Skill Level Appropriate for all
- ZBrush has several ways to get primitive objects into your scene, but I find the process either very cumbersome or it creates primitives with bad topology. In this video I'll show you how to make a custom insert, multi-mesh brush for very easy primitive creation. So, just a quick review of the default ways of getting primitives into your scene: one way you can do it is by going into your SubTool palette and clicking Append and from here you can pick from some different primitives. However, there are some issues, it's a pretty limited selection and also, for example, if we click on Cube, and then we go here, select it, and let's turn on Wireframe with Shift + f.
You can see that the this Wireframe isn't really conducive for sculpting with all these edges meeting here in the middle, it's called a pole, kind of like the North Pole, with all the lines of longitude kind of meeting in one place. That's very bad for sculpting. So there's another way to get primitives and that's by going down to Initialize. And in here we can make a cube, a sphere or a cylinder, so it's an even more limited selection. And it's also a little bit cumbersome to make it, you can set this to different resolutions and get different results, but it's kind of cumbersome and I don't really like the results that you get from this for the most part, except for a few special circumstances, but you could kind of type in different numbers here and kind of get different results.
But it doesn't quite always behave exactly the way you might expect it to. So, let's go ahead and make a custom brush that lets us append a new primitive at any time, make it very easy. So, for this let's load up a free exercise file. I'm going to go to File, Open. It's okay we don't have to worry about saving these changes and what I want to do is go into the Free Exercise files that come with this course, so you don't even have to be a premium subscriber, everybody should have access to this.
And let's go ahead and open that up. And let's take a look at what we have in our SubTools. So basically it's a whole bunch of primitive objects. Each one named in its own SubTool. Now you could feel free to create any of your own and add it into this SubTool list. So now let's turn this into a custom brush. Now the angle that we look at these SubTools from is actually very important to how the primitive brush will be created. Right now we're looking at it from a sort of 3/4's angle and so if we leave it like this when we make the brush, all of the new primitives created will come out in a 3/4's rotated view and let's not do that.
So, I want to look at all of these from a perfect front-on view, so I'm going to rotate my view and then hold down Shift, so it snaps. Could even turn off perspective, to make sure that that's perfectly even. Okay, now let's go up to Brush and Create Insert Multi-Mesh Brush. So this is going to take all of the existing SubTools in this tool and add it to a new Brush. Okay, so you can see it created this Brush here. Now, if we hit "m" on the keyboard, it'll bring up this selection menu where we can pick from all these different primitives and then we could draw them out into whatever scene we have open at the moment.
Okay, let's go to Brush and save this, Save As. If we don't save it, it won't be available the next time we open ZBrush, so we just want to save it into our location where ZBrush is saved. We'll find the Pixologic folder and our ZBrush folder, and we'll go to ZStartup, BrushPresets and now we can save this as "Primitives". Alright, let's just drag out a few more primitives here.
You can hold down Shift to make sure it snaps. I am again, pick a different one, maybe we'll get the cone. Okay, and now to split these off into their own SubTools, we can go down to the Split Subpalette here under SubTool and go to Split, to Parts. And now you could have your own SubTool for each of these that we just created. Alright, so, I use this custom brush all the time to add primitives to my projects.
It really saves time and frustration over the existing method of making primitives.