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 6

Introduction to Zbrush Digital Tutors

Mesh Creation Zspheres

– To start creating geometry with Zspheres, select the Zsphere tool from the Tool palette, draw it on the canvas then enter edit mode (T).

– To create new Zspheres enter draw mode, move the cursor to the deisred position on the model and LMB + Drag to draw a Zsphere at the desired size.

– Use the move mode to drag the new Zsphere to the desired position.

– Link spheres connect Zspheres; they cannot be edited directly but can be converted to Zspheres.

Use the tool palette + draw mode to create Zspheres

Use the tool palette + draw mode to create Zspheres

– Once created Zspheres can be scaled with the Scale mode.

– Zspheres can be rotated with the rotate mode. By clciking on the Link sphere chain with the rotate mode active you can rotate and entire chain of Zspheres.

– Hold Shift while drawing Zspheres to create a Zsphere the same size as the previous Zsphere.

– Click on a link sphere while in draw mode to create a new Zsphere from a link sphere.

– Hit A while in Zsphere mode to view an adaptive skin, which is a low-poly mesh applied over the Zsphere model.

Press A while Zsphere modelling to view an adaptive skin preview of the geometry being created.

Press A while Zsphere modelling to view an adaptive skin preview of the geometry being created.

– The Tool > Adaptive Skin subpalette contains setting for the adaptive skin. The Density slider determines how many subdivision levels ie how many polygons are in the adaptive skin.

– Tool > Adaptive Skin > G Radial modifies the number of spanes or polygon rings created in the adaptive skin, and has a similar effect to the Density slider.

The subdivision level of the adaptive skin can be modified using the density slider.

The subdivision level of the adaptive skin can be modified using the density slider.

– Once you’re happy with the Zsphere model press Tool > Adaptive Skin > Make Adaptive Skin to create a polygon mesh from the Zsphere model. The new tool will appear in the tool palette called eg Skin_Zsphere_1. The model can now be sculpted normally.

Pressing Make Adaptive SKin creates a polygon mesh form the Zsphere model and adds it to the tool palette.

Pressing Make Adaptive SKin creates a polygon mesh form the Zsphere model and adds it to the tool palette.

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 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 3 part 3

Introduction to Zbrush Digital Tutors

Subdividing Geometry

– Subdivision tools are found under Tool > Geometry.

– Tool > Geometry > Divide or Ctrl + D adds one subdivision layer to the active tool.

– Move up one subdivision layer using or move down one subdivision layer using Shift + D. You can also use the SDiv slider or the Higher Res / Lower Res buttons.

Use the divide button to add subdivision layers that can be moved between using the slider or buttons.

Use the divide button to add subdivision layers that can be moved between using the slider or buttons.

– use the Del Lower / Del Higher to delete subdivision layers. The layers are relative to the current layer.

– Tool > Geometry > Smt smooths the mesh when subdivision layers are added. If this option is turned off polygons are added but the shape of the mesh is not changed.

Turning the Smt modifier off when subdividing adds polygons without changing the shape of the mesh.

Turning the Smt modifier off when subdividing adds polygons without changing the shape of the mesh.

– if the first subdivision layers are added without Smt, then the top layer is added with Smt some smoothing will be added to lower subdivision layers.

– Ztools retain their subdivision layers.

– Low Subdivision models are needed for creating Normal Maps from High Subdivision models.

Tool > Geometry > Freeze Subdivision Levels can be used to retain subdivision information when carrying out operations that normally need a mesh with no subdivision levels.