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Understanding the difference between projects and tools

From: Modeling a Female Android in ZBrush

Video: Understanding the difference between projects and tools

ZBrush is always a unique piece of software. So we get a little warning And let's open up Julie again.

Understanding the difference between projects and tools

ZBrush is always a unique piece of software. And the way it deals with opening and saving files is no different. Additionally, some things have changed since the ZBrush essential training course to ZBrush was made. So I want to go over some of the best practices for loading and saving models. So we just started up ZBrush here. The first thing you'll notice is the light box. This is kind of like a Mac Finder or a Windows Explorer. From here you can load up some of the projects that come with ZBrush. You could navigate to different folders. For example the demo projects folder, has some models you could work with.

Or let's go back. And go into Mannequin, where there's some other models you can start out with. Now, lets also go into the Tool tab. In here are some more models that you can load up. Now you're maybe asking yourself, what's the difference between the models that were on the Project tab, and the models that are in the Tool tab. They're both 3D models right? Well, they're both 3D models but with some differences. Let's load up the Julie model here in the Tool tab. Just double click on it. Now the first thing that's confusing right from the start. When you load up a tool, ZBrush expects you to click and drag it into the canvas.

So the Lightbox is kind of in the way, so let's make it disappear by hitting comma on the keyboard. Now that we've brought in this model, you can see that it's the active tool over here in the Toolbox. ZBrush is kind of weird, and it calls 3D models tools. Something else that's kind of weird is before you can work with this model, you actually have to go into Edit mode. Okay, so let's hit comma again to bring back the Light Box. And let's look at the difference between tools and projects. So let's go edit a Project tab. And let's go under Demo Projects. And let's double click on Super Average Man.

So we get a little warning because the project is going to replace the tool that we've already got in our scene. So we don't need to save changes. Now one thing you'll notice is that we didn't have to click and drag on the canvas to bring in the Super Average Man. And we didn't have to click over here on Edit to go into edit mode. That's because projects already come with all of those things set up. So now we have the man open, and everything seems just the same as before. Notice we've got him over here on the Toolbox. And notice that we don't have the Julie model that we had open before.

That's because a project replaces all of the open tools. Now if we want to have both of the models open at the same time we could open up the project first, and let's hit comma on the keyboard. Let's go back to Tool. And let's open up Julie again. And let's hit comma to make the Light Box go away. So now you can see we've got Julie and the Super Average Man in our tool box. Because Julie is just a tool and not a project, she doesn't replace the existing project. That she gets added to the tool box. Now this is kind of confusing.

And this is one reason why I never use projects unless I have to. The reason for this is that, there are times when I want to combine parts of different models into one scene. And if I bring in models from a project, that project is going to replace all of the existing tools. However if I bring in an existing tool, it gets added to the Tool Box. So, to wrap it up, the ZBrush is kind of quirky with how it deals with files. You can save your work either as a tool or as a project but I recommend tools.

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This video is part of

Image for Modeling a Female Android in ZBrush
Modeling a Female Android in ZBrush

70 video lessons · 2630 viewers

Ryan Kittleson
Author

 
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  1. 2m 38s
    1. Welcome
      59s
    2. Using the exercise files
      1m 11s
    3. What you should know before watching this course
      28s
  2. 31m 51s
    1. Optimizing the Wacom tablet settings
      1m 55s
    2. Gathering reference images
      1m 27s
    3. Understanding the difference between projects and tools
      3m 15s
    4. Opening and saving tools
      1m 54s
    5. Getting a base model to start with
      2m 49s
    6. Posing the base
      6m 28s
    7. Challenge: Pose the arms
      46s
    8. Solution: Pose the arms
      3m 18s
    9. Cleaning up the pose
      2m 57s
    10. Optimizing topology with ZRemesher
      7m 2s
  3. 35m 12s
    1. Refining the base anatomy
      4m 7s
    2. Concepting the android with layers
      5m 21s
    3. Sketching mechanical shapes
      4m 4s
    4. Stylizing based on real anatomy
      3m 42s
    5. Making the chest
      3m 17s
    6. Designing a waist
      3m 37s
    7. Using layers to mix and match the design
      3m 19s
    8. Erasing part of a layer with Morph Targets
      2m 12s
    9. Challenge: Finish the design
      29s
    10. Solution: Finish the design
      5m 4s
  4. 30m 56s
    1. Splitting the android into parts
      1m 57s
    2. Slicing the model into pieces
      2m 31s
    3. Using the SliceCurve tool
      4m 36s
    4. Splitting slices into subtools
      5m 42s
    5. Splitting overlapping panels
      5m 25s
    6. Fitting panels inside of each other
      3m 40s
    7. Challenge: Slice the rest of the model
      1m 5s
    8. Solution: Slice the rest of the model
      6m 0s
  5. 41m 51s
    1. Starting with primitives
      4m 58s
    2. Making knee joints
      4m 16s
    3. Connecting the knee joints with the android
      3m 24s
    4. Making parts with insert mesh brushes
      2m 59s
    5. Making wires and cables
      5m 17s
    6. Making hip joints with the Clip Brush
      5m 11s
    7. Forming the pelvis with the Curve Bridge
      4m 1s
    8. Creating the visor
      4m 57s
    9. Challenge: Make the rest of the inner mechanics
      37s
    10. Solution: Make the rest of the inner mechanics
      6m 11s
  6. 44m 13s
    1. Making some parts solid
      5m 14s
    2. Cutting back vents with SliceCurve
      4m 9s
    3. Making vent holes from polygroups
      4m 41s
    4. Restoring symmetry with Mirror
      1m 50s
    5. Making side vents with masking
      2m 44s
    6. Cutting ailerons with Trim and Clip
      4m 45s
    7. Using replacement parts
      3m 27s
    8. Cutting holes with replacement parts
      3m 0s
    9. Adding thickness to panels with Extract
      5m 15s
    10. Adding thickness with Panel Loops
      3m 38s
    11. Challenge: Finish panel detail
      42s
    12. Solution: Finish panel detail
      4m 48s
  7. 22m 3s
    1. Making a finger segment with ShadowBox
      4m 43s
    2. Duplicating and appending fingers
      4m 13s
    3. Arranging fingers to form a hand
      3m 49s
    4. Making a foot with DynaMesh
      3m 31s
    5. Cutting a toe piece with Boolean intersection
      3m 37s
    6. Cutting the foot piece with Boolean subtraction
      2m 10s
  8. 13m 26s
    1. Making a tire with radial symmetry
      4m 53s
    2. Modeling the wheel hub
      4m 38s
    3. Fitting the wheel to the foot
      3m 55s
  9. 27m 28s
    1. Adding fine seams
      4m 50s
    2. Reducing polygons with Decimation Master
      4m 7s
    3. Mirroring the limbs
      3m 1s
    4. Preparing for rigging and posing
      2m 19s
    5. Posing with Transpose Master
      5m 1s
    6. Applying materials
      4m 14s
    7. Creating a rendered turntable video
      3m 56s
  10. 58s
    1. Next steps
      58s

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