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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.
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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