- [Instructor] Many 3D softwares are moving towards physically based materials and real-time rendering. However, ZBrush is sticking with its core functionality of sculpting and modeling while leaving high-quality rendering to other programs. So in order to create the appearance of real-world materials, ZBrush has its own type of material. So let's take a look. Now by default, ZBrush uses this material called MatCap Red Wax. So let's go ahead and click on that. When we click on the material swatch, we get a pop-up of all the different materials that we have to choose from in ZBrush.
Now some people love the red wax material, other people hate it. If you want something that feels a little bit more normal like something you might see in Maya or 3DS Max, you can try to click on basic material for example. And it looks like a simple Lambert or blend material that you might see in some other software. Alternatively, there are other materials that have more special effects. You can kind of simulate the appearance of metals and plastics and reflective materials. Now there's one material in particular that I use all the time, especially when working with textures and color, and that is skin shade.
The great thing about skin shade is that it's a pretty light, white material, and so any colors or textures that you apply to a model won't receive any interference from the shading or the highlights or any sort of color built into this material. So it's a very neutral, blank canvas. So you'll notice that anytime I switch the material, it's updating instantaneously on the model here in ZBrush. Now if you don't want to do that you can lock in a material so that it always stays on regardless of whether you switch to a different material.
So let's say we want to lock this material onto the body. In order to do that we would switch to material mode. Go to color, and fill object. Now it might not look like anything has changed, but if we switch this to the skin shade for example, now you'll notice that, that other color is locked on just the sub tool that we had active when we filled it. So we could switch to any other object. So alt clicking on the pedestal, we could change this to something like, this MatCap metal.
Go to color, fill object. And now you can see if we switch to any others, now the material is locked onto that sub tool. You can even paint with materials. So let's zoom in on that pedestal, and let's go up to our brush settings here and I wanna turn off Z add, so now this brush won't do any sculpting, now it's only gonna operate on materials. So if we paint with this brush, you can see that it is applying that material to just the polygons that I'm brushing over.
Now this is a pretty low poly object, so you're gonna get a very coarse, very faceted effect here. But if you're doing this on a more high-resolution model, for example the dress, I'm gonna alt click on that. Let's switch to some other material. And let's fill with this material. So color, fill object. And now we can switch to a new material here, and just paint with this material. So still you're noticing that sort of pixelated effect because this is not a super high-resolution object, but you can kind of get the sense that you can paint with materials.
Now there's not anyway to have a soft fall off, or a smooth transition between materials, it's always going to be 100% one material or another. Now if you wanna restore this back to one single material you can always go to color and fill object. We can also fill every visible sub tool at once, if we go up to Z plugin, sub tool master, and fill. So from here we can pick if we wanna fill with a color, or material, or both at the same time. Let's just fill with material for now.
So you can see it's going through all the sub tools and filling them with the same material. Now all of these materials are very much a superficial effect. You can't do anything like transparency or semi-transparency you can't do any true reflective materials. There's materials that sort of simulate reflectivity, but nothing that actually is going to reflect objects in your scene in a realistic way. However for sculpting purposes, these options are sufficient.
- Importing a mesh
- Using primitives
- Working with subdivision levels
- Sculpting with brushes
- Applying materials
- Controlling scale
- Creating and combining polygroups
- Using subtools
- Creating insert mesh brushes
- Creating voxel models with Dynamesh
- Editing a mesh with the ZModeler Brush
- Working with ZRemesher
- Adding and removing subdivision levels
- Moving, scaling, and rotating objects
- Painting on a model
- Using texture maps
- Creating custom brushes
- Exporting ZBrush projects
- Working with other software
Skill Level Beginner
Preparing for this course2m 47s
1. ZBrush Quick Start
3. Using Tools and Subtools
Working with subtools3m 42s
Splitting subtools2m 58s
Combining subtools2m 10s
Using insert mesh brushes4m 55s
Creating insert mesh brushes3m 15s
Using curve brushes5m 46s
Extracting new shapes2m 57s
Using Live Boolean mode3m 42s
Generating the Boolean mesh4m 16s
Using Transpose Master2m 31s
Creating text2m 50s
Using folders5m 41s
4. Selections, Masking, and Polygroups
5. Using the ZModeler Brush
6. Using Subdivision
7. Using DynaMesh
8. Using Sculptris Pro
9. Paint, Materials, and Texture Maps
10. Editing Models
11. Exporting Work from ZBrush
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