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ZBrush 4 Essential Training

Creating morph targets


From:

ZBrush 4 Essential Training

with Ryan Kittleson

Video: Creating morph targets

A morph target is like a saved version of your model that you can revert to. It records the positions of every vertex of your model and allows you to then morph between that and any modified versions of the model. Open up the DemoDog and expand the Morph Target sub-palette. Click on StoreMT. This will save the shape of the model in its current state. Now, get the Move brush out and just have some fun changing the overall shape of the dog. I am going to hit B+M+B to switch to the Move tool and I am going to hit X to turn on symmetry.
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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 morph targets

A morph target is like a saved version of your model that you can revert to. It records the positions of every vertex of your model and allows you to then morph between that and any modified versions of the model. Open up the DemoDog and expand the Morph Target sub-palette. Click on StoreMT. This will save the shape of the model in its current state. Now, get the Move brush out and just have some fun changing the overall shape of the dog. I am going to hit B+M+B to switch to the Move tool and I am going to hit X to turn on symmetry.

Now click on the Switch button. This will revert back to the state the model was in when you stored the morph target. It's kind of like an undo that you can always jump back to. Click Switch again to go back to the edited version. You can also blend between the old and the new versions. Slide the Morph slider up and watch the result. This can be useful if you want to make an edit, but you are not sure how intense of a change you want. You can make extreme changes and then dial the effect back to get something that looks good.

You can even run the slider backwards and get an exaggerated result. You can only have one morph target stored at a time. Click DelMT to clear the memory. Be aware that you could only switch or blend morph targets when your tool is on the same subdivision level as it was when you first stored the morph target. One situation that I like to use Morph Target in is when I subdivide a model. When ZBrush subdivides, it also slightly relaxes the lowest subdivision level.

Let me demonstrate. First, I will store a morph target at the lowest subdivision level. Now, I will hit Ctrl+D a few times to subdivide the model. Then hit Shift+D a few times to go back to the lowest subdivision level. I am going to hit F so we see this little bit more clearly. It may not look like it, but the model has lost a little definition. Hit Switch to see what I mean. I use morph targets whenever I subdivide in order to restore the lost definition that results from subdividing.

You will use morph targets when you are about to make big changes to your model and you think you might want to revert back or tone back the changes. It's also just a lot of fun to play with.

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