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Pixologic ZBrush
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Pixologic ZBrush
Precautions
Non-Medical
Not for Medical Care
The author uses several software packages and programming languages to develop FPnotebook content
For convenience, a dozen pages in FPNotebook are dedicated to quick notes on content creation
Technique
Modeling Workflows
ZSphere Modeling
Indicated for hierarchical (animal or human) or branching (e.g.
Neuron
) modeling
Turn on X Symmetry (as needed)
Process (repeat in cycles)
Drag out new zspheres from another zsphere's surface when in draw mode (Q)
Click interconnecting segments to add zspheres
Alt-Click zspheres to delete (except for the initial, starting zsphere)
Move (W), scale (E) and rotate (R) the zspheres and their inter-connecting "bones"
Preview the geometry (A)
Convert to geometry once zsphere hierarchy
Zsphere can be saved as a ztool (and used to create other geometry)
Press 'A' to preview geometry, then click Edit Polymesh3D button (in Tools menu)
Adjust basic geometry with Dynamesh
Create a low poly model
Use ZRemesher and target polycount 5(k) with "adapt"
Continue adjusting basic low poly geometry
Dynamesh Soft Modeling (sculpting)
Start with LightBox > Project > DynaMesh_Sphere_32 (or DynaMesh_Sphere_64 or 128)
Starts with a sphere that is Polymesh3D
Defaults to Dynamesh, Resolution 32 with Blur 2-3
Scale the tracing plane (if used) to match the size of a part of the sphere (e.g. head)
Avoid
Scaling
sphere to fit tracing plane (alters resolution)
Activate Symmetry
Orient the model and tracing planes, so that symmetry is across the X Axis
Use the move brush to pull the starting object into the shape to match the tracing plane
Periodically ctrl-LMB-drag for Dynamesh to recalculate
Perform in x, y, z axis
Use the low resolution (32) start to add rough definition and shape
Use claybuildup and standard brushes (and their alt actions) to form the shape
Turn on sculptris pro (button in top panel next to gizmo)
Mask (Ctrl-LMB) or hide (Alt-Ctrl-Shift) subtool regions to protect them from modification
Continue with Symmetry enabled
Change the Dynamesh resolution to 64
Continue to build form and detail with brushes, now including damian standard and other detail brushes
Dynamesh will smooth out sculpting based on blur setting (set to 0, to avoid auto-smoothing)
Continue to use sculptris pro, Symmetry, mask/hide
Change the Dynamesh resolution to 128
Continue to add further detail, often using lazy mouse, smoothing
Continue to use sculptris pro, Symmetry, mask/hide
For overhangs, use alt-Damian Standard, with claybuildup on one side, smoothing on the other
Use claybuildup and alt-claybuildup next to each other for maximal definition of edges
Switch to Subdivision Levels
Turn off Dynamesh and SculptrisPro after completing maximal detail that 128 resolution allows
Use ZRemesher to orient polygons to flow naturally around curves
Use the ZRemesher Guide Brush to direct flow directions of polygons
Subdivide (D) and continue to add maximal detail allowed for each subdivision level
Subdivisions are typically added to the entire subtool
Subdivisions may also be added only to unmasked areas
Technique
Reference Images
Reference Grid
Texture Menu > Import
Select all images (top view, front view, side view) that will serve as reference
All images can be placed side-by-side in a wide composite in photoshop
Allows lining up dimensions of each individual image to match the others
Images can be cropped and centered within the draw>grid menu
Draw > Grid
Front-Back, Up-Down, Left-Right each accept up to 2 textures (Map1, Map2)
Adjust Grid-Size to match the size of the starting object (e.g. sphere3d)
Use adjust to crop the image for the particular view
Use offsets to center the image as needed (most important for X symmetry)
Use flip, inverse and rotate as needed
Change the Tracing Grid Opacity
Fill Mode to 3
Adjust enhance factor and opacity to see through the model to the reference
Show or hide the planes
Shift-P
Save or Load Reference Grid
Example reference grids are available from Pixologic resource center
Additional measures to ease tracing
Turn off Dynamic Perspective (keeps the proportion between the tracing place and the object)
Draw > Camera Lock (also on right tool bar) prevents the object/plane from shifting while sculpting
Tracing Planes (alternate method to Reference Grids)
Texture Menu > Import
Select all images (top view, front view, side view) that will serve as reference
Note the sizes of each image (x:y ratio)
Tool > Subtool > Append > Plane
Repeat for each axis for which a reference image exists
Tool > Texture Map
Choose the texture for the currently selected plane
Rotate the plane 180 degrees if the texture is upside down
Resize the plane to aspect ratio of the image
If image ratio X:Y = 1.5, then for plane X of 100, resize plane Y to 150
Move the planes out of the way so they do not intersect the object
Position well behind (XY plane), to the side (YZ plane) and below or over (XZ plane)
Change the transparency of the model as needed to see through to the image plane
Place the Preferences Menu below the brush menu on the left
Use the Preferences > Draw > Back Opacity
Slide the Back Opacity down to see the model, and up to see the tracing plane
Spotlight (Pavlovich Method)
Create reference image as viewed from different perspectives (front, 3/4, side, back, top), maintaining size
Import reference image as a texture, and add to spotlight (Texture > Add to Spotlight button)
Open spotlight (Z) and adjust the image on screen (opacity, size) and toggle image on and off (Shift-Z)
Movie > Timeline > Show
Place a 3D Mesh (e.g. sphere) and keep the object at the origin (do not move it)
Move, rotate and scale the camera, so the object is over the first image, corresponding to the correct image plane
Click the movie timeline to set the first frame
Repeat the camera change and a later click on the timeline for each image perspective
Move between the perspectives using the arrow keys
Technique
Interoperability with other Software
Maya to ZBrush
Create a low polygon mesh in Maya
Keep geometry simple (basic form) and straight without distortion and without ngons
Complex objects (e.g. hands) may require more geometry, but keep to low polygon
Keep model size within the size of the default grid
Assign basic materials (e.g. Blinn) to each sub-object within the model
Each object with a different material will become a different subTool in ZBrush
Click Go-Z exporter or export to Obj
Import into ZBrush
Receive the GoZ import as a ZTool or import as obj
Draw out the tool and edit (T)
Model scale is important for brush sizer to work properly
Break the object into SubTools
Tool > Polygroups > Autogroup
Tool > Subtools > Split
Edit each subtool
Start by Tool>Divisions (Ctrl-D) - subdividing 2-3 times
Consider turning off smooth for the first 2 subdivisions to harden overall shape
Zbrush Export
Export Low Poly Geometry
Create a low poly subdivision levels if lacking on any objects (e.g. Dynamesh objects)
Subdivide subtool twice (may bring object to 50M or more)
Select subdivision level 1 (lowest level)
Freeze subdivision levels
Use ZRemesher set to 5-10k (or with Dynamesh set to 300-800)
Un-Freeze Subdivision levels
Set Subtool > "All Low" (turns subdivisions to lowest level)
ZPlugin > UV Master > Unfold All (or can auto UV map unwrap in Substance)
Set Export (with merge and group off)
ZPlugin > Subtool Master > Export (or export as FBX using the FBX exporter plugin)
Export High Poly Geometry
Check that mesh sizes are not too large to freeze the export process (e.g. >1 million points)
Use ZRemesher or Decimate plugin tol reduce size
Individual subtools can maintain selection regions with polypaint (for use in substance painter)
Either polypaint manually, or polygroup to polypaint
Set Subtool > "All High" (turns subdivisions to highest level)
No need to create High Poly UV (we will only be using the high poly for normal maps)
Set Export (with merge and group off)
ZPlugin > Subtool Master > Export (or export as FBX using the FBX exporter plugin)
Substance Painter
New Project > PBR Metallic Roughness
File Select > Low Poly FBX
Document Resolution 1024
Auto Unwrap (options: recompute all, margin size large)
Can try margin size small (but this resulted in normal mesh distortion for me)
Bake Meshes
Choose "Vertex" for the color id pass to use polypaint for selection within a subtool
Use high poly mesh FBX in substance painter
Using the above work flow in Maya/ZBrush, each subtool will be its own textureSet in Substance Painter
In addition, "mask by color" may be added to a substance layer to select regions based on vertex color
Technique
Main Interface
Help
Tooltips (hover over buttons; hold down ctrl and hover for detailed tooltip)
Windows
Document/Canvas Window
Tab: Toggles maximal canvas size (inside dividers and top menu)
Window Scrolling
Click in background space between buttons and drag
Hold Shift while opening sub-menus to open up multiple sub-menus simultaneously
LightBox
Bottom of lightbox shows folder path
Hide Lightbox (Toggle LightBox button or press ",")
To hide at start-up, Preferences > LightBox > Toggle "Open At Launch" (and Store Config)
Perspective
Turn on perspective for normal camera proportions (distant objects are smaller)
Turn off perspective typically for hard surface modeling (e.g. ZModeler)
Scene Navigation
Pan
Alt-RMB-Drag
Alt-LMB-Drag Background (classic LMB navigation)
Zoom
Ctrl-RMB-Drag
Alt-LMB-Drag Background and release Alt (classic LMB navigation)
Rotate
RMB-Drag
LMB-Drag Background (classic LMB navigation)
Constrained Rotation
Shift-RMB-Drag
Rotate to fixed camera angles (or click on the CAM View Icon and Arrows in the upper right)
Frame (F)
Frames current object in document window (fit mesh to view)
Orienting Scene
Toggle Floor Grid Plane (Shift-P)
CAM Head
Tool Appearance
Shift-F
Toggle Polyframe on/off (shows/hides polygon grid on object)
Technique
Preferences
Default Document
New Document with Auto-Fit Window Size (WSIze) enabled
Document > Save as startup document
To reset to initial settings - delete the ZStartup/StartupDocument.zpr file
Default Material
Click Material Button in Brush Palette
Select MatCap Gray
Material Menu > Save as startup material
To reset to initial settings - delete the ZStartup/StartupMaterial.zmt file
Technique
File Management
Saving
Avoid "Save as Document" - does not save tools
Exception: Establishing a starter document
Project > Save As
Saves a project (ZProject or ZPR) with all tools in the scene as well as document settings
Avoid saving with undo history (files quickly become very large >1 GB)
Tool > Save As
Saves current tool and associated subtools (ZTool)
Most commonly used save method when working on a single tool
QuickSave (9)
Saves currently active tool to QuickSave Window in LightBox
Loading Content
Project
When loading a saved project back into ZBrush, the project will replace the current scene
Alternatively, "load tools from project" will add tools from the selected project file into the current scene
Tool
When loading a saved tool back into ZBrush, the tool will be added to the current scene/project
Technique
Tools
Hot_keys
Ctrl-N
Clear Window (Clear Layer)
Shift-S
Take a snapshot of the current tool in its orientation and its current position on the document
Creating a new tool
Choose a Tool from the Lightbox or from the Tool Palette
Select the DragRect Brush
Drag out an object with the tool (shift-drag to orient object)
Enter EDIT mode by clicking the Edit Button (or "T")
Switching Tools
Tools will remain available in a work session until ZBrush is closed or a new ZProject is opened
Tool thumbnails in the Tools Menu/Panel reflect the currently selected subtool and its name
Consider selecting the top most subtool (and giving meaningful name) before switching
Save Tool frequently (iterating with number suffix as needed) to prevent data loss
Alternatively, save ZProject to save all Tools worked-on in session
Primitives
In Tool Menu, select a Primitive (may also select from LightBox) and drag out on canvas as described above
Enter Edit Mode ("T")
Tool Window > Initialize to adjust primitive settings
Click "Make Polymesh 3D" to convert primitive to an object that allows sculpting
Object Editing
Recently used tools with sculpting changes are shown in the Tool Palette Icons
Magnify (Shift-M)
Opens a magnifying glass at the cursor
Tool > Deformations
Includes object based deformations (e.g. inflate, smooth) typically performed on a masked region
ZPlugin > Scale Master Tool
Set XYZ = 2 for best results
Mirror
Mirror (in X, Y or Z)
Under Tool > Deformation
Creates a mirror image of the current object
Example - left side appears as prior right side, and right side appears as prior left side
May be used in combination with mirror and weld
If the left side has the geometry to transfer, first mirror and the left side will be moved right
Then mirror and weld, which will weld together the right side and a mirrored version of right
Mirror and Weld (in X, Y or Z)
Under Tool > Geometry > Modify Topology
Mirroring is from negative side (left) to positive side (right), e.g. -X to +X
If in X, replaces the topology right of center, with mirrored left of center AND welds the 2 together
Gizmo (transpose, "W" to activate)
Move and rotate the gizmo (hold Alt while modifying)
Unlocks Gizmo to move orientation point
Select and Orient Gizmo to Face (Alt-LMB Face)
Click on selected face to center gizmo on face and assume face's normal
Mask areas to fix position, then Alt-LMB the faces to move
Resets
Alt-Refresh button
Reset mesh orientation
Alt-Home
Reset object axis position
Alt-Unmasked mesh orient to center
Center gizmo and reorient to unmasked region
Copy
Ctrl-LMB Drag Object
Release Ctrl and continue dragging to place copies of additional objects
Ctrl-Dragging a masked region or polygroup, and then releasing Ctrl, will set down edge loops
Flatten surface
Mask the surface to flatten and invert mask
Alt-LMB a face on the surface to serve as guide for other faces to match
Use Gizmo scale in axis perpendicular to surface (may need to repeat several scale drags)
Customize
Multiple deformation options which operate off a XYZ matrix
Similar to FFD in 3ds max or lattice deformer in maya
Requires model to be a single subdivision level
Subtools
Alt-LMB (or Shift-Alt-LMB while in edit mode)
Select subtool
N
Select subtool dialog (then click subtool icon or type additional letters to filter)
Expose
Divides out subtools in space so they may be individually visualized
Append
Append another subtool object
Multi-Append
ZPlugin > SubTool Master Menu
Mirror
ZPlugin > SubTool Master Menu OR
Tool Menu > Modify Topology > Mirror and Weld (Default = X Axis)
See below under symmetry
Technique
Geometry
Geometry Subdivisions
Geometry Divide (Ctrl-D)
SDiv
Maintains subdiv history (up and down to modify geometry at different division levels)
Basic modeling at 3-4 subdivision levels, completed high poly mesh at 6-7 subdivision levels
Smooth
Modifier for smoothing geometry (similar to smooth mesh in Maya)
Dynamic Subdivision (D, Shift-D)
Subdivision preview
Consider for hard surfacing modeling
Combine with edge creasing (set crease to 1-2 divisions, set smoothing to 2-3 divisions; creased edges will be smoothed after first 1-2)
Apply the dynamic subdivisions once appearance achieved
Dynamesh
Automatically adjusts geometry to evenly distributed geometry
Set Resolution (start low resolution while blocking in, e.g. 32 > 64 > 128)
Re-Dynamesh: Ctrl-Drag in open area (not on model, which instead draws mask)
Consider "Project" modifier for hard surface modeling
Subtract Objects
Brush > Insert Mesh Primitive
When ALT-LMB will create a subtraction object that cuts away from the main object
Tool > Display > Double to view the subtraction object
Reshape and position the subtraction object (or duplicate with Ctrl-Gizmo drag)
Ctrl-LMB drag twice to dynamesh and perform cut
Append subtool
Append a subtool, and in the subtool list, mark as subtraction object
Follow above instructions to cut out the object (Ctrl-LMB drag twice)
Sculptris-Pro
Subdivides mesh while drawing, dynamically tessalates in the region of increased topology
Cursor with be purple
Technique
Brushes and Sculpting
Gene
ral
Brush window is at far left (double click the far left divider to open)
Undo slider at top of document window
Spacebar - quick panel (heads up display) of commonly used buttons
Symmetry (transform panel)
Leave Mirror Symmetry on
X-Symmetry (X)
Typical for body modeling
Y-Symmetry (Y)
XY Typical for ornamentals (front only)
Z-Symmetry (Z)
XYZ typical for ornamentals (front and back)
Radial Symmetry
Used in combination with X, Y and/or Z Symmetry to surround an object (adjust radial count)
Example: Lathing an object (e.g. bowl or vase)
Geometry > mirror and weld
Duplicate object across specified axis (Default = X Axis)
Copies negative (left side) to positive (right side)
If mirroring right to left side
First use Tool Menu > Deformation > Mirror (Default = X Axis)
Exchanges the left and right sides (centered at the midline)
Tool > Deformations > SmartResym
Copies negative (left side) to positive (right side)
Area to copy may be selected by masking a region
Brushes
Hot Keys
Alt with brush to perform reverse of default brush behavior
Default is typically to build up a surface (ZAdd)
Inverse (alt) typically digs into the surface (ZSub)
Smooth surface
Hold Shift-LMB and brush areas (smooth algorithm 1)
Hold Shift-LMB and start to brush, releasing the shift key (smooth algorithm 2)
Stronger smoothing
Modify Brush Characteristics (type hotkey and drag)
Brush Draw Size (S)
Left and Right Bracket keys will increase and decrease brush size
Brush Z-Intensity (U)
Lower intensities are typically used (3-25)
Focal Shift or Brush Hardness Falloff (O)
Typically set to 0
Drawing straight lines
Click LMB to start brush stroke
Hold down shift while dragging
Release the shift key, then release LMB
Lazy Mouse (L)
Adjust the lazy radius (larger radius, has a longer guide line)
Soft Brushes (B)
Standard Brush (ST)
Default sculpting brush for details
Clay Brush (CL) in addition to ClayTube and ClayBuildUp
Builds up topology (or with alt, carves away) with broad strokes
Typically, smoothing (shift) is applied after clay build-up
ZModeler (ZM)
Start with QUnit (Tool > Initialize)
Use a small brush size (S)
Hover over a face, edge or vertex and press space to select functionality
Move (MV)
Hold Alt with LMB to pull or push perpendicular to surface
Curve > Accucurve for hard surface modeling (sharp edges pulled out in hard surface modeling)
AutoMasking > Topological to adjust one portion model without affecting other parts
Or use Move-Topological Brush
Move-Topological
Moves contiguous vertices without affecting nearby vertices (e.g. pull model's ear away from scalp)
SnakeHook (SH)
Allows for pulling out long segments of topology
Best functionality when used with Sculptris-Pro setting on
Hard Brushes
Trim Dynamic (bevel edges)
HPolish (smoothes while preserving edges)
Best with a large brush size and a drawing tablet for pressure (e.g. wacom)
Alternate between LMB (smoothes IN) and alt-LMB (smoothes OUT)
Damian Standard (hard edge compared with standard brush)
Draw cracks, and with alt, pull out sharp edges
MAH Cut Mech A and B (cut brushes)
Slash Brush (or Slash-L Brush)
Pinch Brush (pulls 2 sides together)
Orb Brushes
https://orb.gumroad.com/l/nOkHw
Insert Multi-Mesh Brushes (IMM)
Brushes with tools within the brush
Pressing M (material) brings up a dialog to select between brushes
Allows appending of objects
Brush > Modifiers > MultiMesh Select Modes
On mode allows auto-looping through the meshes for the brush
Adds meshes sequentially (forwards or backwards) or randomly depending on setting
Hold down Alt, while dragging an object to create a subtraction boolean
This will first mask all objects except the new IMM object
Ctrl-Drag to unmask
Ctrl-Drag again to perform boolean subtraction of object
LMB at a location and add CTRL key to add an IMM with constant size based on brush size
Remains constant as long as brush size > dynamic is on
Hold W key while selecting different meshes and the one selected will change to the new selection
Main object can not have subdivisions when inserting multi-meshes
Append a simple subtool (e.g. star) and scale to small object and hide within main object
Allows drawing on surface of an object that still has subdivisions, by using the simple small object
May insert by dragging a curve on surface (e.g. rope)
Consider drawing out an object to draw on (and then remove later)
Turn on Stroke > Curve Mode (with Bend and Snap selected)
Drag out the curve
Can also drag the end and curve line to move and shape the curve
Once curve line is defined, may then modify geometry
Click Brush > Modifiers > Stretch (to stretch out geometry to fill spaces)
Remove the underlying object used to shape the IMM (if needed)
Mask the IMM object first (ctrl-click the interface)
Click Tool > Visibility > Hid Pt
Click Tool > Geometry > Modify Topology > Del Hidden
Repair geometry with Dynamesh an Zremesher
Clear Mask (ctrl-Drag interface)
Set Dynamesh to high resolution (e.g. 1200) and Blur to 0
Turn On Dynamesh to resample at high resolution and then turn off again
ZRemesher with default settings
Additional Brushes
Morph
First: Tool > MorphTarget > StoreMT
Next, use any brush to modify the model
Next, use Morph brush to revert brushed areas back to time of StoreMT
Last: Tool > MorphTarget > DelMT
Load brushes from LightBox > Brushes
Save custom versions of brushes that you have modified settings (brush > save as)
Download brushes online
Technique
Masks
Hot-Keys
Unmask (Ctrl-Alt Drag over region to unmask)
Clear Mask (Ctrl-Drag over an empty area)
Mask All (Ctrl-LMB with no items selected)
Lighten and Blur Mask (Ctrl-LMB on masked area)
Sharpen Mask (Ctrl-Alt--LMB)
Invert Mask (Ctrl-i or Ctrl-LMB click in empty region)
Draw rectangular Mask (Ctrl-Drag)
Hold spacebar to move mask
Group Mask into Polygroup and then Clear Mask (Ctrl-W)
Groups masked items into a Polygroup and then removes the mask
If no items are masked, then groups visible items into polygroup
Polygroup may be polished on creation from mask (setting in polygroup menu)
Useful Mask Brushes
MaskPen (default)
MaskCurve (solid line to gradient points to masked area)
Press and release Alt (while holding down ctrl) to add a bezier point
Press and release Alt twice (while holding down ctrl) to insert a straight point
MaskLasso
Transpose Smart (in brush menu)
Useful for exactly placing alphas (e.g. text masks , 2d object masks) - use while holding ctrl button
Technique
Visibility Selection, Clipping, Slicing and Trimming
Hot-Keys
Select visible and hide unselected (Ctrl-Shift-LMB drag)
Select to hide and retain unselected (Ctrl-Shift-Alt-LMB, drag)
Unhide all (Ctrl-Shift-LMB click in background, open area)
Invert Visible, making visible hidden and the hidden visible (Ctrl-Shift-LMB drag in background, open area)
Grow Visibility (Tool>Visibility>Grow or Ctrl-Shift-X)
Shrink Visibility (Tool>Visibility>Shrink or Ctrl-Shift-S)
Group Visible into Polygroup (Ctrl-W if no items are masked)
Isolate Polygroup, making other polygroups invisible (Ctrl-Shift-LMB a polygroup)
Does not work with SelectLasso tool (use selectRect tool for this)
Common visibility selection brushes
Selection
SelectRect (default, rectangle shaped selection)
SelectLasso
Allows for free-hand drawing a margin
Clipping brushes
Clip compresses all geometry into the clip plane (see Trim below as a possibly better alternative)
ClipCurve
Places a cut through an object and smashes all of the clipped geometry into that plane
Best used when clipping simple geometry (otherwise resulting topology is messy)
Limit number of changes in direction of curve to <2-3 for each line drawn
ClipCircle or ClipCircleCenter
Clips polygons outside of the circle
Hold down Alt (with Ctrl-Shift) to clip polygons inside the circle
Behavior changes when the center point of the circle overlaps mesh (unless circle is entirely within mesh)
ClipRect
Behavior changes when the center point of the circle overlaps mesh (unless rect is entirely within mesh)
Consider ClipCurve instead (more predictable)
Slicing brushes
Slice creates a new polygroup from beyond the slice line
SliceCurve
SliceRect
SliceCirc
Trimming Brushes
Trim is an improved clipping brush that removes trimmed geometry and fills the hole with reasonable topology
TrimCurve (best with straight lines without bends)
Press Ctrl-Shift space-bar>polygroup to create a new polygroup from the remaining face after trim
Press Ctrl-Shift space-bar>bradius to create an interesting cut-away and partially sliced surface
TrimRect
TrimCirc
Pointers
Visible objects may be deformed, rotated, moved, scaled as if the hidden geometry were masked
Mask areas to prevent that area from being clipped
Technique
Polygroups
Background
Polygroups allow for consistent isolation of parts of a model (e.g. head, neck, arms, legs, torso)
Polyframe (Shift-F) must be on to see Polygroups
Creating Polygroups
Tool > Polygroups > Group Masked (Ctrl-W)
Mask an area (Ctrl-LMB and drag over an area) and press Ctrl-W to create a polygroup
Colors are randomly assigned to new Polygroups
Undo with Ctrl-Z and repeat Ctrl-W to assign a different random color
If no area is masked, then the entire visible part of the subtool will become a polygroup
Polish slider beside the Group Masked button allows for auto-polishing on polygroup creation
Tool > Polygroups > Autogroups
Creates Polygroups automatically based on polygon islands
Tool > Polygroups > Group By Edges
Tool > PolyGroups > Group by Normals
Tool > PolyGroups > Group Similar
Tool > PolyGroups > From Polypaint
Allows painting with alpha and converting to polygroup
Hiding and Showing Polygroups
See Visibility above
Ctrl-Shift while clicking a polygroup and the polygroup will disappear
Ctrl-Shift an empty space to bring back the hidden polygroup
Ctrl-Shift again to hide everything except the polygroup
Ctrl-Shift drag an empty space to invert what is visible (hides visible, shows invisible)
Masking with Polygroups
See Masking above
Activate the Move Tool (W)
Ctrl-LMB a polygroup
Masks everything except the selected polygroup
Ctrl-LMB in an empty space to invert the masking
Other tasks based on Polygroups
Tool > Deformations > Polish by Groups
Smooths polygroups edges, allowing for clean transformations (e.g. move/extract)
Drag out the polish by groups slider (e.g. to 30) to smooth edges
Click the circle to the right of slider to turn on and off alternative algorithm
Isolate the polygroup (ctrl-LMB)
Ctrl-LMB drag the polygroup for smooth extrude (creates a second edge loop)
Tool > Subtools > Split > Groups Split
Create subtools from polygroups
Tool > Polypaint > Polypaint From Polygroups
Create polypaint from polygroups
Technique
Materials
Background
Paint Brush is similar to Standard Brush (except for defaults to Rgb and Alpha On, and zAdd off)
Used for painting material or RGB (or both) onto objects
Clicking a material changes default material for all subtools
To Paint a material on an object
Turn on M (and turn off alpha, Zadd/Zsub) from top panel
Select a foreground color
Select a material (from left panel)
Color menu > Fill Object
To reset object material
Assign Flat Color Material
Modifying available materials
Materials can be downloaded from pixologic resource center (and loaded via material menu)
Material > Modifier menu allows for changing material attributes
MatCap Materials
MatCap Red Wax (default zbrush material)
Best visualize sculpting details with exaggerated shading
Mat Cap Gray
Realistically visualize sculpting details with neutral shading (digital clay)
Standard Materials
SkinShade4
Ideal base for polypainting
Difficult to visualize sculpting details
Flat Color
Ideal for visualizing model silhouette
Apply to object to reset material after it has been filled with another material
Technique
Polypaint
Background
Painting on polygons requires adequate resolution
Even when exporting to Substance Painter, applied polypaint can be used to subdivide sections in Substance Painter
Start
Select Subtool to paint
Apply material (e.g. SkinShade4)
Move the Color menu to the right or left panel
Select a color (e.g.
Skin Color
) or press C to pick up the color under the hovering mouse cursor
Click Color > Fill Object
Painting
Select Paint Brush (see above, defaults to Rgb On, zAdd/zSub off)
Reduce RGB Intensity (e.g. 50)
Alphas may be used to modify the stroke
Stroke is typically Dots or Freehand (but other options include Color Spray or Spray)
Hold down shift when painting to smooth/blur the paint strokes
Colors
Select colors from palette or with eyedropper hovering over a color (press "C") and paint with that color
Click Color > Syst Palette, and add custom color to the palette
Spotlight
Loading Texture into Spotlight
Texture > Import, then Add To Spotlight
Moving Spotlight
Move the spotlight dial (acts as pivot) by dragging inside the circle
Move the spotlight image by dragging outside the circle
Resizing Spotlight
Hover over the scale icon on the Spotlight dial and LMB drag up and down to resize
Spotlight may be resized to fit over the subtool, then shift-z and transfer spotlight colors to model
Spotlight may also be resized to a part of the screen and used to sample colors from the image
Hot Keys
Z
Turns on and off spotlight
Shift-Z
Hides Spotlight but it is still active and will paint underlying model
C
Hover over the spotlight image and press 'C' to select the underlying color (eyedropper)
Painting
Use Paint Brush (see painting above)
Turn on RGB and turn off zAdd/zSub
Painting base colors
Use scatter alpha and spray color (or spray)
Set Stroke > Scale and Stroke > Color to low levels (0.1 to 0.3)
Masking
Paint masks to protect specific areas from painting
Use Paint By Cavity
Technique
UV Maps
Creating a UV Map
Select the lowest subdivision level of model/subtool for unwrapping
ZBrush will not be able to unwrap tools with millions of polygons (decrease subdivision level)
If no lower subdiv levels
Use ZPlugin > Decimation master (but any polypainting will be lost)
Duplicate subtool and use Tools > ZRemesher to create a low poly version
Choose project all, to copy polypaint from other model
Subdivide, project all, and repeat until adequate level of subdivisions
Subdividing the UV Map with Polygroups
Create polygroups (mask and Ctrl-W) for each part of the UV Map you wish to separate
ZPlugIn > UVMaster
Set Symmetry on
Enable Control Painting (allows painting protect and attract regions on model)
Work on Clone (if the model has subdivisions)
Click Unwrap
Visualizing the Unwrap
ZPlugIn > UVMaster > Check Seams (texture, polypaint must be off to see seams) OR
Tools > UVMap > Morph UV OR
Tools > TextureMap > Assign Texture19 (UV map with numbers and letters)
Polypaint
Select the highest subdivision level of the model
Polypaint the model (see above)
Saving UV Map with polypaint
Select the highest subdivision level of the model (or whatever level you want to generate UV from)
Tools > UVMap > Set Map Size (Default 2048)
Tools > Texture Map
Create > New From Polypaint
Clone Txtr
Click on texture preview in on left side of screen
Texture dialog opens, click export
Export as psd (or jpg, tif, png)
Exporting other maps
Displacement Map and Normal Map may be saved in the same manner
Technique
Caricatures
Start with Demo Head Tool
Go to Subdivision 1 and delete higher
Hide teeth and eyes
Dynamesh set to low resolution to start (e.g. 32)
Increase resolution to 64, 128, 256 while adding detail at each level (see above)
Alternatively, switch to subdivision levels after 64 or 128 to maintain a low poly base for export
Position references images (e.g. grid, image planes)
Sculpt with object more transparent to visualize the reference plane behind
Work with consistent views (e.g. grid front, top and left OR in Document > ZAppLink > Set View)
Sculpt
Turn on symmetry (X)
Constantly check topology while rotating model during sculpting
Establish overall form with move and move topological brushes
Turn on Back
Face Mask
ing to avoid deformities
Use clay buildup alternated with smoothing to build up forms
Use damian standard to develop creases
Add Details
Turn off symmetry
Add
Wrinkle
s using damian standard brush
Apply skin texture using layers
Tool >
Surf
ace noise, followed by smooth peaks brush OR
Alpha mask (SW_pores alpha from pixologic resources)
Add other details to break symmetry
Retopologize a low poly mesh for export
Use subdivision 1 clone
ZRemesher to low poly topology (directing location of poly loops)
Create UV Maps
Use ZPlugins > UV Master
Turn on symmetry
Draw regions to protect and others to attract (putting seams in less visible areas, e.g. back of head)
Apply to the UV Map to the high resolution model
Technique
Hard
Surf
ace Modeling
Create an object with a consistent thickness and geometry
Polygroup by normals
Ctrl-Shift select the surface to keep (may need to invert) and then Modify Topology > Delete Hidden
The remaining plane will have no thickness and will be invisible on one side (unless Display Properties > Double is on)
ZRemesh the remaining plane
Option 1 using dynamic subdivisions
Turn on dynamic subdivisions and turn off smoothing (or add creasing and turn on smoothing)
Under dynamic subdivisions, adjust the thickness slider until desired thickness is reached
Apply dynamic subdivisions
Option 2 using Zmodeler
Use extrude function on polygroup or similar region
Resources
Zbrush 3D Sculpting, Udemy (Millivoj Popovic)
https://www.udemy.com/course/sculpting-in-zbrush/
ZBrush Intro 1 YouTube Playlist (Michael Pavlovich)
https://www.youtube.com/watch?list=PLkzopwqcFevYqrk_0MKIaUwrWYILzYsp6
ZBrush for Ideation, YouTube Playlist (Michael Pavlovich)
https://www.youtube.com/playlist?list=PLkzopwqcFevbxxNfZtq1ae09h1dht4S6M
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