Rapid Start

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Rapid Start was taken out of ZBrush 3.1 and will be made available as a separate plugin shortly.

Contents

Introduction

Rapid Start is a scripted interface designed for the beginning user who wants to get into ZBrush fast! Start Rapid Start with a sphere already in edit mode and ready to sculpt. Several brush presets are included to give you full exposure to ZBrush 3's unique brush capabilities.

You start Rapid Start with a Polygonal Sphere on your canvas and ready to be sculpted. To begin simply click and 'draw' on its surface!

Play First

Before reading any further make sure you have put in at least 30 minutes of sculpting! Have you? That's what I thought. Get back to sculpting!

Okay, now we can continue. Rapid is designed to focus all of ZBrush's power on sculpting. Everything else in the interface has been removed from sight. Lets look at the interface and see if we can learn more about it.

Rapid Start Interface

Rapid Start begins by taking advantage of the new UI customization and Macro functionality of ZBrush 3. The palettes along the top are all custom UI elements. Many of the buttons are scripted Macros that expand the functionality of ZBrush.

To learn more about navigating with your 3D model click here.

In the right-hand tray are two palettes:

  • 3D Model
  • Layers

The 3D Model palette gives you access to your model's geometry levels along with many other features related to Masking, HD Geometry, Morph Targets, Textures and Polygroups.

The Layers palette gives you access to ZBrush's 3D sculpting layers for flexible sculpting.

Along the left of the canvas are most of ZBrush's default brushes: Std, Move, Inflate, Flatten, Clay, SnakeHook...

Along the bottom are several settings related to your model.

  • First, turn Perspective on by pressing the Persp button if it is not already orange.
  • Press X, Y, or Z for symmetry.
  • Press Front, Side, ThreeQuarter to orientate your model in the Front view, Side View or 3/4 View.
  • The remaining buttons describe the way you rotate your model. To establish a rotation like Maya press Y. To use ZBrush's default rotation press XYZ.

File Palette

The File palette contains all the commands you will need to Open, Save, Create, Export and otherwise deal with the management issues of your mesh.

New allows you to create a new model from several options:

  • Sphere
  • Cube
  • Plane
  • Generic Human Model
  • Generic Quadruped
  • ZSphere

Select anyone of these options to begin a new mesh. Learn more about ZSphere here

To cancel, press the X mark in the upper right corner right above the ZSphere.

Open, Open Recent, Save, Save As are standard options.


Import will allow you to import an OBJ into your current model. It presents you with 4 options.

  • Replace Current Level
  • Import Pose Into Layer
  • Import New Uvs
  • Import and Add to Model

See the image to the right.

Export will export your model as an OBJ.

Export Image will export your canvas. Use this to export a 2D image of your 3D model.

'Smart Resym allows you establish symmetry on model's once you have lost it.

Exit Rapid' exits Rapid Start and returns the user to the default ZBrush interface.

Exit will close ZBrush

Brush Controls

Brush Controls work with the brush types along the left side of the canvas (Standard, Move, Inflate...).

Inside the Brush Control palette are controls for Alpha, Stroke, Color, Lazy Mouse and other advanced controls. To learn more about the advanced controls use the search box in the left navigation bar of this documentation.

Click on the big Alpha thumbnail to choose from one of the default alphas or import one directly from this palette.

Click on the big Stroke thumbnail to choose a Stroke type.

Learn about Lazy Mouse here

Brush Presets

These Brush presets are scripted buttons created using ZBrush's new Macro functionality. Each button stores the brush settings I choose. One press of the button and all the brush settings I liked are restored.

These brushes are designed to simulate real world sculpting, however, they are only the start. Play with them and let us know how you like them!

Rendering

Rendering contains all the controls necessary to control the look of your model on the canvas. Rendering is a Custom UI element that is composed of elements from ZBrush's Render Palette, Light Palette and Material Palette. Make sure to check out these palettes and learn about ZBrush's default mode-free interface when you have time.

The first big thumbnail in the Rendering palettes is the Material thumbnail. Click this and choose a different material from the popup if you want or use the Default MatCap_RedWax material.

Windows

Windows contains many of ZBrush's default palettes. Use this Custom UI element to get quick access to ZBrush's default mode-free interface and to slowly learn more about ZBrush's principle of circularity.

You can also click the Menus button near the upper right to show all of the default palettes.

Help Options

This Help palette gives you quick access to ZBrush's online documentation and community from inside ZBrush.

3D Model

In the far right of the interface are two palettes:

  • 3D Model
  • Layers

The 3D Model controls many features related to your model. At the very top are controls for the density or resolution levels of your mesh. You can divide your model to add more geometry by pressing the Divide button.

HD Geometry contains all the controls for getting your model up to 1 billion polygons. Learn more about it at the HD_Sculpting page.

Masking is taken the from the Tool: Masking Subpalette. Learn more by visiting the Masking Subpalette page.

Also, visit the Masking page for more information on masks.

Morph Target is taken from the Tool:Morph Target Subpalette. Learn more by visiting the Morph Target Subpalette page.

Polygroup is taken from the Tool:Polygroups Subpalette. Learn more by visiting the Tool:Polygroups Subpalette page.

Texture Controls has only the most essential elements of the Tool:Texture Subpalette. Learn more by visiting the Tool:Texture Subpalette.

Adaptive Skin is only useable when you have an active ZSphere. To learn more about ZSpheres also visit:


Layers

Layers is almost exactly the same as the Tool:Layer Subpalette in the Mode-Free interface.

Layers allow for a non-linear workflow. Artists are able to work with a model at many different stages of development simultaneously. Artists can add details such as a reptile's skin scales then turn those details off and refine the major forms underlying them.

The Layers submenu, part of the Tool menu.

The Tool:Layers submenu manages layers.

  • Each layer in the Tool:Layers list of layers functions as a single variant of the base mesh geometry.
  • Layers allow creation of new subtools based on the difference between the base mesh and the mesh contained in a layer.
  • Layers can be used to test out ideas for models, without committing to a single sculpt.
Base mesh (left), and with 'bullet hole' layer turned on (right).

Create A New Layer

  1. Set Tool: Geometry: SDiv to the resolution level you want to store the layer at. Please note, each layer is associated with a level of resolution.
  2. Press Tool: Layers: Create


Layer Controls

Layers are stored on a per mesh basis.To apply layers to a model, the first thing to do is to get that model up on the screen and ensure you are in 3D Edit mode.

All models start with no layers defined. The base mesh is not a layer. To create new layers, use the Tool:Layer:New button.

All layers are in one of three states:

  • The Live layer, if it exists, is the currently selected layer. The effects of this layer on the base mesh are shown onscreen. In addition, any sculpting done when there is a live layer affects only that layer; neither the base mesh nor any other layer is affected. The live layer is highlighted in green.
  • A layer that is On does affect the appearance of the model onscreen, but sculpting does not affect an On layer. Layers that are ON have an eye icon in their title
  • A layer that is Off does not affect the appearance of the model onscreen, and is not affected by any sculpting. Layers that are OFF do not have an eye icon in their title.

If you wish to bake the layer into your sculpt, simply press Tool::Layers:Delete.

If you want to remove the layer and the sculpting from your mesh, turn off the visibility of the layer by pressing the eye icon and then pressing Tool:Layers:Delete.

Erasing Layer Information

You can erase information in a Layer by using a morph target and the morph brush.

To do this take the following steps:

  1. Turn off visibility for the layer you want to remove information from
  2. Store a morph target by pressing Tool: Morph Target: Store MT
  3. Select the morph brush
  4. Turn the visibility back on for that layer
  5. Paint out the area you want to remove

Back To Sculpting

Now, that's enough learning about the interface. Get back into ZBrush and start sculpting! That's why you bought the program, isn't it?

If you haven't sculpted before and this is your first time remember to check out Learn_to_Sculpt.

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