Brush Palette
From ZBrush Info
Contents
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Brush Types
Basic Brushes
Move Brush
Move implements the functionality that, in ZBrush 2, was active when Transform:Edit and Move were active; it moves points under the brush. In ZBrush 3, this means you can move points without switching out of Transform:Draw mode.
- Move can easily be used to modify facial features; to indicate emotions, or to achieve a more natural 'asymmetric' face.
- Three brush strokes give the model a slightly crooked smile and one eye that is (exaggeratedly, to show the effect) higher than the other.
- Move conveniently ignores certain brush modifiers (strokes and so on) that don't make sense when using it.
The old Move mode is now used for Transpose functionality. Transpose operations allow very easy and powerful operations on your model, including all of the move, scale, and rotation functionality you are accustomed to from ZBrush 2, plus character posing, easy transforms around local axes, positioning of Subtools, shearing, and many other effects.
As a result, Move is a convenient way of moving points simply by switching brushes, but you should familiarize yourself with Transpose to take full advantage of the power of the transpose features.
Move respects masks, meaning that unmasked vertices are moves, masked vertices are not moved, and partially masked vertices are moved in proportion to their masking.
When Move is selected, simply click and drag on the model to move vertices.
Magnify Brush
The Magnify brush moves vertices away from the cursor, and optionally displaces them up or down; it's the inverse of the Pinch Brush. The name comes from the appearance of vertices as you move the brush around using the DragDot stroke; the vertices literally look as if they are being magnified.
The magnifying (pushing out) and displacement (pushing up) effects can be controlled separately. For example, to 'expand out' the vertices in part of plane, without offsetting the surface, set the Magnify value to 0, and Z Intensity to a satisfactorily high value.
Magnify Controls
The standard Z Intensity setting controls the magnitude of the magnification effect.
Pinch Brush
Pinch pulls vertices together; it is, roughly, the inverse of the Magnify brush. It is very useful for sinking in detail for creating clothing and wrinkles, and for adding hard edges to any form. The Pinch brush has been augmented with an elevation slider which allows the artist to pinch in and out along the surface of the model to really sink in detail or harden the edge.Pinch Controls
Blob Brush
The blob slider determines whether the brush pulls the surface out, or pushes it in.
Flatten Brush
The Flatten brush allows you to easily 'press down' parts of your model into planar surfaces. In addition, you can raise or lower the surface as you flatten it.
Using the Flatten brush, you can add rough flattening to you model, such as enhancing the plane of a model's cheekbones. You can also achieve completely flat surfaces, for mechanical models, walls, etc.
Flatten flattens the surface towards a plane whose angle is determined by the area immediately under the center of the brush. As a result, using this brush with strokes or alphas that change the angles of areas of the surface may cause the flattening plane to shift around. To flatten to a particular plane, ensure you brush over a relatively smooth surface; for example, use the Smooth brush first, if needed.
Flatten Controls
Clay Brush
The primary purpose of the Clay brush is to sculpt surfaces using alphas. While the other brushes may be used to do this, they can have side effects that come about as a result of their 'main' purpose. The clay brush is intended specifically for sculpting with alphas, and will not cause other side effects.
The Z Intensity and Clay slider values together affect the result of sculpting with the clay brush. See below.
Controls
In the image to the left, the Z Intensity settings (which differ horizontally across the image) affect only the 'bumpiness' of the sculpt. The Clay settings (differing vertically across the image) affect the 'size' of the sculpt. These two combine to determine the total displacement along the surface normal of the sculpt.
Morph Brush
Layer Brush
Layer Brush Controls
Z Intensity Determines the amount the layer brush displaces a surface outward (if ZAdd is selected) or inward (if ZSub is selected).
Nudge Brush
The nudge brush allows you to move vertices around while (to the extent permitted by the density of your model) those vertices remain on the existing surface. Contrast this to the Move brush, which moves vertices in the screen's xy plane, without paying any attention to the underlying surface.
Think of adding a knothole to a tree trunk. You'll likely want the original geometry of the trunk to flow around the new knothole, so you could use the Magnify brush to quickly move vertices out from the center of the knothole, do a local subdivision to add more geometry in the knothole area, and then use Nudge to get that geometry tuned just right for the slightly irregular shape of the knothole.
SnakeHook Brush
The SnakeHook brush allows you to easily pull out horns, tendrils, branches, and other extrusions from a 3D surface. This is work that previously would have required a good deal more time using multiple tools.
- Select the SnakeHook brush with a Z Intensity of 100.
- Use the Dots stroke type to pull out a single extrusion.
- Drag on an area of the model. Extrusions will be pulled out underneath the brush.
- Extrusions will be pulled out in a direction perpendicular to the surface from which they start.
- An important point about the SnakeHook Brush is that it needs to stretch polygons as it extrudes a surface. As a result, you need to ensure that the resolution of the surface you extrude is high enough to support the extrusion you make. You can:
- Subdivide the entire model to achieve sufficient polygons, using HD Sculpting if necessary.
- Locally subdivide the surface where you'll be extruding. This needs to be done while the subdivision level of the model is at its lowest setting, but will add far fewer polygons than subdividing the entire model.
SnakeHook Controls
ZProject Brush
The ZProject Brush utilizes the Z axis of the canvas to transfer sculpting and texturing details either from the canvas or other from subtools.
- Your elevation is a mulitplier for how much depth you transfer. Put the elevation up to 100 to transfer 100% of the detail.
- Information is moved in the z-axis only, that is, in and out of the screen.
- Use the Transpose Action Line to clone from somewhere other than directly underneath the cursor.
Visit these Tutorials for more information:
- Tutorial:ZProject_Texturing
- Tutorial:ZProject_Bas-Relief
- Tutorial:ZProject_and_SubTools
- Tutorial:ZProject_and_Adjusting Photo Reference
As an example of how you might use this, you could place a face model over a picture of a similarly shaped face, and then use ZProject to transfer the skin texture to the model texture.
Smooth Brush
The smooth brush smooths details on a surface towards an 'average' level of that surface. This is simple enough, but:
- Smoothing a very high-resolution model; the pores on the nose can easily be removed.
- 'Coarser' features, such as nose shape, are not affected.
- Increasing the intensity of the Smooth slider will will result in somewhat stronger smoothing, but only up to a point; ridges might be softened, but the overall shape will still not be affected.
Using Smooth in conjunction with ZBrush models sculpted at multiple levels of resolution (see Subdivision Modeling) allows you a tremendous amount of control of how your model is affected. You could, for example, choose to smooth down a mountain range, yet retain all of the fine detail that was sculpted in, such as creeks or rough terrain.
The image below shows this in action. The process is very simple:
- Set Tool:Geometry:SDiv to a level that gives a good representation of the features you want to affect, but doesn't show the finer details you want to leave unchanged.
- Smooth at that level of detail.
- Set Tool:Geometry:SDiv back to its highest value to view the result.
Smooth Controls
Z Intensity controls how fast the smooth effect is applied; at a high intensity, a single pass with the brush will smooth a surface by a large amount, while at lower values, multiple passes of the brush will be needed to achieve the same effect.
Use the smooth brush at different subdivision levels to smooth coarse or fine details.
Inflat Brush
- On the left of the image, creating spikes with the Std brush; on the right, the Inflat brush.
- In both cases, the all spikes were generated at the same time, with a single motion using the Spray stroke.
- Inflat spikes are perpendicular to underlying surface, Std spikes are all in the same direction.
Mesh Insertion
Mesh insertion is a convenient and easy way of adding a source mesh to a target mesh. To do this, you select a mesh to be inserted using the MeshInsert Preview button, and then used the specialized MeshInsert Std or MeshInsert Dot to add the selected mesh to the current mesh.
Once you've selected a mesh to insert, you'll still need to activate one of the two specialized mesh insertion brushes to perform insertions.
In this example, we've selected a halo using MeshInsert Preview, and drawn it farther back on the head, to emphasize the fact that the slope of the skull didn't affect the inserted halo. The slider was set to a high value, so the halo appears above the head instead of intersecting it.
This example places the halo at a rakish angle, giving our saint a rather jaunty look. A high slider value results in the halo being displaced away from the head.
Each inserted mesh is assigned its own polygroup, which means you can easily split it into a subtool to refine its placement with respect to the model.
To turn off mesh insertion, simply select any of the other brushes.
Mesh Insert Tutorials
Also check out the MeshInsert tutorial here.
Smoothing Controls
Smoothing is considered such an important operation that a special shortcut and controls apply to it. When using any brush, press and hold Shift to smooth what is under the brush. The controls in the 'smoothing' section of the brush menu apply specifically to smoothing in this way.
If RGB is selected in the shelf, smoothing will also effect PolyPainting.
Gravity
Gravity allows simulation of gravity, wind, magnetism, or other directional effects that 'pull' (or push) at the surface of your model. When gravity is on, your regular sculpting will be modified by a pull in the direction of the gravity. Imagine windblown cloth, or the heavy folds of elephant skin.
In this image, the stroke on top was created with the Standard brush. The stroke on the bottom was the same brush but with Gravity Strength set to 70 and the gravity direction pointing down.
Automatic Masking
Automasking allows ZBrush to apply masks automatically and dynamically, depending on certain characteristics of your model.
Cavity Masking Controls
Cavity masking is a ZBrush 3 features that permits automatic masking of cavities (eg. wrinkles) or raised areas (such as scars). This makes it easy to exaggerate such features, paint different colors onto them (such as a mixed red for a scar), and in general quickly achieve other affects that couldn't otherwise be done in a reasonable amount of time. For full details, see the Cavity Masking page.
Backface Masking
Backface masking can be used for more than just this one use, however, see the popup help for Brush:BackfaceCurve for more information.
Note that this is an AUTOMATIC effect; the mask will not be shown, and it will change dynamically as the shape of the model changes.Color Masking
Curve Controls
The curve controls affect brush profiles.
Edit Curve (Brush Shape)
By default, ZBrush uses a shaped sculpting brush where the strength of the brush is strongest near the center, and drops off toward the outside of the brush. This is why the Std brush raises areas as a 'hill', not as a cylinder.
Changing the edit curve will change the effect of the brush. On the left you can see how an edit curve with multiple peaks can be used to sculpt in a specialized shape.
Using such a shape can allow you to produce very specific shapes with little work.
With the ability of ZBrush 3 to use alphas while sculpting, the need to adjust the edit curve for special effects has lessened. However, remain aware of the way the standard edit curve fades a sculpt toward the edges of a stroke.
Other Controls
These controls are independent of other controls in the brush palette.
The effects of some brushes (Flatten, for example) can be greatly affected by properties of the surface immediately underneath the cursor. (The default behavior for the flatten brush is to try to flatten to a plane tangent to the orientation of the plane under the cursor). If these properties change over short distances, such as might happen with finely detailed surfaces, the result can be brush strokes that are very difficult to control
Higher values of Samples indicate that a larger area around the cursor should actually be examined, and the properties of interest (such as surface orientation) averaged over that area. This gives more stable results as the brush moves over a surface. A value of 0 examines the smallest possible area under the cursor, and hence makes brushes very 'sensitive' to these sorts of changes.
You can also achieve very precise control of certain aspects of brushes using the Picker Palette.More precisely, you can think of a setting of 100 (the standard) indicating that 100% of vertices under a stroke should be affected by it, 10 meaning 10% should be affected, etc. 0 means the stroke won't have any affect at all. The effect is akin to a uniform grainy alpha that can be adjusted as to density, and that scales itself to apply to individual vertices regardless of the subdivision level of the model.
The best way to see this effect in action is to choose the Std brush, DragDot stroke, Z Intensity of 50 or so, and then drag strokes around on surfaces of various resolutions.Wrap mode is normally best used with models that are symmetrical and simple in their rough form. A primary use is with planes, to permit quick production of tileable alphas from a plane mode (since a single brush stroke can be set to produce multiple strokes that preserve edge tileability, the amount of work required is reduced.)
Experimentation with sculpting a plane at different values of WrapMode is one of the best ways to understand it.
















