Joseph Drust

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Creating Quick Crown Molding

With the release of ZBrush 3.5 R3 and the addition of 'ReMesh' and 'Mirror and Weld' creating complex shapes such as Crown Molding is now nearly effortless.

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To start, pull in a standard Cube3D primitive and turn it into a Polymesh. Once the Cube is a Polymesh start appending other simple3D objects to generate subtraction and addition elements to the starting Cube. (Using Transpose to move the objects into place.)

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The order of the SubTool determines the order of the Boolean operations; so, make sure that subtraction elements do not subtract from wanted addition elements. (Changing the icon on the SubTool will determine if each SubTool will add or subtract. The order of the SubTool menu can also be reorganized as needed.) Change Res to '512', and Polish to '1' (Changing Polish to '1' will generate harder edges during ReMesh.) Click 'ReMesh' All. ZBrush will process all the SubTool actions in order and generate a new SubTool.

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The new ReMeshed SubTool may need a little cleanup after generation, use 'hPolish' brush and 'Smooth.'Next, turn on Grid and using Transpose position the SubTool to the left of the center axis line and use 'Mirror and Weld.' All elements of the SubTool will mirror on the left side to the right and update the SubTool. Using Rotate in the Deformation tab and Tranpose rotate and move the model. Then Use 'Mirror and Weld' to generate, mitered angles, coping, and other returns.

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(If only creating crown molding in real life was this easy.) 'ReMesh' and 'Mirror and Weld' are not only limited to creating Crown Molding, most angled hard surface objects can easily be created using these methods.



Using Initialize and Simple Brush to generate Alpha Variations

In ZBrush at Version 3.5 R3 there are a few tricks that are seldom used. One of these tricks is using simple3D objects and Initialize to create quick alphas for detailing.

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To start, load the Gear3D object and draw it on a canvas sized to 512x512. With the Gear3D object loaded open up the Initialize tab. (All Simple3D objects will have an Initialize tab. Once these Simple3D objects become PolyMeshes the Initialize tab disappears.)

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Changing the various settings and curves will generate changes in the Gear3D object. Once the Gear3D object has an interesting shape, frame it to the canvas, and 'GrabDoc' Alpha. After the alpha has been created the alpha settings can be changed to further enhance it.

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This process of modifying the alpha is sometimes difficult with the tiny size of the alpha icon. This can be solved by using the SimpleBrush. Clear the canvas and select the SimpleBrush. With the SimpleBrush selected, change the stroke to DragRect and select the alpha that was GrabDoc'd. Make sure Mrgb is turned on and Rgb Intensity is set to 100. Set Zadd to on and Z Intensity to 100. Draw the alpha on the canvas so it fills the canvas then switch to Move mode. While in move mode any change you make in the alpha palette will now update the SimpleBrush stroke on the canvas. Changing the values now generates a larger visual representation of what kind of the alpha.

Once a desired effect is created hit 'Make Modified Alpha.' Continue changing the alpha settings on the modified or original alpha to create a variety of detailing alphas.

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After the alphas are created, export them out and use them with any of the brushes. For further alpha variation change the brush modifier to vary the strokes that the alpha generates. Using these easily created alphas along with the new ZBrush3.5 R3 Polish brushes can create extremely detailed and interesting hard surface objects.



Using Surface Noise to Generate Clothing Holes

Surface noise in ZBrush 3.5 R3 not only creates great surface deformation but can also be used in tandem with RGB to create randomized tears for clothing.

  • To start off apply Surface Noise to a mesh (Tool:Surface:Noise)

Image:Jdrust_SurfaceNoiseHoles_02.jpg

  • Under the Surface Sub Palette change 'Strength' to '.001' and set 'ColorBlend' to '-1' (So that it is near Black:Col0)
  • The mesh should take on the color of the surface noise but not the surface deformation (since the Strength is set very low.)

Image:Jdrust_SurfaceNoiseHoles_03.jpg

  • Adjust the Noise curve and Scale values until slight dark spots appear on the mesh.
  • Apply the Noise to the mesh (Tool:Surface:Apply To Mesh) and turn 'Colorize' on (Tool:Polypaint:Colorize)
  • Next with colorize on Mask by Intensity (Tool:Masking:Mask By Intensity)
  • The mesh should now have a mask that closely resembles the applied Surface Noise.

Image:Jdrust_SurfaceNoiseHoles_04.jpg

  • Sharpen the Mask until crisp dark spots appear (Tool:Masking:SharpenMask)
  • Inverse the sharpened mask (Tool:Masking:Inverse) Then hit 'HidePt' (Tool:Visibility:HidePt)
  • The Mesh should now have randomized Tears!

Image:Jdrust_SurfaceNoiseHoles_05.jpg

  • Clear the mask then use the Move brush, or other brushes to further give the feel of torn cloth.


Using Markers and Polygroup Masking to Create a Chain

Markers are not new to ZBrush 3.5 R3 but a lot of new users do not know about them. One use of Markers is for quickly generating chains. With the addition of Polygroup Masking in R3 these chains can be customized to no end.

  • Start ZBrush and load a 'Ring3D' object and draw it on the canvas.

Image:Jdrust_MarkerChain_01.jpg

  • With the 'Ring3D' object in 'Edit' mode position it to the left hand side of the canvas.
  • Next store a Marker for the Ring3D (Marker:M+) After the Marker is stored Snapshot the object (Transform:Snapshot, or Shift+S) this should duplicate the object on the Canvas.
  • Rotate and position the camera so that the cloned 'Ring3D' mesh makes a link.
  • Store another Marker (Marker:M+) then Snapshot again (Transform:Snapshot, or Shift+S) Continue Positioning, storing Markers and Snap-shoting until a few links are generated.

Image:Jdrust_MarkerChain_02.jpg

  • When the M+ button is pressed it generates a marker on the canvas at roughly the center point of the mesh. Sometimes these markers are hard to locate after creation. To fix this change the Marker Radius in preferences (Preferences:Marker Radius) With the radius changed little Markers should now be visible on the Canvas.
  • Next select the 'MultiMarkers' tool from the Tool Pallette (Tool:MultiMarkers).
  • Using the 'MultiMarkers' tool draw directly on one of the visible markers on the canvas. A chain that consists of a few links should appear.
  • Turn the chain into a Polymesh from the Multimarkers Modifiers Subpalette (Tool:Modifiers:Make Polymesh) A new tool should now be created labeled 'CompositeMesh01'.

Image:Jdrust_MarkerChain_03.jpg

  • Clear the Canvas and draw the new Chain link tool. Turning on Polyframe will show that each link is automatically setup with it's own Polygroup.
  • Turning Polygroup Masking to 100 (Brush:Auto Masking:Mask By Polygroups) and using Transpose move the chain links around to add more dimension to the chain link.

Image:Jdrust_MarkerChain_04.jpg


Using Trim Dynamic to Create Quick Worn Metal

The new brushes in ZBrush 3.5 R3 can create some interesting effects just by using them Rgb mode. One example of this is using TrimDynamic to quickly create worn metal.

  • Load up a model into ZBrush that contains some interesting surface deformations.

Image:Jdrust_TrimDynamicPainting_01.jpg

  • Fill the model with a flat color.
  • Select the 'TrimDynamic' brush and turn 'Zadd' to 'off' and 'Rgb' to 'on'.

Image:Jdrust_TrimDynamicPainting_02.jpg

  • Select white and start painting on the model. With TrimDynamic set to Rgb masks out any crevices and only paints along the edges due to its depth masking.
  • Add an Alpha to the 'TrimDynamic' such as 'Alpha 58'

Image:Jdrust_TrimDynamicPainting_03.jpg

  • Painting with this alpha active and the 'TrimDynamic' depth masking creates nice metal worn edges.
  • Continue painting to scrape up the entire surface of the model.



Using Appended ZSpheres to Retopologize

Most ZBrush users retopologize using binded ZSpheres (Tool:Rigging:Select Mesh.) Another method is to retopologize using appended ZSpheres. Appending ZSpheres to retopoligize opens up more functionality to make retopology even easier.

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  • Start off by loading in a tool to retopologize.
  • Append a ZSphere to the tool so it becomes a SubTool.

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  • Select the newly appended ZSphere Subtool; using Transpose Position and scale the ZSphere so that it doesn't block the visibility of the model.
  • Turn on 'Edit Topology' (Tool:Topology:Edit Topology) and start retopoligizing.(The topology lines should snap to any visible SubTool.)

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  • With the ZSphere being appended and not bound; the main model subtool can be hidden to allow only the new topology to be visible.
  • With the topology only being visible it can now be further edited to cap holes, or to quickly find miss clicked topology lines.
  • By appending another ZSphere as a SubTool the model can be broken up into multiple retopology parts (in the same tool file.) This allows for chunks of elements to be quickly created (works great for creating clean armor topology around fleshy surfaces.)

Image:Jdrust_AppendedZspherereTopo_04.jpg

  • Since the appended ZSpheres will snap to any visible SubTools, other primitive shapes can be appended to tool. (Adding a Torus and using Tranpose can create interesting design elements to retopoligize around.)
  • Continue hiding and unhiding various SubTools to fix topology areas.

Image:Jdrust_AppendedZspherereTopo_05.jpg

  • After creating these multiple pieces they can be merged together to form one mesh if desired.
  • Turn both appended ZSpheres into Adaptive Skins (Tool:Adaptive Skin:Make Adaptive Skin)

Image:Jdrust_AppendedZspherereTopo_06.jpg

  • Append the two Adaptive Skins together and Merge Visible (Tool:SubTool:Merge Visible)
  • A new tool should be created that contains the pieces as one SubTool.

Image:Jdrust_AppendedZspherereTopo_07.jpg

  • Going back to the original tool; append yet another ZSphere.
  • With the newest ZSphere selected select the topology from the Merge Visible Tool (Tool:Topology:Select Topo)

Image:Jdrust_AppendedZspherereTopo_08.jpg

  • The New ZSphere should update with the Merged Visible tool topology.
  • This topology can now further be edited to attach the two pieces that were created separately. (This works great for attaching a lowres head to a lowres body.)

Image:Jdrust_AppendedZspherereTopo_09.jpg

  • Using the above methods retopology is even more impressive, and all the ZSphere topology elements can be stored in one Ztool for easy storage!


ZSpheres with Armature Functionality!

With ZBrush 3.5, Zsketch contains a brush called Armature. This brush allows the user to create ZSketch strokes that are locked to the camera plane.

There is a little trick that can be used to create this same camera plane free draw functionality to ZSpheres.

Image:Jdrust_CanvasZSphere_01.jpg

To start draw a ZSphere on the Canvas.

Turn on Symmetry and without releasing the mouse button draw two ZSpheres on the starter ZSphere.

While still holding the mouse button down, tap the 'CTRL' button the keyboard. (do not release the mouse button yet.)

The first stroke should now draw and moving the mouse will pivot around these two new ZSphere points. (do not release the mouse button yet.)

Image:Jdrust_CanvasZSphere_02.jpg

While still holding the mouse button down, tap the 'CTRL' key one more time and move around the canvas, the ZSpheres should now be in a canvas free draw mode.

Image:Jdrust_CanvasZSphere_03.jpg

After drawing the strokes rotate the canvas to see that the ZSpheres were drawn to the Camera plane (exactly how the Armature brush does in ZSketch mode.)

You can continue adding more ZSpheres with this ZSketch Armature functionality, and add and subtract where needed.

Image:Jdrust_CanvasZSphere_04.jpg

This process works great for creating stained glass designs, ornate armor details, or even horns/antlers!


Insert Local Mesh, Insert Connector Mesh

ZSpheres are not only useful for generating Armatures to ZSketch on but can also be used to easily add surface details to models such as chains and pipes with 'Insert Local Mesh' and 'Insert Connector Mesh'.

Image:Jdrust_InsertLocalMesh_01.jpg

To start off first create a quick 'Chain Link'. (The above Marker Tutorial is a quick method to use.)

With the 'Chain Link' created use 'Transpose' to roughly position the object so that it is aligned like the image.

Next go to Lightbox and load the 'ZSketch_Bug_Jdrust' tool.

Increase the 'Draw Size' to '100' and erase all the existing ZSketch strokes so that only the original ZSpheres are visible.

Image:Jdrust_InsertLocalMesh_02.jpg

Select the Root ZSphere, then go to the Adaptive Skin Subpalette and Turn on 'Use Classic Skinning' (Tool:Adaptive Skin:Use Classic Skinning.)

Click the 'Insert Local Mesh' (Tool:Adaptive Skin: Insert Local Mesh) button and select the 'Chain Link' tool that was created at the start.

After selecting the 'Chain Link' tool all the actual ZSpheres of the Bug should now be 'Chain Links'.

Image:Jdrust_InsertLocalMesh_03.jpg

These ZSpheres looking like Chain Links can still be edited like normal ZSpheres. Scale/Move the ZSpheres to make the chains join together, change position etc..

Next go back to the Adaptive Skin Subpalette and click 'Insert Connector Mesh' (Tool:Adaptive Skin: Insert Connector Mesh) select the 'Chain Link.'

Image:Jdrust_InsertLocalMesh_04.jpg

Unlike 'Insert Local Mesh' the spaces in between the ZSpheres should now be filled with Chain Links (These links will stretch to fit the spacing between the ZSpheres.)

These two modes; 'Insert Local Mesh' and 'Insert Connector Mesh' can be used with any tool. Selecting a 'Wire Link' tool can be used to easily create wires for machinery and mechs.

Image:Jdrust_InsertLocalMesh_05.jpg


Appending multiple ZSpheres to a model allows for different Local and Connector meshes to be used across a model. Chains are only one of the many items that can be added quickly to a mesh with this method!




See also : General Tips and Tricks

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