Day 4 part 3

Introduction to Zbrush Digital Tutors

Working with Masks

– Hold Ctrl to activate the current Masking BrushCtrl + LMB creates a masked area.

– Masked areas are not affected by sculpting or polypainting while active.

Masked areas are protected from sculpting and polypainting.

Masked areas are protected from sculpting and polypainting.

– Ctrl + Alt + LMB is a Subtractive Mask Brush and can be used to unmask masked areas.

– Ctrl + LMB starting off the model draws a Masking boxCtrl + Alt + LMB makes the box an unmasking box. If the masking box doesn’t touch the model when Ctrl is released any current masks are cleared.

– Hold spacebar while drawing a masking box to drag the box around the screen.

Hold CTrl and drag starting off the model to create a masking box. Ctrl + Alt creates an unmasking box.

Hold CTrl and drag starting off the model to create a masking box. Ctrl + Alt creates an unmasking box.

– Ctrl + Brush palette shows all the masking tools.

– MaskLasso is a freeform tool for quickly creating large masks.

Masklasso quickly creates large freeform masks.

Masklasso quickly creates large freeform masks.

– MaskCurvePen draws a curve that can be dragged around to mask areas.

MaskCurvePen draws out a curve that can be dragged around to mask areas around it.

MaskCurvePen draws out a curve that can be dragged around to mask areas around it.

– MaskCurve draws a straight line mask border. Press Alt while drawing to add a bend to the curve. Hold spacebar at any point to move the MaskCurve.

Maskcurve draws a straight line that masks everything to one side of it. Press ALt to add a curve to the line.

Maskcurve draws a straight line that masks everything to one side of it. Press ALt to add a curve to the line.

– Tool > Masking contains extra options for masks. ViewMask makes the mask invisible without removing it. Inverse flips the mask (can also be done by holding Ctrl + LMB off the model).

– BlurMask and SharpenMask can be used to sharpen or soften the edge of the mask.

– MaskByCavity automatically masks areas deeper than the set depth.

The masking sub-palette in tool has several options for manipulating and creating masks.

The masking sub-palette in tool has several options for manipulating and creating masks.

– Primitives have an extra sub-palette for masking called Mask by Alpha. Start by masking the whole primitive then using the buttons to unmask areas by Row, Col and Grd according to the Sel and Skp settings.

Primitives only can be masked by polygons using the sel and skp settings and grid, row and column buttons.

Primitives only can be masked by polygons using the sel and skp settings and grid, row and column buttons.

– The Move tool can be used to draw out topological masks. Hold Ctrl + LMB starting on the model to mask the whole model along the transpose axis.

Hold Ctrl + Move to drag out a transpose line that masks the whole model.

Hold Ctrl + Move to drag out a transpose line that masks the whole model.

– Ctrl + LMB on masked areas to soften the mask boundary.

Day 4 part 2

Introduction to Zbrush Digital Tutors

Basic Polypainting

Polypainting is colouring a mesh using the polygons rather than a UV-based texture map. Polypainted models can be used to create texture maps, but for high-resolution maps a high-polygon model is required.

– Polypainting uses the same brushes as sculpting, but ZAdd and ZSub should be switched off and the RGB channel switched on.

Polypainting is usually started by switching the Zadd/Zsub buttons off and enabling the Rgb channel, once a base colour has been chosen.

Polypainting is usually started by switching the Zadd/Zsub buttons off and enabling the Rgb channel, once a base colour has been chosen.

– If you try to choose a colour now the whole mesh will change. To start polypainting properly, select Colour > FillObject. The mesh now has a colour applied and new colours can be selected for polypainting.

USe the FillObject button to set the base colour on the model, allowing for polypainting to proceed.

USe the FillObject button to set the base colour on the model, allowing for polypainting to proceed.

– Colour can be combined with strokes and alphas to get different paint effects.

Colour and brushes can be combined with strokes and alphas for many different effects.

Colour and brushes can be combined with strokes and alphas for many different effects.

– to pick a colour from the model, LMB + Drag from the colour palette onto the model. The cursor will change to the Pick symbol.

– Use DragRect stroke with alphas to draw coloured instances of that alpha.

Use the Dragrect stroke to precisely place coloured alphas.

Use the Dragrect stroke to precisely place coloured alphas.

– Rgb Intensity slider determines the strength of the polypainting colour. A higher intensity builds up colour more quickly.

– Sculpting and polypainting can be done at the same time, eg for sculpting boils and pimples.

Use Zadd/Zsub in conjunction with polypainting to sculpt and colour detail in one go.

Use Zadd/Zsub in conjunction with polypainting to sculpt and colour detail in one go.

Day 4

Introduction to Zbrush Digital Tutors

Basic Sculpting

– Sculpting Brushes can be found in the top left of the Left Shelf, or by pressing B.

– Specific brushes can be selected by pressing the first letter of the brush name followed by a specific letter eg to select ClayTubes press B > C > T.

Sculpting brushes can be found in the brush palette or by pressing specific letter combinations.

Sculpting brushes can be found in the brush palette or by pressing specific letter combinations.

– The red rings represent the Draw Size and Focal Shift of the brush, and can be modified using the Draw Size and Focal Shift Sliders. The Draw Size Slider can also be brought up at the cursor position using S, the Focal Shift Slider using O.

– A Focal Shift of 0 will produce a very sharp edged result.

The cursor shows the draw size and focal shift, and can be modified by using sliders or the hotkey S

The cursor shows the draw size and focal shift, and can be modified by using sliders or the hotkey S and O.

– the ZAdd and ZSub buttons change between raising or lowering the mesh when sculpting. Holding Alt + LMB will switch between modes.

– the Z Intensity Slider controls the strength of the brush.

ZAdd and ZSub control what happens when sculpting, while the Z Intensity slider controls the strength of the brush.

ZAdd and ZSub control what happens when sculpting, while the Z Intensity slider controls the strength of the brush.

– By default Shift + LMB is the Smooth Brush which can be used to blend sculpting. Other brushes can also be set to the Shift modifier.

Hold shift to activate the sculpting-smoothing brush, which smooths geometry.

Hold shift to activate the sculpting-smoothing brush, which smooths geometry.

– The Move Brush works by clicking and dragging geometry in or out. It is good for quickly reshaping a mesh but can lead to undesirable geometry if not careful.

The move brush can quickly reshape a model.

The move brush can quickly reshape a model.

Symmetry can be turned on using Transform > Activate Symmetry. Specific Axes can be selected using the X Y Z buttons or the X, Y and Z keys. Symmetry can be axial or radial (use the RadialCount Slider to vary how many instances are sculpted).

Radial and axial symmetry can be switched on to sculpt multiple areas of the mesh at the same time.

Radial and axial symmetry can be switched on to sculpt multiple areas of the mesh at the same time.

– RMB brings up a Quick Menu with many common commands and sliders.

RMB brings up a quick menu with easy access to most of the common drawing and sculpting commands.

RMB brings up a quick menu with easy access to most of the common drawing and sculpting commands.

– Strokes and Alphas can be combined with sculpting brushes to get different results:

– Dots and Freehand produce similar continuous results.

– Spray and ColourSpray apply randomised instances of the brush and alpha.

– DragRect and DragDot allow for precise positioning of alphas on the mesh.

Strokes and alphas can be combined with sculpting brushes to get different effects.

Strokes and alphas can be combined with sculpting brushes to get different effects.