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Making new subtools

From: ZBrush 4 Essential Training

Video: Making new subtools

Now that we've got the basics out of the way, I want to show you some of the more advanced things you can do with subtools. You can make new subtools either by importing other models or by cutting up existing tools and subtools. Let's open up the hankbody exercise file and expand the Subtool palette. Since this is a tool instead of a project, I am going to have to click and drag to open it and then go into Edit mode. Let's also hit F to zoom in a little bit, and I want to close the Light Box down so that's out of the way. So over in the Subtool palette, the way we bring in more subtools is by clicking on Append.

Making new subtools

Now that we've got the basics out of the way, I want to show you some of the more advanced things you can do with subtools. You can make new subtools either by importing other models or by cutting up existing tools and subtools. Let's open up the hankbody exercise file and expand the Subtool palette. Since this is a tool instead of a project, I am going to have to click and drag to open it and then go into Edit mode. Let's also hit F to zoom in a little bit, and I want to close the Light Box down so that's out of the way. So over in the Subtool palette, the way we bring in more subtools is by clicking on Append.

This shows us all the other tools that are loaded into memory, as well as primitives. Right now, the clothing isn't loaded into memory, so let's go do that. Now that we can see the hankclothes here in the toolbox, let's go back to hankbody. I am just going to scroll down and let's click Append. Now we can pick the clothes. For appending, you'll want to open Ztools rather than ZProjects. This is because ZProjects come with their own toolboxes that will replace any opened tools.

So you can see we've now got hankclothing as one of the subtools. One thing to remember is that Append will only bring in the active subtool of the tool that you're trying to append. So you can see the button was a separate subtool. And let's go back up to hankclothes here, and we can see there's a button here. We need to make this the active subtool in order to bring it in to the hankbody tool. With that active, let's go back to hankbody and click Append again.

Now we've got the button. The Duplicate button makes a copy of this currently selected subtool. So let's select the button and make a duplicate of it. Now we've got two of them, and now you can move one of these over to a different part of the shirt. So I am just going to go into Move mode here and just move the second button into place. The Groups Split button will divide a single subtool into separate subtools based on what polygroups it's made up of.

So I am going to select the clothing and hit Shift+F to go into Polyframe mode. This is going to show me what different polygroups the clothing is made up of. So when I click Groups Split, it's going to tell me that this is not an undoable operation. That's okay; I am just going to hit OK. Now all the polygroups are separate subtools. Let's say we want to turn his pants into shorts. The Split Hidden button will separate any hidden parts into a separate subtool. So let's hold down Ctrl and Shift and drag a box over the pants.

Now if I hit Split Hidden, you can see we've got two subtools now: one for the top of the pants and one for the lower half. We could just delete this and we would be left with shorts. Creating multiple subtools can really help you keep your model organized, especially when there are lots of accessories or separate objects that need to relate to each other. When in doubt, make a new subtool. You can always combine them back together, as I'll show you in the next movie.

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This video is part of

Image for ZBrush 4 Essential Training
ZBrush 4 Essential Training

63 video lessons · 14945 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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