Day 7

Introduction to Zbrush Digital Tutors

Mesh Creation Dynamesh

– Dynamesh is a way of modelling that protects the geometry from the stretching effect making large scale changes to a model can have.

– To enable dynamesh have an active tool and go to Tool > Geometry > Dynamesh.

– When dynamesh is enabled, at any time during sculpting Ctrl + Drag off the model and the geometry will be recalculated to give an optimal mesh.

Dynamesh allows for re-skinning a model with a new, optimised mesh at any time using Ctrl + drag.

Dynamesh allows for re-skinning a model with a new, optimised mesh at any time using Ctrl + drag.

– depending on the severity of the distorted polygons, the model may need smoothing after dynameshing.

– dynamesh can be used in conjunction with InsertMesh brushes by creating a single unified skin after the new mesh is inserted.

Dynamesh can be used with the InsertMesh brushes to unify a model.

Dynamesh can be used with the InsertMesh brushes to unify a model.

– Tool > Geometry >Dynamesh > Groups makes the dynamesh tool work by polygroups. If a mesh is split into separate polygroups then dynameshed each group can be moved and manipulated separately, before dynameshing the whole model once more.

Dynamesh used with groups active splits the model by polygroup when dynameshed, allowing for chunks of model to be manipulated before skinning the whole model once more.

Dynamesh used with groups active splits the model by polygroup when dynameshed, allowing for chunks of model to be manipulated before skinning the whole model once more.

– Tool > Geometry > Dynamesh > Create Shell can be used with a subtractive mesh to create a shell with an opening based on the inserted mesh. To activate it, hold Alt while drawing (or enable ZAdd) the InsertMesh, then click Create Shell. The model will be hollowed out with a thickness determined by the Thickness slider, with the opening cut by the inserted mesh.

Dynamesh can be used in conjunction with subtractive meshes to create hollow shells.

Dynamesh can be used in conjunction with subtractive meshes to create hollow shells.

Day 5

Introduction to Zbrush Digital Tutors

Working with Polygroups

– Polygons can be hidden at any time, holding Ctrl + Shift  activates the SelectRect tool; dragging a rectangle then releasing hides everything that isn’t in the green box.

Ctrl + Shift enables the selection tool, which hides everything outside the selection box.

Ctrl + Shift enables the selection tool, which hides everything outside the selection box.

– Ctrl + Shift + LMB click outside the model reveals the hidden polygons – Ctrl + Shift + Drag outside the model inverts the visibility, revealing the hidden polygons and hiding the visible polygons. – Ctrl + Shift + Alt hides any polygons in the red box.

Ctrl + SHift + Alt hides any polygons inside the red box.

Ctrl + SHift + Alt hides any polygons inside the red box.

– models can be modified once polygons are hidden eg Tool > Geometry > Delete Hidden will delete any hidden polygons, making an open mesh.

– Polygroups are a quick and easy way to handle visibility by hiding entire parts of a model with a single click. – There are several tools to create a polygroup which can be found under Tool > Polygroups: the easiest way is by selecting some polygons then pressing Ctrl + W which assigns any visible polygons to a new polygroup.

– other options for creating polygroups include From Masking which converts any masked polygons into a new polygroup and Group Front which merges any polygons facing the camera.

POlygroups can be made based on visibility, colour or masking using these tools.

POlygroups can be made based on visibility, colour or masking using these tools.

– Ctrl + Shift + LMB on a polygroup hides every other polygroupCtrl + Shift + LMB on the visible polygroup again to hide that group and reveal the hidden groups.

– Polygroups created at a low subdivision level are retained at higher subdivision levels.

– Polygroups can be made by masking areas then pressing Ctrl + W. This works the same as Tool > Polygroups > Group Masked.

– Use the PolishGroups slider next to Tool > Polygroups > Group Masked to create smooth-edged polygroups at higher subdivision levels. This modifies the geometry around the polygroup.

The polishgroups slider can be used to create smooth-edged polygroups from masked areas at the expense of deforming geometry.

The polishgroups slider can be used to create smooth-edged polygroups from masked areas at the expense of deforming geometry.

– Slice tools can be used to quickly create polygroups: Ctrl + Shift brings up the Slice tool menu.

Slice tools can be used to quickly create lots of polygroups on a model.

Slice tools can be used to quickly create lots of polygroups on a model.

– Holding Ctrl with the transpose tool selected eg Move or Rotate then clicking on a polygroup aligns the transpose tool with the normal of that polygroup while masking all other groups. Holding Shift while dragging the transpose line moves just that polygroup along the transpose axis.

An example of using polygroups and the transpose tool to manipulate a mesh.

An example of using polygroups and the transpose tool to manipulate a mesh.

POlygroups can be used to easily break a mesh into subtools by hiding a polygroup then using the Tool > Subtools > Split > Split Hidden command. The hidden polygroup is separated into a separate piece of geometry.

POlygroups can be used to create subtools by selectively hiding polygroups.

POlygroups can be used to create subtools by selectively hiding polygroups.

– POlygroups can be used to maintain crisp edges when subdividing using the Tool > Geometry > Edgeloop > Edgeloop command: Hide all but the desired polygroup, select the crisp button then press edgeloop. A new ring of polygons is added around the polygroup close to the border. Now when the model is subdivided this edge will stay sharper.

POlygroups and the edgeloop tool can be used to create features that stay crisp-edged even when the model is heavily subdivided.

POlygroups and the edgeloop tool can be used to create features that stay crisp-edged even when the model is heavily subdivided.

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.