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ZBrush 4 Essential Training

Working with tools and projects


From:

ZBrush 4 Essential Training

with Ryan Kittleson

Video: Working with tools and projects

The 3D models that are the focus of your work in ZBrush are called tools. It's a little confusing why they would be called tools, but it comes from the fact that ZBrush was originally made to draw 2D pictures by stamping out copies of 3D models. Now that the 3D models are the focus of ZBrush, it doesn't make much sense anymore. But that's progress for you. Let's open up a tool to understand it better. Go down into the Light Box and open up the DemoSoldier project. We see in the Tool palette that this model is the active tool. When opening tools, you have to click and drag them out into the canvas and then put them into Edit mode.
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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

Working with tools and projects

The 3D models that are the focus of your work in ZBrush are called tools. It's a little confusing why they would be called tools, but it comes from the fact that ZBrush was originally made to draw 2D pictures by stamping out copies of 3D models. Now that the 3D models are the focus of ZBrush, it doesn't make much sense anymore. But that's progress for you. Let's open up a tool to understand it better. Go down into the Light Box and open up the DemoSoldier project. We see in the Tool palette that this model is the active tool. When opening tools, you have to click and drag them out into the canvas and then put them into Edit mode.

When you want to save your work make sure that you save the tool, not the document. Some people might go up to the Document menu here and save it through here, but if you do that, you'll actually just save it to the image of the model rather than the model itself. To save properly, use the Save As button in the Tool palette over here on the right side. Tools are saved in the ZTL format. A new feature with ZBrush 4 is projects. Let's go into the Light Box and open up a project.

Notice that it just pops up without having to click and drag it out. Projects are the same thing as tools, but with the addition of saving document size, camera position, materials, colors, and other attributes along with the model. This saves you the effort of having to redo all those things every time you open a tool. It even saves whether or not a tool is in Edit mode, so you don't have to turn it on every time. To save and load as a project, go up to the File menu and click Open or Save As. Projects are saved in the ZPR format.

To recap, tools are the main way to work with 3D models in ZBrush. It's up to your preference whether you save as tools or projects. I prefer to use projects because of the additional settings that get saved along with them.

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