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The different ways to create a base mesh
ZBrush gives you many different methods by which to create a base mesh that can then be used as the starting point of your 3D illustration. You’ll find that some methods will be better than others, depending on your needs.
Here are brief descriptions of the different ways to create your 3D base meshes in ZBrush:
- Imported Objects: ZBrush can import 3D models from other applications, using either the .obj or .ma file format. Alternatively, you can use GoZ to bring your models into ZBrush from another application. GoZBrush is the dynamic bridge between ZBrush and most major 3D packages available today. Please see the GoZBrush documentation for more information on this feature.
- Primitives: ZBrush includes several parametric primitives which, when combined with masking and initializing options, allow you to create thousands of different shapes. Experiment by changing the default settings in the Tool >> Initialize menu. (This menu is only available when a parametric object is selected.) Primitives are strictly an object generator and cannot be sculpted on. To make a primitive editable, click the Tool >> Make PolyMesh3D button.
The Tool palette when a primitive is selected. The primitive has been modified using Initialize settings and masks.
- ZSpheres: This special object generator lets you create structured models. It uses the Adaptive Skin feature, an advanced algorithm that creates a skin of polygons around these ZSpheres structures. It’s much like building a wire armature and the Adaptive Skin feature then automatically covers the armature with an even volume of clay. To use ZSpheres, select the ZSphere Tool and draw it on the canvas, switch to Edit mode with Draw turned on and click+drag on the first (root) ZSphere to add a child to it. Where you click determines the location of the child and how far you drag sets the size. Create as many ZSpheres as needed to rough out a figure. At any time, switch to Move, Rotate or Scale to edit any of the ZSpheres that you’ve already drawn. You can also press the A key on your keyboard to generate a preview of the the 3D Adaptive skin around the ZSphere armature. Pressing A again turns the preview off so that you can continue adding or altering ZSpheres. When done, use the Tool >> Adaptive Skin >> Make Adaptive Skin button to convert your figure to an editable 3D mesh and start your sculpting.
Expert Tip: Use symmetry to precisely position ZSpheres as you add them to your figure. You will get the most precise placement by using two axes of symmetry at once!
On the left, the ZSphere figure. On the right, the polygons on an Adaptive Skin created from that figure.
- ZSketch: This is a variation of ZSpheres that allows you freely create your models by sketching volume onto an existing ZSphere armature. Where standard ZSpheres add clay to the armature automatically, ZSketch lets you build that clay up with full control and freedom. Alternatively, you can simply start with the original Root ZSphere and immediately switch to sketching. This is then like starting with a lump of clay and building onto it to create a shape in space. You can even sketch multiple, unconnected segments. Or you can append a SubTool to the ZSphere and use that as the base upon which you build up your strips of digital clay. After sketching out your model you can then use either Unified Skinning or Adaptive Skinning to convert it to an editable base mesh.
Expert Tip: When using ZSketch, build up volume by adding strips of ZSpheres just like you would apply strips of clay on a real model. Avoid going forward and backward on the same stroke. Creation of these strips can also be combined with smoothing for great results.
A ZSketch model, created over a ZSphere armature. This model is included in ZBrush’s sample projects and can be loaded using Light Box.
- Remesh: Combine different SubTools together mixed with Add, Subtract and Intersection operators to create a new object. It looks like Boolean operation, but it’s not!
A source SubTool is depicted at the top. Beneath it are different results that can be achieved using Remesh.
- Shadow Box: This tool creates a SubTool from its shadow projection. Paint shadows on 3 different planes to freely construct objects, which will appear in the center of the box. This is the perfect solution for rapidly roughing out a base mesh, whether organic or mechanical. ShadowBox uses the same settings and options as Remesh.
- Retopology: Another aspect of ZSpheres, retopology’s main purpose is to create a new model base mesh from an existing one. For example, you can sculpt a hero model without worrying about things like edge flow, then use retopology to create the best polygon structure for what you’ve created and even project all sculpting and PolyPaint onto this new model. This is much less restrictive than creating what you think will be the best topology, then sculpting to create the most that you can within those constraints. You can also use retopology to create new objects based on an existing one, like drawing polygons over a hand to create a glove. Compared to most tools and functions in ZBrush which are designed for free artistic expression, retopology requires more technical skill as you need to know where and how to draw polygons to best suit your requirements.
- Mesh Extract: Paint a Mask on a model and ZBrush will extract from it a new SubTool complete with definable thickness, based on the topology of the original mesh. Extraction is a quick and fast solution to create props which exactly fit your model, but keep in mind that if your source mesh has a lot of polygons, so will the extracted mesh. Of course, you can always paint the mask and make the extraction from a lower resolution level of the source mesh, which will result in a lower poly count extraction.
The Timeline and Animation in ZBrush
ZBrush 4 introduces a Timeline and animation capabilities for several purposes:
- Creating advanced presentations of your model, far beyond a “simple” turntable.
- Storing “camera” positions (actually views of your model) that you can switch between by simply pressing the left and right arrow keys.
- Checking and validating morph targets or blend shapes. This can even be synchronized with an audio track.
- Storing SubTool visibiity so you can group SubTools in a meaningful way and speeding up your workflow.
- And a lot more!
To enable the Timeline, go to the Movie palette, open the Timeline menu and click on the Show button. The Timeline will appear at the top of the canvas.
Its usage is very simple:
- Each element which can be animated has its own Timeline: Camera, SubTool visibility, Layers, etc.
- Click in the Timeline to create a key frame which will store the information related to the selected Timeline. As an example, if you move around your object the Camera Timeline will automatically be selected and each key frame added will correspond to the camera view. Tweak a 3D layer’s intensity and the Timeline will switch to the Layer Timeline, ready to receive your key frames.
- Selected Key frames are in plain orange while non-selected are in an orange outline. Click on a key frame to select it. Selected key frames are ready to be moved with a click and drag of the mouse. They can also be copied by Shift+clicking in an empty area of the Timeline, wherever you want the copied section to be pasted.
- To delete a key frame, simply drag it off the Timeline.
- To play a preview of the animation, hold Shift and click in the Timeline. The playback may skip frames depending on the complexity of the animation.
- To record a movie (which will force playback of all frames), press Ctrl+Shift and click in the Timeline. After ZBrush has finished rendering out the animation, you can layer on a watermark, add titles and export it using the Movie palette.
For more information see: Timeline
ZBrush Main Shortcuts
This is a list of the main and most useful ZBrush keyboard shortcuts which will help you to be more productive. If you need to find the shortcut of a tool or utility, just hover your cursor over the element; a tool tip will display the name of the element and if a shortcut is assigned it will be displayed at the end of this tool tip.
You can also assign you own shortcut by pressing Ctrl+ALT and clicking on the element of your choice. ZBrush will then wait for a shortcut to be assigned. Without moving the pointer off the element, press the key or key combination that you wish to use as a shortcut, followed by Enter/Return. Don’t forget to save your new shortcut by clicking Preferences >> Hotkeys >> Store.
- Ctrl+S: Save as a Project.
- Ctrl+O: Open a project.
- Q: Switch to Draw mode.
- W: Switch to Move mode.
- E: Switch to Scale mode.
- R: Switch to rotate mode.
- ALT: When using a brush, holding Alt will reverse the current behavior. For example, if Zadd is enabled then it will switch to Zsub.
- SHIFT: When using a brush, holding SHIFT will swap to the active Smooth brush (or the alternative brush if one has been set).
- Ctrl: when using a brush, holding Ctrl creates a Mask which protects an area from any kind of action. (Painting, Sculpting, etc.) Masks can also be used with Shadow Box or the Extract feature.
- Ctrl+Z: Undo the most recent operation.
- Ctrl+SHIFT+Z: Redo the last operation.
- D: Move up one subdivision level.
- SHIFT+D: Move down one subdivision level.
- Ctrl+D: Divide your mesh to add a subdivision level. You must be on the highest subdivision level for this.
- X: Toggle symmetry mode. By default, this will be across the X axis. You can change symmetry behavior in the Transform palette.
- L: Activate Lazy Mouse mode to create more precise brush strokes.
- Ctrl+SHIFT+T: Saves the current Tool.
- Ctrl+N: Clear the active Layer. Useful when a previous Tool has accidentally been dropped on the document as pixols.
- A: With ZSpheres, toggle display of the Adaptive Skin preview. With ZSketch, toggle display if the Unified Skin preview.
For Macintosh users, use the Command key wherever the list above says Ctrl.
Where to find learning resources and get help
To help you learn ZBrush in greater depth, mastering its different possibilities and all the potential creativity it can bring you, we have compiled the following list different entry points to guide you in your journey toward becoming a complete ZBrush artist!
- Pixologic.com our company website, includes the latest downloads for Materials/MatCaps, Alphas, Textures, Plugins and more. You will also find your free training center: the ZClassroom, as well as Pixologic products, descriptions, artist interviews, turntables and other goodies.
- ZBrushCentral.com is our community forum, with more than 200,000 members (and growing!), from hobbyists to professional artists in the VFX and video game industries. Ask for help, post your Works-In-Progress or final renders or models and help others by becoming a part of this community. All Pixologic’s minor and major announcements are made first at ZBrushCentral!
- The Support Center is the place for asking for official support, mainly for installation, licensing, account and similar issues. Even if you don’t need help, register at the Support Center to automatically receive the latest news and future announcements of updates or new products. For any help regarding ZBrush usage, please post your question at ZBrushCentral.com.
- The ZBlogwith the latest news surrounding ZBrush, from new downloadable resources to announcements of upcoming user group meetings.
- The 3rd Party Training webpage of Pixologic.com, which lists all authorized training DVDs and Books about ZBrush as well as schools that offer ZBrush education.
- YouTubeand similar have tons of ZBrush videos, from artist’s timelapses to free tutorials.
- Follow us on Twitter for all the latest news and hear it first, as well as joining our Facebook fan page!
