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

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.

Day 1 Part 2

Introduction to Zbrush Digital Tutors

Getting Started

– click the large tool icon in the tool palette to open the menu of current tools available. Any meshes that have been imported or created during the project will appear here.

a list of primitives as well as any meshes that have been imported from elsewhere or created during the project.

a list of primitives as well as any meshes that have been imported from elsewhere or created during the project.

– once a tool is selected, drag and release to drop an instance onto the canvas. Although these instances appear 3D and have depth, they are effectively 2D drawings and cannot be edited.

– Ctrl + N clears the canvas of any information.

– press  or select the edit button to manipulate the mesh as a 3D object.

– LMB+drag off the mesh to rotate the view

Alt + LMB off the mesh to pan around the canvas

– Alt + LMB, followed by releasing Alt without releasing LMB allows for zooming the view by dragging forward and backwards.

– turn the floor on and off using the floor button on the right shelf.

– switch between perspective and orthographic views using the perspective button on the right shelf.

use the floor and perspective buttons to disable the floor and switch between perspective and orthographic views.

use the floor and perspective buttons to disable the floor and switch between perspective and orthographic views.

– primitive meshes can’t be sculpted; trying to select a brush and sculpting will result in a pop-up. Use the Make PolyMesh3D button to convert the primitive to an editable polymesh.

use the Make PolyMesh3D button to convert primitive objects into polymeshes that can be sculpted.

use the Make PolyMesh3D button to convert primitive objects into polymeshes that can be sculpted.

– Ctrl + D adds a subdivision layer, allowing for finer sculpting with more polygons. You can also click the divide button under the tool > geometry sub-palette.

– use the SDiv slider to switch between subdivision layers. Found under the tool > geometry sub-palette.

Use the divide button and SDiv slider to add and move between subdivision layers.

Use the divide button and SDiv slider to add and move between subdivision layers.

– use the History slider to undo / redo changes to the model.

– if you deselect edit mode, press Ctrl + N to clear the canvas then re-draw the mesh and press to continue editing the mesh.

– to save out the model use the Save as button to save the model as a Ztool (.ztl).