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Making a ZSketch

From: ZBrush 4 Essential Training

Video: Making a ZSketch

ZSketch is yet another way to flesh out new shapes that can then be converted to polymeshes. Of all the methods mentioned so far, it may be the most appealing technique for traditional artists, because of its freeform nature-- by this I mean the ability to simply draw shapes directly into 3D space. ZSketch is a way of quickly drawing 3D volumes out in strokes. It works on top of existing ZSpheres. Let's start with how to create them on the ZSphere. So if I go over to my Tool palette, I am just going to click on the ZSphere and click and drag that out into the canvas.

Making a ZSketch

ZSketch is yet another way to flesh out new shapes that can then be converted to polymeshes. Of all the methods mentioned so far, it may be the most appealing technique for traditional artists, because of its freeform nature-- by this I mean the ability to simply draw shapes directly into 3D space. ZSketch is a way of quickly drawing 3D volumes out in strokes. It works on top of existing ZSpheres. Let's start with how to create them on the ZSphere. So if I go over to my Tool palette, I am just going to click on the ZSphere and click and drag that out into the canvas.

We will also go into Edit mode and turn off Light Box because it's just in the way. To start with ZSketch, we just want to go down to the ZSketch sub-palette. So, down here it opens up, and there are several different options, but the only one you really need to be worried about is EditSketch, and this just turn on ZSketching mode. So, you can see that the ZSphere has changed color. It's one solid color now. And also our Brush palette up here has changed, so it's no longer the traditional sculpting brushes. It is now a ZSketch brush.

So the way this works is just by simply clicking and dragging and creating strokes on the ZSphere, and what it does is it creates a chain of ZSpheres in 3D space. And you can just move this around any direction you want and click and drag and creates new objects. And you can also change the size of your brush and create smaller and finer details. So, you can make some kind of weird like creature or worm or something. If you hold down Alt while you stroke, you can delete these ZSketches as well.

If you hold down Shift as you stroke, it will kind of smooth them out and combine them together into a little bit more of a smoother shape. As you work on your ZSketch, you can get a preview of what it's going to look like when it's converted to a polymesh. Press the A key on the keyboard to see what that preview looks like and then hit A again to go back to ZSketching. So, when you are happy with the shape you have created, we can convert it permanently into a polygon object. So the way we do that is we are going to open up the Unified Skin sub-palette here and just hit Make Unified Skin.

It doesn't look like anything has happened, but up here in the toolbox, there is a new tool that's been created called Skin_ZSphere_1. And so this is just the model that we were working on, but in polygon form. So you could sculpt on this and work on it just like any other polygon mesh. ZSketching is another option when you want to create new shapes and forms. It offers a loose way to flesh out shapes but at the expense of any kind of detailed accuracy. It's also really useful to have a pressure-sensitive tablet while you are working because then you can get a more artistic result with the levels of pressure sensitivity.

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This video is part of

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ZBrush 4 Essential Training

63 video lessons · 14608 viewers

Ryan Kittleson
Author

 
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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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