Video Tutorial: How to Merge Geometry Using Dynamesh

  • there are many ways to create mesh within ZBrush

  • one method is to use primitives or smaller pieces of geometry to create the parts of an overall figure

  • it's possible to unify those parts into a single mesh by using merge and by coverting the geometry to DynaMesh

Video Tutorial: Fixing Symmetry Issues using Deformation & Mirror and Weld

Video Tutorial: How to Apply Eye Texture Images Using Drag Rectangle

Video Tutorial: How to Make Holes in Dynamesh using IMM Primitives

Note: This can be useful when creating hard surface models such as props and furniture.

This Video covers:

 

  • converting a primitive to a polymesh 3D

  • converting an object to dynamesh

  • adjusting the z intensity of the smooth function

  • using IMM primitives in a subtractive way (use hotkey alt)

  • using display properties to see all sides of an object

  • using the 3D Gizmo to adjust the position and scale of an IMM 

  • clearing a mask

  • using dynamesh sub to subtract the IMM from the main subtool

Video Tutorial: Polygrouping (Used for Isolating Parts of a Model, Hard Surface Modeling, UV Mapping & Unwrapping in ZBrush)

Note: Polygrouping in ZBrush or Using Existing Seams from Maya are the best method for UV Mapping & Unwrapping in ZBrush.

This Video Reviews the following:

 

  • what polygrouping is used for in ZBrush

  • using masking and control w to create fast and easy polygroups

  • discussion of how control shift is used for a variety of functions in ZBrush and how to switch the functions

  • using the polygroup panel 

  • review of making selections using the selection brush/function

  • creating polygroups using selection & group by normals

  • using control shift and tapping on part of the mesh to make a particular polygroup visible while the others are temporarily hidden

  • using slice curve to create polygroups

  • bending a selection using slice curve while holding alt

  • making a hard angle using slice curve and tapping alt twice

  • using deformation > mirror to flip a selection created by slice curve

  • using geometry > modify topology > mirror and weld to mirror over a selection made by slice curve

  • using polypainting to create polygroups

Video Tutorial: Extraction

  • mesh extraction through masking

  • types of masks

  • how to draw out a mask

  • how to select and change masks

  • altering thickness of an extraction

  • unmasking an extraction

  • zremeshing an extraction as needed

Video Tutorial: Decimation

  • the purpose of decimation

  • decimating all versus current subtools

  • pre-processing

  • settings

  • decimation (completing the process)

Video Tutorial: ZRemesher

  • simplify or improve topology for easier sculpting

  • simplify or improve topology for hard surface modeling

  • simplify or improve topology of hair, clothes, and some props for character animation

  • can be used in some instances for retopology in connection with zbrush guides

Video Tutorial: Drapery Timelapse Video

Steps for sash/ draping cloth: 

  • use a wider part of the body to perform an extraction (mask with lasso mask & extract) in order to get the mesh for the sash - chest and shoulder

  • zremesh the sash subtool to get better topology

  • divide the subtool to get more polygons

  • move the sash down onto the arm

  • use masking and move brush to manipulate the mesh to look like fabric

  • use dam standard to create distinct creases

  • use clay buildup in order to create or accentuate your folds

  • use trim lasso to cut away any mesh that you don't want - I used trim to get rid of some of the fabric under the arm

  • append a plane by going into geometry > append > select a plane

  • go to tool > display properties > double to see both side of the plane

  • use 3D Gizmo to scale and move the plane to look like the hanging cloth

  • use masking and move brush to adjust the fabric as needed

  • merge the main part of the sash and the hanging part by using the arrows in geometry to get the two subtools next to one another

  • merge down so that the two subtools become one

  • if you do this and still need to make adjustments on one particular part - use masking or use the brush called move topological to move the two parts independently of one another

  • if you go to line fill poly and click it - you will see that the two parts are separate polygroups even though they are the same subtool

  • if you have any issues using the move topological brush to adjust the polygroups > go to brush > brush modifiers and move the slider to 100

  • if you want to, you can dynamesh the subtools so that both parts unite into one mesh (but it's not really necessary)

  • attached is a time lapse video of what I did to make a sash

  • in the video, I did it really quickly using a mouse - if you use a tablet and take your time, you will get even better results

  • If you wanted to create a sash that could be unfolded and or/ possibly animated - you would begin with a plane, double it in display properties, scale it and sculpt, move it into place on the figure model, then use masking with blur mask, followed by move and rotate on 3D Gizmo to wrap the fabric around the body and/or arm.

Video Tutorial: Review of Basic Polypainting Techniques

Note: Use the C key for color sampling within Zbrush. This function is useful if you need to replicate a color you have already used on your model.

Note: Using using color > fill object can fill the object temporarily, but don't count on it to be that way the next time you open the file.  A better method is to paint materials onto the mesh using polypainting.

Review of the following:

 

  • initiating the polypainting function

  • strokes

  • using drag rect

  • polypainting with alphas

  • polypainting with textures

  • assignment of materials

  • import textures or alphas

  • using a gradient

  • polypainting with materials and rgb

  • shutting off polypaint in the subtool panel

  • rgb intensity

  • keeping polypaint during decimation

Video Tutorial: Method 1 - Quick BPR Turn Around Image

Method 1 for lower poly sculpts
1. Document > double canvas size to allow for greater resolution of the rendered image and use zoom doc to make sure that it fits in canvas
2. In document make sure that the range is 0 to get rid of any gradation
3. Merge subtools
4. Position model in front view
5. Duplicate and move the model copy into another position like 3 quarter view using 3D gizmo 
(make sure that symmetry is off>  hit hotkey x or model will tear apart)
6. Make another duplicate of the original front view model
7. Move the model copy into another position like side view
8. Make another duplicate of the original front view model
9. Move the model copy into another position like back view
10. Go to light and move the dot to a side position
11. Hit the BPR button to test your render
12. Make any adjustments to reposition the light source
13. Go to Render > Render Properties > Click on the Composite
14. When you see the file, rename it and save it where you can easily locate it
15. Open in Photoshop and make any changes you think you need 

  • to adjust canvas size: Image > canvas size

  • to adjust brightness and contrast: Image > adjustments > brightness and contrast

Video Tutorial: Method 2 - Quick BPR Turn Around Image

Method 2 for higher poly sculpts
1. Document > double canvas size to allow for greater resolution of the rendered image and use zoom doc to make sure that it fits in canvas
2. In document make sure that the range is 0 to get rid of any gradation
3. Merge subtools
4. Position model in front view
5. Go to light and move the dot to a side position
6. Hit the BPR button to test your ender
7. Make any adjustments by repositioning the light source
8. Go to Render > Render Properties > Click on the Composite
9. When you see the file, rename it and save it where you can easily locate it
9. Move the model into another position like side view > BPR render button>  render > composite button > save composite
10. Move the model into another position like side view> BPR render button>  render > composite button > save composite
11. Move the model into another position like back view> BPR render button>  render > composite button > save composite
12. Open the images in Photoshop > erase out any unwanted overlapping of the images
13. Merge the layers into one 

  • to adjust canvas size: Image > canvas size

  • to adjust brightness and contrast: Image > adjustments > brightness and contrast

Video Tutorial: How to Create a ZBrush Movie (Multiple Viewpoints)

  • be sure to change the range to get rid of the gradient

  • alter the document size to get a higher resolution prior to drawing out the model

  • remember that the movies will be added to one another unless you export it out 

  • various turnarounds can be looped together

Video Tutorial: Deleting Curves in ZBrush

  • stroke> curve functions > delete

Video Tutorial: Creating Drapery/ Skirt in ZBrush

(Method - spheres and curves)

  1. open sphere 3D using simple brush icon

  2. make polymesh 3D (button towards the top of tool panel)

  3. divide it in geometry panel or hit command d

  4. delete lower subdivisions in geometry panel

  5. duplicate sphere

  6. select new subtool and move/ scale using 3D gizmo

  7. go to first subtool 

  8. make sure that slice curve is selected or you will get selection when you hit control shift

  9. use slice curve to slice the bottom part

  10. turn on line try fill to see the new polygroup

  11. hit control shift and tap on the top part of the sphere to choose it

  12. go to geometry > modify topology > delete hidden

  13. go to second subtool

  14. use mask pen or mask lasso to create the shape for the botto 

  15. if you hit control, mask pen will be selected by default

  16. to select another type of masking, hit control and click on the brush icon - the other choices will emerge (choose the one you prefer, I tend to use mask lasso)

  17. now hen you hit control, it will automatically select the type of masking you chose

  18. you may want to turn off symmetry

  19. mask out the area for the bottom on the second sphere

  20. if you accidentally select a part that you don’t want, use control alt to delete parts of the mask

  21. hit control w to use the mask to create a polygroup

  22. turn on line fill poly to see the new polygroup

  23. go to geometry > edge loop > panel loop for a nice edge

  24. hit control shift and select the top part of the sphere

  25. go to geometry > modify topology > delete hidden 

  26. merge the two subtools by selecting the upper subtool and clicking merge  down

  27. you may not be able to see both side o f the obkjects - go to tool panel > display properties and select double

  28. go to the brush panel and choose the curve bridge brush 

  29. drag access the surface of the upper object and hit shift to select the edge

  30. you will see that the edge is selected

  31. do the same on the bottom object

  32. a curve bridge will be created between the two 

  33. hit control shift and click on the drapery

  34. go to geometry > modify topology >  delete hidden

  35. to eliminate the curves, go to > stroke at top of screen > curve modifiers > delete

  36. you my want to use Zremesher on your drapery to get even better topology

  37. you can divide it and sculpt on it as you would any other mesh

  38. for example, you may want to use clay buildup and dam standard to create more volume as well as creases

Video Tutorial: BackFace Masking in ZBrush

  • Brush at top of screen > auto masking > backface masking

Video Tutorial: Manipulating Polygroups on the Same Mesh Using Automasking 

  • Brush at top of screen > auto masking > mask by polygroup slider