Day 9

Introduction to Zbrush Digital Tutors

Using Panel Loops

– Panel Loops can be used in conjunction with Planes to create structured 3D geometry easily, eg teeth, capes, walls. A 2D plane is used to create the form with limited geometry then converted to a 3D solid.

– eg to create teeth: draw a plane3D then use the Initialize sliders to create the amount of geometry required for the model to be made.

Use the plane3D tool and initialize sliders  to create the base geometry for creating structured objects.

Use the plane3D tool and initialize sliders to create the base geometry for creating structured objects.

Make PolyMesh3D then append the plane to the model it will be part of. Use the move brush to adjust the position of the geometry. Using as few polygons as possible will make the process easier.

Append the plane3D to the model and use the sculpting tools to create the form.

Append the plane3D to the model and use the sculpting tools to create the form.

– Once the geometry is positioned convert each polygon to a separate object; use the Tool > Polygroups > Group By Normals button with the MaxAngle slider set low then convert each polygon to a separate polygroup.

Use the group by normals button and the selection tools to separate each polygon into its own polygroup ready for separating.

Use the group by normals button and the selection tools to separate each polygon into its own polygroup ready for separating.

– Use the Tool > Geometry > EdgeLoop > Panel Loops button to extrude 3D geometry from the plane with the following considerations:

– the Thickness slider determines how thick the 3D geometry is created

– the Polish slider determines how crisp the 3D geometry is

– the Double button extrudes the geometry in both directions

– the Loops slider determines how many loops of polygons there are in the new geometry

– the Bevel slider determines how bevelled the edges of the top and bottom of the new geometry are

– the Elevation slider determines where the origin of the extruded geometry starts, eg elevation = 0 extrudes the geometry equally from either side of the source polygon.

Use the different panel loop settings to vary how the new geometry is created from the source polygons.

Use the different panel loop settings to vary how the new geometry is created from the source polygons.

– To modify each tooth individually, use the Tool > Polygroups > Auto Groups button to make each tooth a single polygroup, then use the Brush > Auto Masking > Mask By Polygroups slider set to 100 to ensure any actions only affect a single polygroup. This allows for individual sculpting while the teeth remain a single subtool.

By grouping polygroups and using the auto masking slider you can manipulate individual parts of a model quickly without needing to mask parts.

By grouping polygroups and using the auto masking slider you can manipulate individual parts of a model quickly without needing to mask parts.

Day 8 part 2

Introduction to Zbrush Digital Tutors

Projecting Detail onto Meshes

– Zbrush can project the sculpted detail from one mesh to another. This can be useful for transferring the detail from a multi-subtool model to a single-skin model for eg 3D printing. It is also useful for transferring detail that has been previously sculpted on another model to a new model.

– Tool > Subtool > Project > ProjectAll transfers the details from any visible subtools onto the active subtool. Before projecting make sure the target mesh has enough resolution for the projected detail.

Sculpting and polypainting can be transferred from one model to another using the project tools.

Sculpting and polypainting can be transferred from one model to another using the project tools.

– Project > Dist Slider determines how deep below the surface of the target mesh Zbrush can look for sculpted detail to project. If there are artefacts on the target model increase the distance.

– The projected detail is applied throughout the subdivision levels of the target mesh.

If the detail isn't properly transferred try increasing the distance Zbrush looks for detail.

If the detail isn’t properly transferred try increasing the distance Zbrush looks for detail.

Day 2 Part 3

Introduction to Zbrush Digital Tutors

Setting display options.

– Draw includes several palettes relating to the canvas view.

The draw palettes lets you change viewport and floor settings.

The draw palettes lets you change viewport and floor settings.

– Transform > Transp makes every subtool except the active tool transparent.

Use the transparency button to make subtools except the active one transparent.

Use the transparency button to make subtools except the active one transparent.

– Transform > Ghost makes the transparent subtools more visible.

– Transform > Xpose (Shift + X) button explodes the model until pressed again, allowing you to see what subtools the model is made of.

Xpose explodes the model into its component  subtools.

Xpose explodes the model into its component subtools.

– some Tools eg Xpose feature a small X Y Z that can be turned on and off, affecting which axes the tool  works on.

– the Frame (F) button centres the canvas on the 3D model.

The frame button focuses the canvas on the model.

The frame button focuses the canvas on the model.

– the See Through slider makes the whole Zbrush interface transparent, allowing you to eg load up an image in a search engine that can be seen as reference while sculpting.

The Zbrush interface can be made transparent to see reference images on the desktop.

The Zbrush interface can be made transparent to see reference images on the desktop.

Day 2 Part 2

Introduction to Zbrush Digital Tutors

Working with files

– Document > Save As saves just the image on the canvas as a .Zbr file. The image is made of pixols so retains depth, colour and material information so can be edited with 2.5D brushes but the 3D model can no longer be sculpted.

– if selecting to save the document a warning box will pop up asking to confirm whether to save the document or the tool.

Use this option to save a 2.5D pixol image that can be painted. The 3D model can no longer be edited in this document.

Use this option to save a 2.5D pixol image that can be painted. The 3D model can no longer be edited in this document.

– Tool > Save As saves the 3D model as a .Ztl Ztool file that can be re-loaded later for continued sculpting. The Ztool will lose all subtool and material data and become a single 3D model.

Use this option to save the 3D model as a tool that can be later opened and further sculpted..

Use this option to save the 3D model as a tool that can be later opened and further sculpted..

– File > Save As saves the project as a .Zpr file, which includes all tools, materials, sub-tools and history.

Save the entire project including all subtools, materials and history.

Save the entire project including all subtools, materials and history.

– file sizes decrease as .Zpr > .Ztl > .Zdoc.

– information saved decreases as .Zpr > .Ztl > .Zdoc.

– Quicksave (9) creates an incremental project save that won’t overwrite manual saves.

Preferences > Quicksave palette contains options for quicksaves, including:

– Maximum Duration determines how frequently in minutes Zbrush will quicksave.

– Rest Duration sets Zbrush to quicksave after a set time of no activity in minutes.

– Skip History creates quicksaves with undo history included.

The quicksave palette contains settings for quicksave frequency and size.

The quicksave palette contains settings for quicksave frequency and size.

– quicksaves are saved to Users > Public Documents > Zbrush Data and can also be found under Lightbox > Quicksaves.

quicksaves with thumbnails can be found under Lightbox

quicksaves with thumbnails can be found under Lightbox

– Tool > Import allows for importing .Obj files for 3D models created in other applications as tools. The tools can then be saved as Documents, projects or Ztools.