There are multiple ways to approach sculpting in ZBrushCore. In this video, learn the different ways you can get started with your project as well as the benefits of each approach.
- [Instructor] Sculpting in ZBrushCore is very intuitive. You can quite literally just load a project like the dynamesh underscore sphere, pick a brush, and with just a few strokes, you're already on your way to create something interesting. There are, however, different ways to approach sculpting, or at least different methods to start your project. In this video, we'll take a brief look at the options we have to set up a base mesh. For example, we can load an existing project, something that comes with ZBrushCore, and use it as a base to create our own object or our own project.
Pretty much like we did at the beginning of the series. Another alternative is that we can import our base mesh, like a obj file format that we create in a different software. And we can do that from the tool palette by clicking the import button, and then selecting the obj file. You can try this method by importing the SimpleBaseHead.obj file from the exercise files. We can also start a project using the primitive shapes, and we'll talk about this a bit more later on, but for now, I just want to show you how easy it is to tweak one of these.
So I'm going to click in the tool panel, and I'm going to choose one of these three meshes, any of them, it doesn't really matter at this point, and the great thing about these primitives is that you can control the shape of the object, or at least the initial state, with simple curves, sliders, and different values. It's very, very intuitive, and you can see it in real time, so it's very cool. Okay, and finally we have Zshperes, and this is a very powerful feature from ZBrushCore that allows you to create very complex base meshes rather quickly. Now you can select the Zsphere from the tool panel and you can simply add more of these red spheres like so, you can move them around, or scale them, rotate the connections between them like so, and at the end of ZbrushCore, we'll create a geometry base on the resulting amateur or the connections between these Zspheres.
So this sort of weird shape that you can see here will turn into a base mesh that I can sculpt on. Now, if we open the LightBox, so let's go ahead and click on the LightBox button, or comma key on your keyboard, you'll see that ZBrushCore comes already with some very cool Zsphere projects in this folder, but we also have Mannequins, which are structures or objects based on ZSpheres, and these are great to create quick concepts on your scene. So let's go into the Mannequin folder and double-click on the mannequin_human_female.ZPR.
As soon as the project is loaded, you'll see that the rotation tool is automatically selected, and the symmetry will be enabled for this project. So we can click and drag the joints or these connecting parts to position this very basic character into a more interesting pose. You can press the letter X on your keyboard to disable or enable symmetry at any point, so for instance if I disable it, I can move I can move a single leg like so. All this before we turn this into an actual geometric that we can sculpt on.
This course was created by ZBrushGuides. We are honored to host this training in our library.
- Loading projects and templates
- Importing reference images
- Creating an armature
- Working with Adaptive Skin
- Using brushes
- Extracting mesh
- Using custom alphas
- Modeling with primitives
- Texturing with Polypaint