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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.
The ability to edit and sculpt your model symmetrically is one of the most commonly used features of ZBrush. It allows you to make the same changes to both halves of your model at the same time. Let's open up the SuperAverageMan Zproject to have something to work with. By default, symmetry is turned off. So let me make this brush a little bit smaller to make it easier to see. And if I do any changes to one half of this model, you can see that nothing is happening to the other side. Let me just undo this by hitting Ctrl+Z. Now I want to hit X on the keyboard.
This is going to turn on symmetry. So you can see there is another little dot on the other side that mirrors exactly where my cursor is. Any edits I make to the model I now duplicated on the other side. There are some options that we can set for symmetry up in the Transform menu. So you can see it's activated right here. You can also turn it on or off right here. You can change which axis is being mirrored over. So right now it's the X axis. If I change this to Y, now you can see that the symmetry is happening vertically.
Let's go back up into the Transform menu, and there is another type of symmetry we can use called radial symmetry. What this does is it creates multiple points that rotate around one central axis. I want to use this on a separate exercise file, so I'm just going to go up into Load tool and open up the cake.ZTL file, and let's just zoom out a little bit so we can see this more clearly. So let's say you wanted to make something like a wedding cake.
You could use radial symmetry to sculpt the same decorations around, so you don't have to do each of them individually. So up in the Transform we've got Radial Symmetry turned on, a count of 8. You could actually make as many counts as you wanted to, or as fewest, too. Let's do something like 8. All right! So now we see we've got all these dots that go around the objects. If you make any edits to it, you can see you get the same thing all the way around. Since most of the work I do in ZBrush is on characters, I use symmetry all the time.
It sure beats having to do the same sculpting twice like you would have to with real clay.
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