few triangles are actually okay, but use rectangles when feasible.
03:27When a model is subdivided, triangles actually turn into rectangles.
03:31So one thing you can do is intentionally retopologize with triangles and then
03:36when it subdivides all those triangles will turn into four-sided polygons.
03:41Another good thing to do is retopologize at a lower density than you know you're
03:46going to need and then export at a higher subdivision level for animating.
03:52It's also a lot less work to retopologize fewer polygons than it is to
03:57retopologize when you have drawn out a lot more lines.
04:02Now this edge flow drawing is not perfect.
04:04There are some things I would want to change.
04:05So, for example, there is this one edge right here
04:08that's going a little closer to this edge next to it than the other one.
04:12Something I would want to do is fix this by redrawing this line so it's a
04:15little more centered.
04:17Something else I would want to fix is to look out for faces like this.
04:21This is actually going to end up being a five-sided polygon, and we don't want that.
04:25So you would want to find a way to split this maybe into two four-sided polygons
04:31or maybe a triangle and a four-sided polygon.
04:34Maybe you could draw an edge from this point and take it up into the nostril,
04:38something like that. Experiment with it. See what works.
04:41Something else I probably would want to do before I go into retopology is to
04:44spread out these edges right here across the nose.
04:46They are all kind of bunching up in one spot.
04:48I'd probably try to bring this one up higher, just kind of scoot all these up,
04:53and some of these down, just so that they're not all bunched up right here.
04:58Keeping these tips in mind will help not just with retopologizing models in
05:02ZBrush, but with any kind of 3D modeling.
05:05It's a lot to remember, I know, but the more you practice it, the more you'll
05:09internalize these rules, and beautiful topology will come naturally to you.
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Creating new topology
00:00Now that we have planned out our new topology, it's time to actually create the
00:04polygons that will conform to the proper edge flow.
00:07Pay close attention here; the way to do this involves some strange steps.
00:12It's one of those processes that Pixologic has cobbled together from various
00:16leftovers of other features.
00:19But if you memorize these steps, you will be able to take advantage of this very
00:23powerful way to turn a sculpted model into something that can be animated.
00:27All right, now let's go through the steps.
00:30The first thing you do is go into the Subtool sub-palette and click Append.
00:35We are going to bring in a ZSphere.
00:37I know it doesn't make much sense, but just stick with me here.
00:41Let's make sure we have got this ZSphere selected in our subtool, and let's
00:46see the head disappear.
00:47Let's just make sure that's visible again. What we want to do is shrink this down.
00:51So I am going to go into Scale mode and just click and drag on the ZSphere until
00:56we can't see it anymore.
00:57Good. And just go back into Draw mode.
01:01Now we open up the Topology sub-palette and click Edit Topology.
01:09ZBrush automatically switches into Orthographic mode, or turns off Perspective mode.
01:15Now we just need to click on the model to place new vertices, edges, and polygons.
01:20Let me zoom in here.
01:22So just clicking on the model, it's going to create vertices and connect them
01:27with edges, and then when you close them off, it creates a polygon.
01:30Now there are a few things to remember as you do this.
01:34New edges will be connected to the vertex that has a red circle around it.
01:39That's usually the last vertex that was created.
01:41So you can see there is one vertex here.
01:43It has a red circle around it.
01:45Wherever I click, the new vertex is going to be connected to the red one.
01:56Now, let's say you don't want to continue making new edges from this red vertex;
02:01you want to start from somewhere else.
02:02The way you do that is you just click once out into the open area.
02:06Now you can start making a vertex anywhere you want.
02:15If you don't like where a vertex is, you can delete it by holding down Alt
02:19as you click on it.
02:22Sometimes deleting a vertex will delete a vertex or two next to it.
02:26It's kind of annoying because it might delete vertices that you don't want to
02:29delete, but you just have to redraw them. It's annoying.
02:33If you click on a line segment, you will insert a new vertex that cuts
02:37the segment in two.
02:39So you see right here, if we hover the mouse over this edge right here, it's
02:44showing us a preview of where a new vertex will be inserted.
02:47Just click on it, and then you can click again on another edge, and it's going
02:52to split those in two.
02:55You can get a preview of what the new model will look like by hitting the A key.
02:59It can be hard to see right now what's going on, so I am just going to go up
03:03into the Subtool sub-palette and let's hide the head.
03:07So there is not a lot to see right now, but if you had fleshed out more of the
03:11face, you would see the new topology and the new model. Hopefully, everything is looking good.
03:15This can show you if there is any problems.
03:17Sometimes ZBrush doesn't quite interpret how you created the new polygons in an accurate way.
03:22So this will show you if there is a problem. Then you can go in and delete some
03:25edges or some vertices and then try drawing it again.
03:28Let me just hit A to go back into Topology mode.
03:32Make sure you've got your head subtool visible, and then you can continue working.
03:35So go ahead and take some time to flesh out this entire face with new topology.
03:42Even though it's cumbersome, it can be a powerful way to turn a model with bad
03:46topology into one that can be rigged and animated.
03:49Even if a model will never be animated, this process can make a model have a
03:52much more efficient and clean topology.
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Transferring detail from the old model to the new
00:00Once the new topology has been built around the original model, we can convert
00:04it to a polygon mesh.
00:06Then we can shrink-wrap the new model around the old to pick up its details.
00:11Let's open the head_retopo.ztl file.
00:13I am just going to click and drag this out into the canvas and go into Edit mode.
00:17Let's also make Light Box go away.
00:20I am going to hit F so we can see the full head on screen.
00:24Now let's open up the Subtool sub-palette and make sure we've got the ZSphere
00:29as the active subtool. Okay it is; that's good.
00:31Now let's go down to Topology and let's click Edit Topology.
00:36So anytime you save your retopology in progress, you can always go back to where
00:41you were working by clicking Edit Topology with the ZSphere subtool active, and
00:46then you can pick it up and continue to retopologize from wherever you left off.
00:50I have got enough of it done now to demonstrate however, so we are just going to
00:55continue from this point.
00:57Open up the Adaptive Skin sub-palette.
00:59This section controls how the retopology will be converted into a
01:04standard polygon model.
01:05There is really no need to change any of the settings as it works pretty well by default.
01:09All we need to do is click the Make Adaptive Skin button.
01:12It doesn't seem like anything changed, but if you look up in the toolbox, you see
01:17that there's a new model called Skin ZSphere.
01:23Before we deal with that, however, let's make the original head the active
01:27subtool and hide the retopology.
01:29So I am going to go back into the original head, and let's make this active and
01:34hide the retopology.
01:36Now we need to append the newly created face to the current Ztool as a subtool
01:42in order to protect the detail on to it.
01:45So I am going to go down here in the subtool and click Append.
01:49We will grab that new mesh and look up here, and yep, brought it in as a subtool.
01:55So we want to make sure that this subtool is active because this is the one that
02:00is going to be wrapped onto the old head.
02:04In the Subtool sub-palette, there is a button called Project All.
02:08It takes the active subtool and shrink-wraps it to conform to any other visible subtools.
02:13So let's see what happens.
02:14Now it asks us if we want to project any polypaint data as well,
02:20any coloring, any painting.
02:22In this case no, I don't want to, because it would just project all those lines
02:25and I don't really need the painted lines anymore.
02:29Cool so I just projected the new model on to the old, so I picked up some
02:33more of that detail.
02:36Let's just hide the old model really quick and take a look at this.
02:39Okay, so that's looking pretty good.
02:42We want to capture even more data, so let's add another subdivision to this head.
02:47So I am going to hit Ctrl+D to subdivide it one more time.
02:49Let's make sure we have got the old head visible so that when we project it we
02:55can get even more information. And it asks me the same thing. No, I don't want to
03:01project the polypainting.
03:02All right, that's cool. So we could continue to subdivide this new mesh and
03:07project to keep picking up more and more detail.
03:12Now every once in a while when your projecting you will have a problem. Luckily
03:15we didn't have it this time, but sometimes what happens is in really tight areas
03:20what you will see is that sometimes the mesh will get confused and ZBrush will
03:24have some vertices like shooting over across to the other side, and sometimes
03:29weird things will happen.
03:30So if that happens, just undo the Project All, and then you will just want to
03:35paint a mask, just hold down Ctrl and paint a mask over any areas that were
03:39giving you problems. That way when you hit Project All again, those areas will be
03:44ignored and only the unmasked area will be projected.
03:47That means that you will lose a little bit of detail, but it's better than
03:51having something that's completely useless.
03:54In addition to retopologizing a model, the Project All feature in ZBrush can be
03:59used in all kinds of situations to get one model to pick up detail and form from another.
04:05It could be used to form clothing to a figure or transfer color information from
04:09one object to another. It's really only limited by your imagination.
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9. UV Layout and Maps
Understanding the UV maps
00:00ZBrush paints color on models using a technology called polypainting.
00:05This means that every polygon of the model can be given a different color.
00:09However, most 3D applications, from games to films, use a technology
00:13called texture mapping.
00:15This means that all color information is stored in a 2D image file that gets
00:20wrapped around a 3D model.
00:21It's just like a map of the Earth, where a flat image represents the surface of
00:26a three-dimensional object. And like a map of the Earth, there are many different
00:31ways to cut it up and flatten it out.
00:34The way that a 3D object is flattened into a 2D space is called UV mapping.
00:39UV is just a coordinate system like latitude and longitude, or X and Y. Software
00:45like ZBrush uses the letters U and V for texture mapping because X and Y, along
00:50with Z, are already used for a 3D space.
00:53Let's take a look at what a texture map actually looks like.
00:57I am just going to open up the exercise file for this movie, and let's
01:05close down the Light Box.
01:06I also want to go up to the highest subdivision level, so we can see all of our detail.
01:10I'll explain what I'm doing in a later movie, but for just right now I just want
01:15to show you how all of the color information from this model has been cut up and
01:21stored in UV space in a texture map.
01:25So the exact positions of all these different objects, like the pants and the
01:29body and the head and everything, could be arranged totally different.
01:33And that's the UV space.
01:34The texture map is the actual color information that goes on that space.
01:38It's a very critical difference I just really want to make clear.
01:41Now let's expand the UV Map sub-palette.
01:45There are lots of controls in here, but the only thing you really need to use
01:51is the UV Map Size.
01:53You can click one of these preset sizes or type in a custom size.
02:00The size you choose is up to you, really.
02:02I mean it depends on your needs.
02:04A higher-resolution map will contain more detail, but it may take up more memory.
02:08The default of 2048 is usually a good middle ground.
02:12Texture maps are always made square in ZBrush.
02:16The number refers to how many pixels wide and tall it will be.
02:20Be aware that changing this number doesn't affect any maps that have already
02:23been made, but any new maps will use these settings when they're made.
02:28Understanding UV maps is critical when color or texture detail is exported to other programs.
02:34If a model is saved or exported, the UV maps are automatically included in the file.
02:40However, texture maps, meaning any color information that has been painted onto
02:44the maps, has to be exported separately.
Collapse this transcript
Installing the UV Master plug-in
00:00UV Master is a plug-in for ZBrush that you can download for free from
00:04the Pixologic web site.
00:06It creates UV maps for you by cutting up and flattening a 3D model.
00:10Before we can use it, we have to install it because it's not part of the
00:14main ZBrush software.
00:15ZBrush needs to be closed in order to install plug-ins,
00:18so make sure you do that first if you have that open.
00:20Now let's go to the Internet and download the plug-in.
00:24Go to pixologic.com.
00:25Now we need to go into the ZBrush menu here and click Downloads.
00:32Now click ZBrush Plugins down at the bottom. And if you scroll down, you can see
00:37that there's lots of plug-ins to choose from.
00:38The one we want is UV Master.
00:40Go ahead and choose your operating system.
00:43I'm on a Mac, so I'll click this one, and I'm just going to save this file to the hard drive.
00:48You want to make sure that you have some way to open zip files.
00:52If you don't have a program for that already,
00:54there are many free options to be found online. And I'll just right-click on
00:58this, show it in finder, and we'll unzip it.
01:03Okay, so inside that zip, there is this file here and a folder with another file.
01:08We are just going to select these two and right-click and copy.
01:13Now, I need to navigate to the ZBrush Program folder, and inside this folder,
01:19there's going to be another folder called ZStartup. And there is ZPlugs and I
01:25just want to right-click and paste directly into here. All right!
01:30Let's restart ZBrush and hopefully, if we did everything correctly, the
01:33plug-in will be available.
01:34All right, let's look up in the Zplugin menu.
01:38All right, there it is, UV Master.
01:40All of ZBrush's plug-ins installs the same way,
01:43so feel free to download and install any others that you may be interested in.
Collapse this transcript
Using UV Master
00:00UV master makes a UV map of 3D models.
00:04The result is kind of like a bearskin rug.
00:06It's a flat surface for storing color and other maps in a 2D image that can be
00:11exported to other programs.
00:13It's easy to use but does involve a few steps that are worth practicing.
00:17Make sure you have got the UV Master plug- in installed and open up the exercise file.
00:22I am going to get the Light Box out of the way, and you also want to make sure
00:27that the model is on its lowest subdivision level.
00:30So let's see, Geometry is on one. That's good.
00:33Now go up to the Zplugin menu, and we'll just dock this to the palette.
00:37I am going to click on this button here.
00:40Let's expand the UV Master sub-palette.
00:42Now there is a lot of options in here, but let me go through them.
00:46You could just click on Unwrap and let UV Master do its thing, and it will spit out a UV map.
00:52It's going to take a few seconds. Now it's done.
00:59Let's go down to the Texture sub-palette > Texture Map, and see what result we got.
01:05If we click on New From UV Map, ZBrush is going to create a texture map that
01:10shows us what the UVs look like.
01:13So if you hold the mouse over this little image here, you can see that it's
01:17taken the entire 3D model and it's flattened it out into a 2D image.
01:22The texture that's on the 3D model also shows you where the seams are.
01:26So you see that there are these two big seams right at the front of the model,
01:30and one seam is cutting the head in half, and usually I'd like to put seams in
01:35less conspicuous places.
01:37Now let's turn this map off and go back to the UV Master sub-palette and
01:41customize some settings to get a better result.
01:43Let's turn on Polygroups by hitting Shift+F. You can see that I have already
01:52split the model's main parts into separate groups.
01:55UV Master can use these groups to split up the UV map as well.
01:59This usually produces a better result because it doesn't have to flatten out
02:02one big shape; instead, it can work on getting the best result for several smaller shapes.
02:08So let's just turn on Polygroups to take advantage of that option.
02:13You can also turn on Use Existing UV Seams.
02:16This feature is useful if you've cut UV seams in a different program and you
02:19just want UV Master to do a neater job of flattening out the map.
02:23I don't want to use it this time because we've already got seams that spread out
02:27the entire model into one map, so that's not useful right now.
02:32You could use the Unwrap All button.
02:34What that does is it unwraps all the subtools at once, but I prefer to do them separately.
02:39That way I have more control over the final result.
02:42Now that we've activated the Polygroups setting, let's hit Unwrap again and see what we get.
02:51All right! Let's take a few seconds.
02:53Let's go back down to Texture Map and click New From UV Map again.
02:57Now you can see the result has broken up all of the different polygroups that I
03:01had and so we are getting seams in a lot of better places now.
03:05Let's just turn off Polygroups, hitting Shift+F. It actually included the
03:10wireframe that I had turned on.
03:11Let's make another one with that turned off. New From UV Map.
03:15Okay, so it's a little easier to see now.
03:17So the seams are in less conspicuous places.
03:19Now we are not cutting one right across the middle of the face, and it is cutting
03:24seams in places like around the belt where there is a natural seem anyway, and
03:28around the hill of pants, so that's a good place to put seams.
03:32UV Master is great at doing a fast general-purpose UV Map, but if you need a
03:37highly efficient map for things like games where every pixel counts, you'll be
03:41better off laying out the UVs in a program that is more dedicated to that purpose.
Collapse this transcript
Creating texture maps
00:00All kinds of surface qualities can be extracted from the model and translated to
00:052D maps that are used in other applications.
00:08Color of course is the easiest to understand.
00:11There are other map types, like normal maps and displacement maps, that can
00:14re-create falling details from the high subdivision levels and then make them
00:18visible on a lower-resolution model.
00:20Now let's open up the Texture Map sub-palette.
00:26To make a color texture map, we are going to take the polypainting that already
00:30exists on the model and transfer it to a 2D image based on the UV map.
00:34Let's click New From Polypaint.
00:39The result we get is a low-detail map.
00:42This is because the model is currently at a low subdivision level and the
00:46texture map will only pick up whatever color is currently visible.
00:50Let's go up to the highest subdivision level and try again.
00:58One thing you might notice is that since we are on the highest subdivision level
01:02we should be seeing all the fine detail, but we're not.
01:05That's because Texture Map is on.
01:07Let's turn this off.
01:08The texture map was covering up the Polypainting.
01:11Now with that off we can see all the detail that's inherent to this model.
01:14Now let's create a new map from Polypaint.
01:19Now that has much more detail in it.
01:22Another way to generate a map is by masking.
01:25So let's turn off this texture map and I also want to get rid of the color for now.
01:30So open up all the Polypaint and turn off Colorize, so we just see the model
01:35itself without any polypainting on it.
01:38Now let's make a mask based on cavity.
01:40I am just going to use the default settings and click Mask By Cavity.
01:43So you can see what it's done is it's created a mask in any place where there's
01:49a crease or a depression or any sort of a cavity.
01:53You could see how it's darker. That means it's masked off inside of those creases.
01:57Now let's go down to the Texture Map sub-palette and click New From Masking.
02:02So now we've got a new map that was generated from all the crevices and
02:07creases in this model.
02:09This type of map is really useful for rendering in other types of programs.
02:14You can use it to automatically darken crevices, tell it not to be shining down
02:18inside those creases.
02:19It really is a nice way to bump up the level of realism in a model.
02:23Let's make this map go away for now too, and I am going to hit Ctrl+Shift+A to
02:30remove all the masking.
02:32Let's talk about normal and displacement maps.
02:34Those are maps that are used to make a low-poly model look like it has all the
02:38detail of a high-poly model.
02:40The settings you use depend on how you plan to use them and what programs
02:44they will be used in.
02:45So, for example, let's open up the Normal Map sub-palette.
02:49Unless you know what you're doing with these settings, it's best to leave them as they are.
02:55Let's make a normal map by just clicking Create NormalMap.
02:58Now we get this little pop-up. It tells us that the map cannot be created while
03:03the highest subdivision-level is active.
03:05That's because normal map and displacement map compare the highest subdivision
03:09level to the current subdivision level.
03:12If I'm currently on the highest subdivision level, there's nothing to compare.
03:16So let's go down with the lowest subdivision level, and we'll try that again.
03:23So now you get this really cool, funky, colorful map.
03:31This is going to tell other programs like Maya or 3D Studio MAX how the high-
03:37resolution information should look.
03:39So you can map this onto a low-poly model and it will look like it has all that
03:43high-texture detail.
03:49Let's do the same thing for a displacement map.
03:51ZBrush actually turns on the texture map every time you create a new map. Even if
03:58it's not a texture map, if it's a normal map, ZBrush will just turn this on.
04:02So I am going to turn that off again.
04:03Let's make a displacement map and it creates DispMap.
04:10Displacement map is similar to a normal map except that it's telling a 3D
04:14program how much the surface detail is pushed up or pushed down relative to
04:20the low-poly model.
04:22Now once you've got a map, it's not very clear what to do with it or how to save it.
04:26There should be a Save button in all of these palettes, but there's not.
04:31The way you save it is by clicking the Clone button.
04:34So in the displacement map case, it's Clone Disp.
04:37You could also do Clone Texture up in the Texture Map or Clone NM in the
04:42Normal Map palette.
04:43What this will do is it will transfer the map over to the Texture palette.
04:49Then you can click Export and save it in any of these formats.
04:56Most uses for a ZBrush eventually result in models and textures being exported
05:00for use in other programs,
05:02so learning the map-creation process is crucial.
05:05Maps can then be further processed in Photoshop.
Collapse this transcript
10. Troubleshooting
Preventing problems
00:00Unfortunately, like many complicated pieces of software, ZBrush occasionally
00:05saves models with bugs in the code that cause problems later on.
00:09There is ways of both preventing and repairing these errors.
00:13Let's open the DemoSoldier and expand the Subtool and Geometry sub-palettes.
00:16There are two main practices that you should always get in the habit of doing.
00:25One is to save your models on the lowest subdivision level.
00:29This makes it easier for ZBrush to save and reopen, since all the fine detail
00:34doesn't have to move in and out of memory at once.
00:38The way to do this easily is in the Subtool sub-palette.
00:44Click the All Low button.
00:47This drops all the subdivision levels of all the subtools to the lowest level in one click.
00:53The second habit is to save your work often and with sequential version numbers.
00:58This means that every time you save you should make a new file with a
01:01new version number.
01:03So go up to File and Save As, and now you could call it DemoSoldier2, and then
01:10the next time you save, DemoSoldier3, and so on and so forth.
01:14This is because ZBrush tends to crash at the worst possible moments. And if your
01:18latest save gets corrupted, you can probably go back to an earlier save.
01:23If you save often and in versions, you'll only lose an hour's worth of work,
01:27rather than days or weeks.
01:29It may seem like a distraction to save all the time and keep a sequence of versions going;
01:33however, the threat of spending hours of work to redo what was lost should be
01:38enough motivation to practice these good working habits.
Collapse this transcript
Recovering a corrupted model
00:00Sometimes a Ztool may become corrupted and there is not a previous version to fall back on.
00:06All hope is not lost.
00:07There is a way to extract the model from the Ztool and restore it.
00:11Let's open up the Super Average Man project.
00:16Now imagine that the Ztool is corrupted.
00:18There is a variety of things that can go wrong, such as ZBrush crashing
00:22often, certain functions stop working, or the model may do strange things
00:27when you sculpt on it.
00:28There's no way to list them all, but whatever the glitch, there is one solution
00:32that usually fixes it.
00:33You can export the model as an OBJ and then import it into a new Ztool.
00:38Let's go through the steps.
00:41Make sure that your model is on the highest subdivision level. When we export,
00:45only one subdivision level can go out, so if you choose a lower one, you'll
00:50lose any finer detail.
00:53Click on Export in the Tool menu and save it anywhere you want.
00:57I'm going to save it on the desktop.
01:04Now close ZBrush and restart. Sometimes the bug will be in the software and it
01:09will corrupt any model that is opened, so make sure that you're working with a
01:13fresh restart of ZBrush.
01:20Now let's click on Import to get the mesh that we just exported and just click
01:29and drag it into the canvas and go into the Edit mode.
01:32In order to get our subdivision levels back, let's expand the Geometry
01:36sub-palette and click Reconstruct Subdiv.
01:43This is going to examine the model and see if its structure is based on a
01:47lower subdivision level.
01:49You can see we've just got another subdivision level out of this.
01:53Continue to Reconstruct subdiv levels, until it won't reconstruct anymore.
01:58Then save it as a new Ztool tool.
02:00So I clicked it one more time, and you can see it says, "Unable to reconstruct
02:04lower sub-div level, operation canceled."
02:06That means that there is no lower subdivision level to reconstruct.
02:12And now it's a good idea to save it as a new tool.
02:16Usually, this procedure will fix odd behaviors and corruptions that can be seen
02:21in ZBrush and in Ztools.
02:22It can save you a lot of work if you don't have a backup or previous version
02:27to fall back on.
Collapse this transcript
Recognizing and fixing common problems
00:00ZBrush includes a few particularly irritating bugs that either pop up all the
00:05time or seem impossible to fix.
00:07Luckily, I'm here to point out the traps and show you how to recover when you fall in.
00:12Now I've got the Super Average Man loaded up and I did something special to it
00:16to make it give me an error.
00:17Let's say you want to subdivide this model.
00:19So let's go into the Geometry sub-palette and we'll click Divide.
00:23Sometimes you'll get this little error message that says, "A 3D Mesh with
00:26Subdivision-history may be partially modified only while the lowest
00:30subdivision level is active."
00:32Now, actually the message and the given solution have nothing to do with the
00:36problem or how to fix it.
00:38The real problem is that you either have something masked or hidden and you
00:42didn't know about it.
00:43So what you want to do is hit Ctrl+Shift+A to clear all your masks, and then
00:48hold down Ctrl+Shift and click once in the canvas to bring back anything
00:53that might be hidden.
00:54ZBrush won't subdivide if anything is masked or hidden.
00:58Now, subdivision should work just fine.
01:01Something else that happens all the time is that Edit mode accidentally gets
01:05turned off, and instead of rotating, you click and drag on the canvas and ZBrush
01:10draws out multiple copies of the tool.
01:12Simply clear the canvas with Ctrl+N and then redraw one copy.
01:17Now you can reenter Edit mode.
01:20Another issue is that some things that you do in ZBrush will get undone when you
01:25hit Ctrl+Z, even if they weren't the last thing done.
01:28For example, let's say we want to polypaint some color on the character.
01:34We would go down into the Polypaint submenu and turn on Colorize.
01:39So we're just going to go paint with this color in the model.
01:43You accidentally forgot to put it into RGB mode;
01:49it is still in Sculpt mode.
01:51So you hit Ctrl+Z to undo that.
01:53Notice that colorize got undone, even though that was the next-to-last thing that we did.
01:58There are all kinds of different modes and settings and buttons you can push in
02:03ZBrush that will get undone when you hit Ctrl+Z even though they weren't the
02:07last thing that you did.
02:09So just keep an eye out for situations like this.
02:11It can be very confusing and very frustrating.
02:14But if you know that that's what happens, then you know how to fix it.
02:17The more you work with the ZBrush, the better you'll get at avoiding the
02:21pitfalls. Until then, just try to keep from losing your sanity.
Collapse this transcript
Conclusion
Examples of ZBrush work
00:00Now that we're at the end of this course, I just want to take a few minutes to
00:04show you some of the work I've done in ZBrush.
00:06I will talk about the tools and the techniques that I have used, as well as talk
00:09about why I used them.
00:12So this is a bull that I sculpted in ZBrush.
00:14I actually started with a base mesh from Maya that is as very simple, rudimentary
00:20model built in Maya that I could then import into ZBrush and then continue to
00:25work on and sculpt on.
00:26Let me just increase some subdivision levels, so we can see more of the detail.
00:35Now the bull is in an action pose right now, but it was sculpted mostly along
00:40the process in a neutral pose with him just standing still and his head facing
00:44straightforward. Even the tail was sticking out straight in a completely unnatural line.
00:50I did it that way because I didn't want to have to sculpt all these fine
00:54details and muscles independently on one side and then have to do it again on the other side.
00:59I wanted to be able to use symmetry so that I could sculpt everything on one
01:03side and have it be copied over to the side.
01:05Then when I was happy with the result, I used the Transpose tools here in ZBrush
01:11to move all of the joints and the body and the tail and everything into this pose.
01:17I also used ZBrush's polypaint features to give this guy some color.
01:20The entire body has one brown color, but the horns and hoofs have some extra
01:25coloration just to set them apart from the body.
01:28Let's zoom a little bit closer in, so we can really look at this texture that
01:33I worked into to this.
01:35I'll subdivide one more time.
01:37This model has over 10 million polygons,
01:40so it's kind of pushing this computer to its limits, but you can see there are
01:43all kinds of final grooves and hair clumps.
01:46It was a lot of fun to really texture this model.
01:50Okay, so let's look at another image now.
01:54This is the diner, and it was done using a combination of Maya and ZBrush.
01:58In case you don't know how Maya works, it is more of a general 3D
02:03application that includes animation and rendering and rigging, a lot of
02:07things that are beyond the scope of ZBrush which, mostly focuses on modeling and sculpting.
02:12Maya was particularly useful for modeling the hard surface for mechanical objects,
02:18such as the motorcycle and the diner in the background.
02:21ZBrush was more useful for the more organic objects, such as the Rhino
02:25himself and his clothing.
02:27I also use ZBrush for the snow on the ground.
02:31These tracks here were sculpted in using an alpha that just repeated a footprint texture.
02:38In Maya I was also able to set up lighting and create these glow effects and put
02:44the whole scene together and light it and render it. Then I took into Photoshop
02:48and I was able to do color correction and different effects to bring out
02:52different lighting effects or different snow effects.
02:55ZBrush works great with other programs.
02:59You can bring it strength of organic modeling into other programs, which might be
03:03better at other things to combine them into one really stunning image.
03:07There is really no limit what you can do with ZBrush.
03:10The tools and techniques can be mixed in so many creative ways, that really
03:14anything is possible.
Collapse this transcript
Goodbye
00:00Well, this is it; we've reached the end of this course.
00:03I'm really glad you could take this journey with me.
00:05I hope it's really inspired you to do some really cool artwork in ZBrush.
00:10Now you may be wondering where to take it from here. The lynda.com library is
00:15full of amazing resources that can teach you how to take your model to the next step.
00:20You can learn how to rig, animate, texture, light, and render in so
00:24many different programs.
00:26For example, I'm looking at the animation courses right now on lynda.com.
00:29There is all kinds of software like CINEMA 4D, Maya, Flash, 3ds Max; all of
00:35these are very useful.
00:36There are 3D-specific courses that can teach you how to use the basics of
00:40other programs and import your models as OBJs into those programs for rendering
00:45and rigging and animation purposes.
00:49If you want to use Maya, there is a great course for that by George Maestri
00:52called Maya 2011 Essential Training.
00:54That will get you started with everything you need to know in Maya, so that you
00:58can integrate it with all the work you've done in ZBrush.
01:01Also check out the character modeling course that I've done called Maya 2011
01:05Modeling a Character.
01:07This one might be useful
01:08if you want to start out a character in Maya and then texture and detail it in ZBrush.
01:14Finally, if you want to make your model look its best, this course on Lighting
01:18and Rendering with mental ray will teach you everything you need to know to
01:22texture and shade and light that model, so that it looks beautiful.
01:24Well, thank you again for following me along with this course.
01:29It's been a really great adventure for me, and I hope it has been for you, too.
01:33With any luck, you'll making amazing models in ZBrush in no time.
01:37Best of luck!
Collapse this transcript


Suggested courses to watch next:

Maya 2011 Essential Training (9h 8m)
George Maestri

Maya 2011: Modeling a Character (3h 3m)
Ryan Kittleson


3ds Max 2011 Essential Training (10h 4m)
Aaron F. Ross


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