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ZBrush 4 Essential Training
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Extracting from an existing mesh


From:

ZBrush 4 Essential Training

with Ryan Kittleson

Video: Extracting from an existing mesh

Sometimes you may want to use part of an existing mesh to create new models or accessories. ZBrush's Extract function can take any part of your mesh and make new polymeshes out of them. Let's open up one of the heads that comes with ZBrush and click on the tool here and then double-click DemoHead. I am just going to click and drag to create a copy of this and hit Edit to go into Edit mode. Now Extract works on a masked-off selection. So what we need to do is draw a selection on the head, and that's going to be what ZBrush extracts into a separate piece of geometry.
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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

Extracting from an existing mesh

Sometimes you may want to use part of an existing mesh to create new models or accessories. ZBrush's Extract function can take any part of your mesh and make new polymeshes out of them. Let's open up one of the heads that comes with ZBrush and click on the tool here and then double-click DemoHead. I am just going to click and drag to create a copy of this and hit Edit to go into Edit mode. Now Extract works on a masked-off selection. So what we need to do is draw a selection on the head, and that's going to be what ZBrush extracts into a separate piece of geometry.

So, I just want to shrink my brush a little bit to make a finer detailed drawing here. And if you hold down Ctrl and click and drag, what you get is a mask or a selection. Whatever you are painting, this is what ZBrush is going to extract. So, you can really make anything you want here. I am going to make a Mexican wrestler, luchador. When you are happy with the selection you have made, you can go into the Subtool sub-palette and look at the Extract options. There all the way down here at the bottom. We've got the Extract button that actually creates the extraction, and then there are some settings here that don't make a lot of sense, but let me go over how they work.

E Smt stands for Edge Smoothing. This is the amount of smoothing that will help round out the border of the mask. Sometimes it gets a little bit rough and ZBrush can smooth that up for you. The second is S Smt, which stands for Surface Smoothing. This will basically apply a smooth to the entire surface. I like to turn this one off so that I can manually smooth anything that needs it, rather that letting ZBrush do it for me. So I am going to drag this one down to zero, so it doesn't do anything. The last setting is Thickness.

This will take the extracted geometry and puff it out. If you set it to zero, there will be no thickness at all. If you set it to a negative number, thickness will be added to the backside of the mask. All right, let's see how it works with these settings. I am just going to click Extract here. Now, what it's done is created a new model based off the shape that would be painted on the face, and you can see it has created a new subtool here. I will talk about subtools in different video, but for now, I just want to click on the mask that was created, and we will take a look at this. So, it made a little bit of thickness but not much that we can really see, so we can delete this and start over with some different settings until we get a result that we are happy with.

So, I am just going to hit Delete here in the Subtool sub-palette and then just say Yes, or OK. Now, let's make sure we have got our head selected again, and let's go back down to the bottom. I just want to make it a little bit thicker, make it a little bit more obvious what's happened. So, let's raise this Thickness up to about 0.1 and then click Extract again. All right, so yeah, we can see the effects a little bit more clearly now. There is actually some thickness. It looks more like a believable mask that you would actually see in real life. Now let me go up and make sure we have got the mask selected.

I am going to click on it here. Now, there is one bug with extracting. The extracted piece keeps the selection that was originally painted and locks it in place. The problem is that ZBrush doesn't show you that anything is selected, so if you try to move the mask, only a part of it will move. So, let's see how that works. I am going to go over how to use these Move controls in a later video, but for now just notice how it's not grabbing the entire mask when I try to move it. So, what we need to do is clear any selection that we have made to this mask, so I am just going to hit Ctrl+Z key to undo that movement.

And the way to clear the selection is Ctrl+Shift+A. And you don't see any change, but it got rid of the invisible mask that was on this. So now that we go to move it, you can see that it's actually moving the entire mask. And if you go back into Draw mode, you can edit this mask just like any other piece of geometry now. You will find yourself Extract as a quick way to make clothing, armor, and other objects that that can be based on the shape of an existing model.

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