II. Precautions: Non-Medical
- Not for Medical Care
- The author uses several software packages and programming languages to develop FPnotebook content
- For convenience, a dozen pages in FPNotebook are dedicated to quick notes on content creation
III. Technique: Modeling Workflows
- ZSphere Modeling
- Indicated for hierarchical (animal or human) or branching (e.g. Neuron) modeling
- Turn on X Symmetry (as needed)
- Process (repeat in cycles)
- Drag out new zspheres from another zsphere's surface when in draw mode (Q)
- Click interconnecting segments to add zspheres
- Alt-Click zspheres to delete (except for the initial, starting zsphere)
- Move (W), scale (E) and rotate (R) the zspheres and their inter-connecting "bones"
- Drag out new zspheres from another zsphere's surface when in draw mode (Q)
- Preview the geometry (A)
- Convert to geometry once zsphere hierarchy
- Zsphere can be saved as a ztool (and used to create other geometry)
- Press 'A' to preview geometry, then click Edit Polymesh3D button (in Tools menu)
- Adjust basic geometry with Dynamesh
- Create a low poly model
- Use ZRemesher and target polycount 5(k) with "adapt"
- Continue adjusting basic low poly geometry
- Dynamesh Soft Modeling (sculpting)
- Start with LightBox > Project > DynaMesh_Sphere_32 (or DynaMesh_Sphere_64 or 128)
- Starts with a sphere that is Polymesh3D
- Defaults to Dynamesh, Resolution 32 with Blur 2-3
- Scale the tracing plane (if used) to match the size of a part of the sphere (e.g. head)
- Avoid Scaling sphere to fit tracing plane (alters resolution)
- Activate Symmetry
- Orient the model and tracing planes, so that symmetry is across the X Axis
- Use the move brush to pull the starting object into the shape to match the tracing plane
- Periodically ctrl-LMB-drag for Dynamesh to recalculate
- Perform in x, y, z axis
- Use the low resolution (32) start to add rough definition and shape
- Use claybuildup and standard brushes (and their alt actions) to form the shape
- Turn on sculptris pro (button in top panel next to gizmo)
- Mask (Ctrl-LMB) or hide (Alt-Ctrl-Shift) subtool regions to protect them from modification
- Continue with Symmetry enabled
- Change the Dynamesh resolution to 64
- Continue to build form and detail with brushes, now including damian standard and other detail brushes
- Dynamesh will smooth out sculpting based on blur setting (set to 0, to avoid auto-smoothing)
- Continue to use sculptris pro, Symmetry, mask/hide
- Change the Dynamesh resolution to 128
- Continue to add further detail, often using lazy mouse, smoothing
- Continue to use sculptris pro, Symmetry, mask/hide
- For overhangs, use alt-Damian Standard, with claybuildup on one side, smoothing on the other
- Use claybuildup and alt-claybuildup next to each other for maximal definition of edges
- Switch to Subdivision Levels
- Turn off Dynamesh and SculptrisPro after completing maximal detail that 128 resolution allows
- Use ZRemesher to orient polygons to flow naturally around curves
- Use the ZRemesher Guide Brush to direct flow directions of polygons
- Subdivide (D) and continue to add maximal detail allowed for each subdivision level
- Subdivisions are typically added to the entire subtool
- Subdivisions may also be added only to unmasked areas
- Start with LightBox > Project > DynaMesh_Sphere_32 (or DynaMesh_Sphere_64 or 128)
IV. Technique: Reference Images
- Reference Grid
- Texture Menu > Import
- Select all images (top view, front view, side view) that will serve as reference
- All images can be placed side-by-side in a wide composite in photoshop
- Allows lining up dimensions of each individual image to match the others
- Images can be cropped and centered within the draw>grid menu
- Draw > Grid
- Front-Back, Up-Down, Left-Right each accept up to 2 textures (Map1, Map2)
- Adjust Grid-Size to match the size of the starting object (e.g. sphere3d)
- Use adjust to crop the image for the particular view
- Use offsets to center the image as needed (most important for X symmetry)
- Use flip, inverse and rotate as needed
- Change the Tracing Grid Opacity
- Fill Mode to 3
- Adjust enhance factor and opacity to see through the model to the reference
- Show or hide the planes
- Shift-P
- Save or Load Reference Grid
- Example reference grids are available from Pixologic resource center
- Additional measures to ease tracing
- Turn off Dynamic Perspective (keeps the proportion between the tracing place and the object)
- Draw > Camera Lock (also on right tool bar) prevents the object/plane from shifting while sculpting
- Texture Menu > Import
- Tracing Planes (alternate method to Reference Grids)
- Texture Menu > Import
- Select all images (top view, front view, side view) that will serve as reference
- Note the sizes of each image (x:y ratio)
- Tool > Subtool > Append > Plane
- Repeat for each axis for which a reference image exists
- Tool > Texture Map
- Choose the texture for the currently selected plane
- Rotate the plane 180 degrees if the texture is upside down
- Resize the plane to aspect ratio of the image
- If image ratio X:Y = 1.5, then for plane X of 100, resize plane Y to 150
- Move the planes out of the way so they do not intersect the object
- Position well behind (XY plane), to the side (YZ plane) and below or over (XZ plane)
- Change the transparency of the model as needed to see through to the image plane
- Place the Preferences Menu below the brush menu on the left
- Use the Preferences > Draw > Back Opacity
- Slide the Back Opacity down to see the model, and up to see the tracing plane
- Texture Menu > Import
- Spotlight (Pavlovich Method)
- Create reference image as viewed from different perspectives (front, 3/4, side, back, top), maintaining size
- Import reference image as a texture, and add to spotlight (Texture > Add to Spotlight button)
- Open spotlight (Z) and adjust the image on screen (opacity, size) and toggle image on and off (Shift-Z)
- Movie > Timeline > Show
- Place a 3D Mesh (e.g. sphere) and keep the object at the origin (do not move it)
- Move, rotate and scale the camera, so the object is over the first image, corresponding to the correct image plane
- Click the movie timeline to set the first frame
- Repeat the camera change and a later click on the timeline for each image perspective
- Move between the perspectives using the arrow keys
V. Technique: Interoperability with other Software
- Maya to ZBrush
- Create a low polygon mesh in Maya
- Keep geometry simple (basic form) and straight without distortion and without ngons
- Complex objects (e.g. hands) may require more geometry, but keep to low polygon
- Keep model size within the size of the default grid
- Assign basic materials (e.g. Blinn) to each sub-object within the model
- Each object with a different material will become a different subTool in ZBrush
- Click Go-Z exporter or export to Obj
- Import into ZBrush
- Receive the GoZ import as a ZTool or import as obj
- Draw out the tool and edit (T)
- Model scale is important for brush sizer to work properly
- Break the object into SubTools
- Tool > Polygroups > Autogroup
- Tool > Subtools > Split
- Edit each subtool
- Start by Tool>Divisions (Ctrl-D) - subdividing 2-3 times
- Consider turning off smooth for the first 2 subdivisions to harden overall shape
- Create a low polygon mesh in Maya
- Zbrush Export
- Export Low Poly Geometry
- Create a low poly subdivision levels if lacking on any objects (e.g. Dynamesh objects)
- Subdivide subtool twice (may bring object to 50M or more)
- Select subdivision level 1 (lowest level)
- Freeze subdivision levels
- Use ZRemesher set to 5-10k (or with Dynamesh set to 300-800)
- Un-Freeze Subdivision levels
- Set Subtool > "All Low" (turns subdivisions to lowest level)
- ZPlugin > UV Master > Unfold All (or can auto UV map unwrap in Substance)
- Set Export (with merge and group off)
- ZPlugin > Subtool Master > Export (or export as FBX using the FBX exporter plugin)
- Create a low poly subdivision levels if lacking on any objects (e.g. Dynamesh objects)
- Export High Poly Geometry
- Check that mesh sizes are not too large to freeze the export process (e.g. >1 million points)
- Use ZRemesher or Decimate plugin tol reduce size
- Individual subtools can maintain selection regions with polypaint (for use in substance painter)
- Either polypaint manually, or polygroup to polypaint
- Set Subtool > "All High" (turns subdivisions to highest level)
- No need to create High Poly UV (we will only be using the high poly for normal maps)
- Set Export (with merge and group off)
- ZPlugin > Subtool Master > Export (or export as FBX using the FBX exporter plugin)
- Check that mesh sizes are not too large to freeze the export process (e.g. >1 million points)
- Export Low Poly Geometry
- Substance Painter
- New Project > PBR Metallic Roughness
- File Select > Low Poly FBX
- Document Resolution 1024
- Auto Unwrap (options: recompute all, margin size large)
- Can try margin size small (but this resulted in normal mesh distortion for me)
- Bake Meshes
- Choose "Vertex" for the color id pass to use polypaint for selection within a subtool
- Use high poly mesh FBX in substance painter
- Using the above work flow in Maya/ZBrush, each subtool will be its own textureSet in Substance Painter
- In addition, "mask by color" may be added to a substance layer to select regions based on vertex color
VI. Technique: Main Interface
- Help
- Tooltips (hover over buttons; hold down ctrl and hover for detailed tooltip)
- Windows
- Document/Canvas Window
- Tab: Toggles maximal canvas size (inside dividers and top menu)
- Window Scrolling
- Click in background space between buttons and drag
- Hold Shift while opening sub-menus to open up multiple sub-menus simultaneously
- Document/Canvas Window
- LightBox
- Bottom of lightbox shows folder path
- Hide Lightbox (Toggle LightBox button or press ",")
- To hide at start-up, Preferences > LightBox > Toggle "Open At Launch" (and Store Config)
- Perspective
- Turn on perspective for normal camera proportions (distant objects are smaller)
- Turn off perspective typically for hard surface modeling (e.g. ZModeler)
- Scene Navigation
- Pan
- Alt-RMB-Drag
- Alt-LMB-Drag Background (classic LMB navigation)
- Zoom
- Ctrl-RMB-Drag
- Alt-LMB-Drag Background and release Alt (classic LMB navigation)
- Rotate
- RMB-Drag
- LMB-Drag Background (classic LMB navigation)
- Constrained Rotation
- Shift-RMB-Drag
- Rotate to fixed camera angles (or click on the CAM View Icon and Arrows in the upper right)
- Shift-RMB-Drag
- Frame (F)
- Frames current object in document window (fit mesh to view)
- Pan
- Orienting Scene
- Toggle Floor Grid Plane (Shift-P)
- CAM Head
- Tool Appearance
- Shift-F
- Toggle Polyframe on/off (shows/hides polygon grid on object)
- Shift-F
VII. Technique: Preferences
- Default Document
- New Document with Auto-Fit Window Size (WSIze) enabled
- Document > Save as startup document
- To reset to initial settings - delete the ZStartup/StartupDocument.zpr file
- Default Material
- Click Material Button in Brush Palette
- Select MatCap Gray
- Material Menu > Save as startup material
- To reset to initial settings - delete the ZStartup/StartupMaterial.zmt file
VIII. Technique: File Management
- Saving
- Avoid "Save as Document" - does not save tools
- Exception: Establishing a starter document
- Project > Save As
- Saves a project (ZProject or ZPR) with all tools in the scene as well as document settings
- Avoid saving with undo history (files quickly become very large >1 GB)
- Tool > Save As
- Saves current tool and associated subtools (ZTool)
- Most commonly used save method when working on a single tool
- QuickSave (9)
- Saves currently active tool to QuickSave Window in LightBox
- Avoid "Save as Document" - does not save tools
- Loading Content
- Project
- When loading a saved project back into ZBrush, the project will replace the current scene
- Alternatively, "load tools from project" will add tools from the selected project file into the current scene
- Tool
- When loading a saved tool back into ZBrush, the tool will be added to the current scene/project
- Project
IX. Technique: Tools
- Hot_keys
- Ctrl-N
- Clear Window (Clear Layer)
- Shift-S
- Take a snapshot of the current tool in its orientation and its current position on the document
- Ctrl-N
- Creating a new tool
- Choose a Tool from the Lightbox or from the Tool Palette
- Select the DragRect Brush
- Drag out an object with the tool (shift-drag to orient object)
- Enter EDIT mode by clicking the Edit Button (or "T")
- Switching Tools
- Tools will remain available in a work session until ZBrush is closed or a new ZProject is opened
- Tool thumbnails in the Tools Menu/Panel reflect the currently selected subtool and its name
- Consider selecting the top most subtool (and giving meaningful name) before switching
- Save Tool frequently (iterating with number suffix as needed) to prevent data loss
- Alternatively, save ZProject to save all Tools worked-on in session
- Primitives
- In Tool Menu, select a Primitive (may also select from LightBox) and drag out on canvas as described above
- Enter Edit Mode ("T")
- Tool Window > Initialize to adjust primitive settings
- Click "Make Polymesh 3D" to convert primitive to an object that allows sculpting
- Object Editing
- Recently used tools with sculpting changes are shown in the Tool Palette Icons
- Magnify (Shift-M)
- Opens a magnifying glass at the cursor
- Tool > Deformations
- Includes object based deformations (e.g. inflate, smooth) typically performed on a masked region
- ZPlugin > Scale Master Tool
- Set XYZ = 2 for best results
- Mirror
- Mirror (in X, Y or Z)
- Under Tool > Deformation
- Creates a mirror image of the current object
- Example - left side appears as prior right side, and right side appears as prior left side
- May be used in combination with mirror and weld
- If the left side has the geometry to transfer, first mirror and the left side will be moved right
- Then mirror and weld, which will weld together the right side and a mirrored version of right
- Mirror and Weld (in X, Y or Z)
- Under Tool > Geometry > Modify Topology
- Mirroring is from negative side (left) to positive side (right), e.g. -X to +X
- If in X, replaces the topology right of center, with mirrored left of center AND welds the 2 together
- Mirror (in X, Y or Z)
- Gizmo (transpose, "W" to activate)
- Move and rotate the gizmo (hold Alt while modifying)
- Unlocks Gizmo to move orientation point
- Select and Orient Gizmo to Face (Alt-LMB Face)
- Click on selected face to center gizmo on face and assume face's normal
- Mask areas to fix position, then Alt-LMB the faces to move
- Resets
- Alt-Refresh button
- Reset mesh orientation
- Alt-Home
- Reset object axis position
- Alt-Unmasked mesh orient to center
- Center gizmo and reorient to unmasked region
- Alt-Refresh button
- Copy
- Ctrl-LMB Drag Object
- Release Ctrl and continue dragging to place copies of additional objects
- Ctrl-Dragging a masked region or polygroup, and then releasing Ctrl, will set down edge loops
- Flatten surface
- Mask the surface to flatten and invert mask
- Alt-LMB a face on the surface to serve as guide for other faces to match
- Use Gizmo scale in axis perpendicular to surface (may need to repeat several scale drags)
- Customize
- Multiple deformation options which operate off a XYZ matrix
- Similar to FFD in 3ds max or lattice deformer in maya
- Requires model to be a single subdivision level
- Multiple deformation options which operate off a XYZ matrix
- Move and rotate the gizmo (hold Alt while modifying)
- Subtools
- Alt-LMB (or Shift-Alt-LMB while in edit mode)
- Select subtool
- N
- Select subtool dialog (then click subtool icon or type additional letters to filter)
- Expose
- Divides out subtools in space so they may be individually visualized
- Append
- Append another subtool object
- Multi-Append
- ZPlugin > SubTool Master Menu
- Mirror
- ZPlugin > SubTool Master Menu OR
- Tool Menu > Modify Topology > Mirror and Weld (Default = X Axis)
- See below under symmetry
- Alt-LMB (or Shift-Alt-LMB while in edit mode)
X. Technique: Geometry
- Geometry Subdivisions
- Geometry Divide (Ctrl-D)
- SDiv
- Maintains subdiv history (up and down to modify geometry at different division levels)
- Basic modeling at 3-4 subdivision levels, completed high poly mesh at 6-7 subdivision levels
- Smooth
- Modifier for smoothing geometry (similar to smooth mesh in Maya)
- Dynamic Subdivision (D, Shift-D)
- Subdivision preview
- Consider for hard surfacing modeling
- Combine with edge creasing (set crease to 1-2 divisions, set smoothing to 2-3 divisions; creased edges will be smoothed after first 1-2)
- Apply the dynamic subdivisions once appearance achieved
- Dynamesh
- Automatically adjusts geometry to evenly distributed geometry
- Set Resolution (start low resolution while blocking in, e.g. 32 > 64 > 128)
- Re-Dynamesh: Ctrl-Drag in open area (not on model, which instead draws mask)
- Consider "Project" modifier for hard surface modeling
- Subtract Objects
- Brush > Insert Mesh Primitive
- When ALT-LMB will create a subtraction object that cuts away from the main object
- Tool > Display > Double to view the subtraction object
- Reshape and position the subtraction object (or duplicate with Ctrl-Gizmo drag)
- Ctrl-LMB drag twice to dynamesh and perform cut
- Append subtool
- Append a subtool, and in the subtool list, mark as subtraction object
- Follow above instructions to cut out the object (Ctrl-LMB drag twice)
- Brush > Insert Mesh Primitive
- Sculptris-Pro
- Subdivides mesh while drawing, dynamically tessalates in the region of increased topology
- Cursor with be purple
XI. Technique: Brushes and Sculpting
-
General
- Brush window is at far left (double click the far left divider to open)
- Undo slider at top of document window
- Spacebar - quick panel (heads up display) of commonly used buttons
- Symmetry (transform panel)
- Leave Mirror Symmetry on
- X-Symmetry (X)
- Typical for body modeling
- Y-Symmetry (Y)
- XY Typical for ornamentals (front only)
- Z-Symmetry (Z)
- XYZ typical for ornamentals (front and back)
- Radial Symmetry
- Used in combination with X, Y and/or Z Symmetry to surround an object (adjust radial count)
- Example: Lathing an object (e.g. bowl or vase)
- Geometry > mirror and weld
- Duplicate object across specified axis (Default = X Axis)
- Copies negative (left side) to positive (right side)
- If mirroring right to left side
- First use Tool Menu > Deformation > Mirror (Default = X Axis)
- Exchanges the left and right sides (centered at the midline)
- Tool > Deformations > SmartResym
- Copies negative (left side) to positive (right side)
- Area to copy may be selected by masking a region
- Brushes
- Hot Keys
- Alt with brush to perform reverse of default brush behavior
- Default is typically to build up a surface (ZAdd)
- Inverse (alt) typically digs into the surface (ZSub)
- Smooth surface
- Hold Shift-LMB and brush areas (smooth algorithm 1)
- Hold Shift-LMB and start to brush, releasing the shift key (smooth algorithm 2)
- Stronger smoothing
- Modify Brush Characteristics (type hotkey and drag)
- Brush Draw Size (S)
- Left and Right Bracket keys will increase and decrease brush size
- Brush Z-Intensity (U)
- Lower intensities are typically used (3-25)
- Focal Shift or Brush Hardness Falloff (O)
- Typically set to 0
- Brush Draw Size (S)
- Drawing straight lines
- Click LMB to start brush stroke
- Hold down shift while dragging
- Release the shift key, then release LMB
- Lazy Mouse (L)
- Adjust the lazy radius (larger radius, has a longer guide line)
- Alt with brush to perform reverse of default brush behavior
- Soft Brushes (B)
- Standard Brush (ST)
- Default sculpting brush for details
- Clay Brush (CL) in addition to ClayTube and ClayBuildUp
- Builds up topology (or with alt, carves away) with broad strokes
- Typically, smoothing (shift) is applied after clay build-up
- ZModeler (ZM)
- Start with QUnit (Tool > Initialize)
- Use a small brush size (S)
- Hover over a face, edge or vertex and press space to select functionality
- Move (MV)
- Hold Alt with LMB to pull or push perpendicular to surface
- Curve > Accucurve for hard surface modeling (sharp edges pulled out in hard surface modeling)
- AutoMasking > Topological to adjust one portion model without affecting other parts
- Or use Move-Topological Brush
- Move-Topological
- Moves contiguous vertices without affecting nearby vertices (e.g. pull model's ear away from scalp)
- SnakeHook (SH)
- Allows for pulling out long segments of topology
- Best functionality when used with Sculptris-Pro setting on
- Standard Brush (ST)
- Hard Brushes
- Trim Dynamic (bevel edges)
- HPolish (smoothes while preserving edges)
- Best with a large brush size and a drawing tablet for pressure (e.g. wacom)
- Alternate between LMB (smoothes IN) and alt-LMB (smoothes OUT)
- Damian Standard (hard edge compared with standard brush)
- Draw cracks, and with alt, pull out sharp edges
- MAH Cut Mech A and B (cut brushes)
- Slash Brush (or Slash-L Brush)
- Pinch Brush (pulls 2 sides together)
- Orb Brushes
- Insert Multi-Mesh Brushes (IMM)
- Brushes with tools within the brush
- Pressing M (material) brings up a dialog to select between brushes
- Allows appending of objects
- Brush > Modifiers > MultiMesh Select Modes
- On mode allows auto-looping through the meshes for the brush
- Adds meshes sequentially (forwards or backwards) or randomly depending on setting
- Hold down Alt, while dragging an object to create a subtraction boolean
- This will first mask all objects except the new IMM object
- Ctrl-Drag to unmask
- Ctrl-Drag again to perform boolean subtraction of object
- LMB at a location and add CTRL key to add an IMM with constant size based on brush size
- Remains constant as long as brush size > dynamic is on
- Hold W key while selecting different meshes and the one selected will change to the new selection
- Main object can not have subdivisions when inserting multi-meshes
- Append a simple subtool (e.g. star) and scale to small object and hide within main object
- Allows drawing on surface of an object that still has subdivisions, by using the simple small object
- May insert by dragging a curve on surface (e.g. rope)
- Consider drawing out an object to draw on (and then remove later)
- Turn on Stroke > Curve Mode (with Bend and Snap selected)
- Drag out the curve
- Can also drag the end and curve line to move and shape the curve
- Once curve line is defined, may then modify geometry
- Click Brush > Modifiers > Stretch (to stretch out geometry to fill spaces)
- Remove the underlying object used to shape the IMM (if needed)
- Mask the IMM object first (ctrl-click the interface)
- Click Tool > Visibility > Hid Pt
- Click Tool > Geometry > Modify Topology > Del Hidden
- Repair geometry with Dynamesh an Zremesher
- Clear Mask (ctrl-Drag interface)
- Set Dynamesh to high resolution (e.g. 1200) and Blur to 0
- Turn On Dynamesh to resample at high resolution and then turn off again
- ZRemesher with default settings
- Additional Brushes
- Morph
- First: Tool > MorphTarget > StoreMT
- Next, use any brush to modify the model
- Next, use Morph brush to revert brushed areas back to time of StoreMT
- Last: Tool > MorphTarget > DelMT
- Load brushes from LightBox > Brushes
- Save custom versions of brushes that you have modified settings (brush > save as)
- Download brushes online
- Morph
- Hot Keys
XII. Technique: Masks
- Hot-Keys
- Unmask (Ctrl-Alt Drag over region to unmask)
- Clear Mask (Ctrl-Drag over an empty area)
- Mask All (Ctrl-LMB with no items selected)
- Lighten and Blur Mask (Ctrl-LMB on masked area)
- Sharpen Mask (Ctrl-Alt--LMB)
- Invert Mask (Ctrl-i or Ctrl-LMB click in empty region)
- Draw rectangular Mask (Ctrl-Drag)
- Hold spacebar to move mask
- Group Mask into Polygroup and then Clear Mask (Ctrl-W)
- Groups masked items into a Polygroup and then removes the mask
- If no items are masked, then groups visible items into polygroup
- Polygroup may be polished on creation from mask (setting in polygroup menu)
- Useful Mask Brushes
- MaskPen (default)
- MaskCurve (solid line to gradient points to masked area)
- Press and release Alt (while holding down ctrl) to add a bezier point
- Press and release Alt twice (while holding down ctrl) to insert a straight point
- MaskLasso
- Transpose Smart (in brush menu)
- Useful for exactly placing alphas (e.g. text masks , 2d object masks) - use while holding ctrl button
XIII. Technique: Visibility Selection, Clipping, Slicing and Trimming
- Hot-Keys
- Select visible and hide unselected (Ctrl-Shift-LMB drag)
- Select to hide and retain unselected (Ctrl-Shift-Alt-LMB, drag)
- Unhide all (Ctrl-Shift-LMB click in background, open area)
- Invert Visible, making visible hidden and the hidden visible (Ctrl-Shift-LMB drag in background, open area)
- Grow Visibility (Tool>Visibility>Grow or Ctrl-Shift-X)
- Shrink Visibility (Tool>Visibility>Shrink or Ctrl-Shift-S)
- Group Visible into Polygroup (Ctrl-W if no items are masked)
- Isolate Polygroup, making other polygroups invisible (Ctrl-Shift-LMB a polygroup)
- Does not work with SelectLasso tool (use selectRect tool for this)
- Common visibility selection brushes
- Selection
- SelectRect (default, rectangle shaped selection)
- SelectLasso
- Allows for free-hand drawing a margin
- Clipping brushes
- Clip compresses all geometry into the clip plane (see Trim below as a possibly better alternative)
- ClipCurve
- Places a cut through an object and smashes all of the clipped geometry into that plane
- Best used when clipping simple geometry (otherwise resulting topology is messy)
- Limit number of changes in direction of curve to <2-3 for each line drawn
- ClipCircle or ClipCircleCenter
- Clips polygons outside of the circle
- Hold down Alt (with Ctrl-Shift) to clip polygons inside the circle
- Behavior changes when the center point of the circle overlaps mesh (unless circle is entirely within mesh)
- ClipRect
- Behavior changes when the center point of the circle overlaps mesh (unless rect is entirely within mesh)
- Consider ClipCurve instead (more predictable)
- Slicing brushes
- Slice creates a new polygroup from beyond the slice line
- SliceCurve
- SliceRect
- SliceCirc
- Trimming Brushes
- Trim is an improved clipping brush that removes trimmed geometry and fills the hole with reasonable topology
- TrimCurve (best with straight lines without bends)
- Press Ctrl-Shift space-bar>polygroup to create a new polygroup from the remaining face after trim
- Press Ctrl-Shift space-bar>bradius to create an interesting cut-away and partially sliced surface
- TrimRect
- TrimCirc
- Pointers
- Visible objects may be deformed, rotated, moved, scaled as if the hidden geometry were masked
- Mask areas to prevent that area from being clipped
XIV. Technique: Polygroups
- Background
- Polygroups allow for consistent isolation of parts of a model (e.g. head, neck, arms, legs, torso)
- Polyframe (Shift-F) must be on to see Polygroups
- Creating Polygroups
- Tool > Polygroups > Group Masked (Ctrl-W)
- Mask an area (Ctrl-LMB and drag over an area) and press Ctrl-W to create a polygroup
- Colors are randomly assigned to new Polygroups
- Undo with Ctrl-Z and repeat Ctrl-W to assign a different random color
- If no area is masked, then the entire visible part of the subtool will become a polygroup
- Polish slider beside the Group Masked button allows for auto-polishing on polygroup creation
- Mask an area (Ctrl-LMB and drag over an area) and press Ctrl-W to create a polygroup
- Tool > Polygroups > Autogroups
- Creates Polygroups automatically based on polygon islands
- Tool > Polygroups > Group By Edges
- Tool > PolyGroups > Group by Normals
- Tool > PolyGroups > Group Similar
- Tool > PolyGroups > From Polypaint
- Allows painting with alpha and converting to polygroup
- Tool > Polygroups > Group Masked (Ctrl-W)
- Hiding and Showing Polygroups
- See Visibility above
- Ctrl-Shift while clicking a polygroup and the polygroup will disappear
- Ctrl-Shift an empty space to bring back the hidden polygroup
- Ctrl-Shift again to hide everything except the polygroup
- Ctrl-Shift drag an empty space to invert what is visible (hides visible, shows invisible)
- Masking with Polygroups
- See Masking above
- Activate the Move Tool (W)
- Ctrl-LMB a polygroup
- Masks everything except the selected polygroup
- Ctrl-LMB in an empty space to invert the masking
- Other tasks based on Polygroups
- Tool > Deformations > Polish by Groups
- Smooths polygroups edges, allowing for clean transformations (e.g. move/extract)
- Drag out the polish by groups slider (e.g. to 30) to smooth edges
- Click the circle to the right of slider to turn on and off alternative algorithm
- Isolate the polygroup (ctrl-LMB)
- Ctrl-LMB drag the polygroup for smooth extrude (creates a second edge loop)
- Tool > Subtools > Split > Groups Split
- Create subtools from polygroups
- Tool > Polypaint > Polypaint From Polygroups
- Create polypaint from polygroups
- Tool > Deformations > Polish by Groups
XV. Technique: Materials
- Background
- Paint Brush is similar to Standard Brush (except for defaults to Rgb and Alpha On, and zAdd off)
- Used for painting material or RGB (or both) onto objects
- Clicking a material changes default material for all subtools
- To Paint a material on an object
- Turn on M (and turn off alpha, Zadd/Zsub) from top panel
- Select a foreground color
- Select a material (from left panel)
- Color menu > Fill Object
- To reset object material
- Assign Flat Color Material
- Modifying available materials
- Materials can be downloaded from pixologic resource center (and loaded via material menu)
- Material > Modifier menu allows for changing material attributes
- Paint Brush is similar to Standard Brush (except for defaults to Rgb and Alpha On, and zAdd off)
- MatCap Materials
- MatCap Red Wax (default zbrush material)
- Best visualize sculpting details with exaggerated shading
- Mat Cap Gray
- Realistically visualize sculpting details with neutral shading (digital clay)
- MatCap Red Wax (default zbrush material)
- Standard Materials
- SkinShade4
- Ideal base for polypainting
- Difficult to visualize sculpting details
- Flat Color
- Ideal for visualizing model silhouette
- Apply to object to reset material after it has been filled with another material
- SkinShade4
XVI. Technique: Polypaint
- Background
- Painting on polygons requires adequate resolution
- Even when exporting to Substance Painter, applied polypaint can be used to subdivide sections in Substance Painter
- Start
- Select Subtool to paint
- Apply material (e.g. SkinShade4)
- Move the Color menu to the right or left panel
- Select a color (e.g. Skin Color) or press C to pick up the color under the hovering mouse cursor
- Click Color > Fill Object
- Painting
- Select Paint Brush (see above, defaults to Rgb On, zAdd/zSub off)
- Reduce RGB Intensity (e.g. 50)
- Alphas may be used to modify the stroke
- Stroke is typically Dots or Freehand (but other options include Color Spray or Spray)
- Hold down shift when painting to smooth/blur the paint strokes
- Colors
- Select colors from palette or with eyedropper hovering over a color (press "C") and paint with that color
- Click Color > Syst Palette, and add custom color to the palette
- Spotlight
- Loading Texture into Spotlight
- Texture > Import, then Add To Spotlight
- Moving Spotlight
- Move the spotlight dial (acts as pivot) by dragging inside the circle
- Move the spotlight image by dragging outside the circle
- Resizing Spotlight
- Hover over the scale icon on the Spotlight dial and LMB drag up and down to resize
- Spotlight may be resized to fit over the subtool, then shift-z and transfer spotlight colors to model
- Spotlight may also be resized to a part of the screen and used to sample colors from the image
- Hot Keys
- Z
- Turns on and off spotlight
- Shift-Z
- Hides Spotlight but it is still active and will paint underlying model
- C
- Hover over the spotlight image and press 'C' to select the underlying color (eyedropper)
- Z
- Painting
- Use Paint Brush (see painting above)
- Turn on RGB and turn off zAdd/zSub
- Painting base colors
- Use scatter alpha and spray color (or spray)
- Set Stroke > Scale and Stroke > Color to low levels (0.1 to 0.3)
- Masking
- Paint masks to protect specific areas from painting
- Use Paint By Cavity
- Loading Texture into Spotlight
XVII. Technique: UV Maps
- Creating a UV Map
- Select the lowest subdivision level of model/subtool for unwrapping
- ZBrush will not be able to unwrap tools with millions of polygons (decrease subdivision level)
- If no lower subdiv levels
- Use ZPlugin > Decimation master (but any polypainting will be lost)
- Duplicate subtool and use Tools > ZRemesher to create a low poly version
- Choose project all, to copy polypaint from other model
- Subdivide, project all, and repeat until adequate level of subdivisions
- Subdividing the UV Map with Polygroups
- Create polygroups (mask and Ctrl-W) for each part of the UV Map you wish to separate
- ZPlugIn > UVMaster
- Set Symmetry on
- Enable Control Painting (allows painting protect and attract regions on model)
- Work on Clone (if the model has subdivisions)
- Click Unwrap
- Visualizing the Unwrap
- ZPlugIn > UVMaster > Check Seams (texture, polypaint must be off to see seams) OR
- Tools > UVMap > Morph UV OR
- Tools > TextureMap > Assign Texture19 (UV map with numbers and letters)
- Select the lowest subdivision level of model/subtool for unwrapping
- Polypaint
- Select the highest subdivision level of the model
- Polypaint the model (see above)
- Saving UV Map with polypaint
- Select the highest subdivision level of the model (or whatever level you want to generate UV from)
- Tools > UVMap > Set Map Size (Default 2048)
- Tools > Texture Map
- Create > New From Polypaint
- Clone Txtr
- Click on texture preview in on left side of screen
- Texture dialog opens, click export
- Export as psd (or jpg, tif, png)
- Exporting other maps
- Displacement Map and Normal Map may be saved in the same manner
XVIII. Technique: Caricatures
- Start with Demo Head Tool
- Go to Subdivision 1 and delete higher
- Hide teeth and eyes
- Dynamesh set to low resolution to start (e.g. 32)
- Increase resolution to 64, 128, 256 while adding detail at each level (see above)
- Alternatively, switch to subdivision levels after 64 or 128 to maintain a low poly base for export
- Position references images (e.g. grid, image planes)
- Sculpt with object more transparent to visualize the reference plane behind
- Work with consistent views (e.g. grid front, top and left OR in Document > ZAppLink > Set View)
- Sculpt
- Turn on symmetry (X)
- Constantly check topology while rotating model during sculpting
- Establish overall form with move and move topological brushes
- Turn on Back Face Masking to avoid deformities
- Use clay buildup alternated with smoothing to build up forms
- Use damian standard to develop creases
- Add Details
- Retopologize a low poly mesh for export
- Use subdivision 1 clone
- ZRemesher to low poly topology (directing location of poly loops)
- Create UV Maps
- Use ZPlugins > UV Master
- Turn on symmetry
- Draw regions to protect and others to attract (putting seams in less visible areas, e.g. back of head)
- Apply to the UV Map to the high resolution model
XIX. Technique: Hard Surface Modeling
- Create an object with a consistent thickness and geometry
- Polygroup by normals
- Ctrl-Shift select the surface to keep (may need to invert) and then Modify Topology > Delete Hidden
- The remaining plane will have no thickness and will be invisible on one side (unless Display Properties > Double is on)
- ZRemesh the remaining plane
- Option 1 using dynamic subdivisions
- Turn on dynamic subdivisions and turn off smoothing (or add creasing and turn on smoothing)
- Under dynamic subdivisions, adjust the thickness slider until desired thickness is reached
- Apply dynamic subdivisions
- Option 2 using Zmodeler
- Use extrude function on polygroup or similar region
XX. Resources
- Zbrush 3D Sculpting, Udemy (Millivoj Popovic)
- ZBrush Intro 1 YouTube Playlist (Michael Pavlovich)
- ZBrush for Ideation, YouTube Playlist (Michael Pavlovich)