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ZBrush 4 Essential Training

Creating ZSpheres


From:

ZBrush 4 Essential Training

with Ryan Kittleson

Video: Creating ZSpheres

ZSpheres offer a quick way to construct simple shapes. You can then convert these shapes into polygons in order to sculpt and edit them further. I just want to get Light Box out of the way first. I'm just going to click on this button and close it. So the way you can make a ZSphere is go over here in the toolbox and just click on ZSphere, and nothing happens at first. It's just like loading up a Ztool. You actually have to click and drag in here to open it up. So what is this strange ball floating in space? Well, it's really nothing all by itself. In order to really use it, you have to make other ZSpheres attached to it and form them into shapes.
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  1. 5m 13s
    1. Welcome
      55s
    2. Using the exercise files
      59s
    3. What is ZBrush?
      1m 47s
    4. A note on screen resolution
      1m 32s
  2. 19m 17s
    1. Making sense of ZBrush
      2m 39s
    2. Understanding the interface
      2m 29s
    3. Using Light Box
      1m 23s
    4. Navigating the canvas
      2m 2s
    5. Using Perspective and Floor
      1m 51s
    6. Understanding local centering
      1m 9s
    7. Trying different materials
      2m 7s
    8. Activating symmetry
      2m 15s
    9. Viewing your work in various ways
      3m 22s
  3. 19m 59s
    1. Understanding polygon-based models
      1m 45s
    2. Creating ZSpheres
      4m 21s
    3. Using ShadowBox
      2m 15s
    4. Making a ZSketch
      2m 47s
    5. Extracting from an existing mesh
      4m 0s
    6. Using primitive 3D meshes
      3m 24s
    7. Importing from other programs
      1m 27s
  4. 23m 43s
    1. Understanding brush settings
      2m 45s
    2. Inverting brush effects
      1m 9s
    3. Switching to Smooth mode
      2m 35s
    4. Setting the stroke properties
      4m 14s
    5. Working with alphas
      2m 34s
    6. Using the Move brush
      2m 51s
    7. Using the Clip brush
      2m 58s
    8. Learning a few more common brushes (Polish, Clay, Flatten, Inflate, Tracks)
      2m 14s
    9. Saving and using brush presets
      2m 23s
  5. 26m 53s
    1. Working with tools and projects
      1m 52s
    2. Working with subdivision levels
      3m 4s
    3. Masking off parts of your model
      2m 28s
    4. Masking based on cavity and occlusion
      4m 23s
    5. Selecting and hiding parts of a tool
      2m 51s
    6. Working with polygroups
      2m 0s
    7. Using deformation
      1m 59s
    8. Mirroring geometry across an axis
      1m 49s
    9. Restoring symmetry
      1m 45s
    10. Creating morph targets
      2m 31s
    11. Understanding surface normal direction
      2m 11s
  6. 8m 57s
    1. Learning the basics of subtools
      2m 37s
    2. Making new subtools
      3m 12s
    3. Combining subtools
      3m 8s
  7. 7m 20s
    1. Masking with Transpose
      1m 49s
    2. Adjusting the Transpose Manipulator
      1m 46s
    3. Moving, scaling, and rotating with Transpose
      3m 45s
  8. 20m 25s
    1. Understanding how ZBrush uses color
      2m 36s
    2. Learning the basics of Spotlight
      3m 37s
    3. Painting and texturing with Spotlight
      2m 56s
    4. Texturing a head: A practical approach
      11m 16s
  9. 21m 14s
    1. Drawing new edge flow for retopology
      7m 52s
    2. Tips for making good edge flow
      5m 14s
    3. Creating new topology
      3m 55s
    4. Transferring detail from the old model to the new
      4m 13s
  10. 13m 28s
    1. Understanding the UV maps
      2m 47s
    2. Installing the UV Master plug-in
      1m 47s
    3. Using UV Master
      3m 46s
    4. Creating texture maps
      5m 8s
  11. 6m 36s
    1. Preventing problems
      1m 42s
    2. Recovering a corrupted model
      2m 28s
    3. Recognizing and fixing common problems
      2m 26s
  12. 4m 54s
    1. Examples of ZBrush work
      3m 16s
    2. Goodbye
      1m 38s

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ZBrush 4 Essential Training
2h 57m Beginner Apr 08, 2011

Viewers: in countries Watching now:

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
Subjects:
3D + Animation Rendering Textures Materials Visual Effects
Software:
ZBrush
Author:
Ryan Kittleson

Creating ZSpheres

ZSpheres offer a quick way to construct simple shapes. You can then convert these shapes into polygons in order to sculpt and edit them further. I just want to get Light Box out of the way first. I'm just going to click on this button and close it. So the way you can make a ZSphere is go over here in the toolbox and just click on ZSphere, and nothing happens at first. It's just like loading up a Ztool. You actually have to click and drag in here to open it up. So what is this strange ball floating in space? Well, it's really nothing all by itself. In order to really use it, you have to make other ZSpheres attached to it and form them into shapes.

So to add more ZSpheres to this ZSphere, we want to go into Edit mode. Now you can see if you move the cursor over the ZSphere, it kind of makes a little spot where a new ZSphere is going to be created. So if you click and drag on here, you're going to make a new sphere. We can also move this ZSphere around and reposition it by clicking on the Move button. Now that we're in Move mode, you just click and drag, and the new ZSphere gets moved around. Going back into Draw mode, we can either add new ZSpheres or we can delete ones that we don't want.

So if you hold down Alt and click on a ZSphere, it'll go away. So let's use symmetry to make a crude stick-figure man. So I'm going to turn on symmetry by hitting X. So now you see wherever you move the mouse, you get two points. We'll move it just a little bit so we can see that easier. So there is symmetry turned on, and we're going to grow two new ZSpheres out of here, instead of just one. So if you click and drag, you see two are created. If you go into Move mode now and move some down for legs, and let's go back into Draw mode and we'll make the lower half of the legs. And we can go into Move mode again and grab these and pull them down.

Now what happens sometimes is that moving one ZSphere will also move others that are connected to it, so you might have to do a little bit of adjusting back and forth to get them where you want them to be. Switching back into Draw mode, we can make another ZSphere at the top of the pelvis that will go up and be the chest. And also what you can see is when you move the cursor close to the center line, those two points snap into one. So instead of creating two new ZSpheres, it's just going to make one right in the center. So let's just click and grow one new one out and sort of move this up to the chest.

Now, let's make some arms. Going back into Draw mode, let's make two shoulders here, and we'll just go into Move mode again and pull out the arms. When you're in Draw mode, you can also insert new ZSpheres in between two existing ones. So if you just click anywhere in between, you'll make a new ZSphere, and going back into Move mode, you can reposition it independently just like you could any other ZSphere. Now let's make a neck just like we made the torso. So clicking in this middle ZSphere right here, we can grow out a neck, and let's just move it up a little bit.

And to top it off, I'm going to make a head. So growing one more here, and in the Move mode, let's move it up a little bit, and let's say I want to make it a little bit bigger, too. So if you go into Scale mode, you can shrink them or grow them a little bit bigger. If you want to practice some more, you can go ahead and make some feet and fingers and toes in exact same way we've made everything else so far. When you are happy with your crude figure, you can convert it to polygons. I'm going to hit F here just so we can zoom out and see the entire figure. If you hit the A key, what it's going to do is show a quick preview of what the polygon mesh would look like when it's converted from the ZSpheres.

In order to actually use this as a polygonal model now, we need to use something that's called adaptive skin, and simply this is just going to wrap a polygon mesh around the ZSpheres that we've made. So I'll go down into Adaptive Skin here in your sub-palette and let's open this up. You don't have to worry about any of these settings; they actually work very good just the way they are. I'm just going to click Adaptive Skin here. Now it doesn't look like anything really happened, but what it's done is it's created a new model up here at the top of the Tool palette right here in our toolbox. It's called Skin_ZSphere_1.

So if you just click on this, now we have this new model here. It's a polygon model and we can sculpt on it and treat it just like we would any other model in ZBrush. You'll use ZSpheres when you want to start a new model from scratch. Since it's a fast way to build a simple structure, it can then be converted to polygons and edited further.

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