If all you know about ZBrush is that it's a sculpting programme, perhaps it's time you took another look.
As the industry standard in digital sculpting, ZBrush's toolset is flexible enough to allow it's users to choose a workflow that suits them best. With so many options available it can be easy to miss less used or older features that might be perfect for a particular situation.What follows are 10 things that you may or may not have known about ZBrush, mostly aimed at beginner and intermediate users - but there might be the odd one that is useful to seasoned users depending on your workflow of choice.
01. Sketching ideas in PaintStop

When launched you will be taken to a minimalist UI with Brush and Canvas settings along the top and the Brush types down the left hand side. While not as full featured as stand-alone apps such as Art Rage, Photoshop or Sketchbook Pro, PaintStop still has a wealth of natural media tools that allow you to sketch and paint out ideas. It has the added benefit of allowing you to load anything you sketch directly back into ZBrush for use as reference or as a texture.
02. Spotlight as a reference tool

Start by importing a reference image via Texture>Import, with the image loaded, click on 'Add to Spotlight'. Spotlight will appear with the image loaded, now go back to Texture>Import and add as many reference images as needed, they will automatically be added into the Spotlight Tool.
To ensure our sculpting brushes function normally we need to make sure the Spotlight Projection feature is turned off. This can be turned off by going to Brush>Samples>Spotlight Projection. You can view a video of this process here:
03. Using Transpose Move Tool for extrusions and non-uniform scaling

When creating hard surface objects, combine this with the Shift key to ensure you get a straight extrusion. This technique can also be used as an alternative to the Transpose Scale tool (R) for non-uniform scaling and in many cases I find it more intuitive and quicker.
04. Rigging with ZSpheres

The key to this is start with a single ZSphere and then go to Tool>Rigging>Select Mesh, pick the mesh you wish to rig and then start building up the skeleton using ZSpheres. It is similar to placing joints in other 3d apps like Maya and Softimage. Once you are happy with the rig, go to Tool>Rigging>Bind Mesh, now you are free to pose the mesh as required.
05. Customise the UI

To get started go to Preferences>Config>Enable Customise, this will turn on the Customise mode and allow you to rearrange and alter the UI. A quick internet search for custom Zbrush UI's will give you a wealth of ideas - personally I just change the UI colour, while leaving the layout at default.
06. Load multiple objects

For example, if you have built a basemesh in an external app such as Maya and it is made up of a lot of separate pieces, loading these into ZBrush one by one can be tiresome. Subtool Master makes this process quicker, first start by loading one mesh, i.e. a characters head, now go to Plugin>Subtool Master>MultiAppend, this will let you select the remaining parts and load them all in at once.
07. Backface masking

To turn in on go to Brush>AutoMasking>Backface Masking. It is important to note, however, that this should only be turned on for certain brushes as it can have undesired effects with certain brushes, for example the Move Brushes (Move, Move Elastic, Move Topological) will not work as expected.
08. Initialize primitives

Some primitives have more options than others but they will give you more control over how your base primitives start out and lets you create brand new primitives as well. For example, the Ring3D primitive can be edited into a more conical shape, that could be used as the base for an animal or creature horn.
09. Topology and polygroup masking

With Topology masking if you have two separate objects that make up one subtool, this option adjusts if you can sculpt across one or both of the surfaces. With the setting at full you will only be able to sculpt across one of the surfaces. These options can be very useful when detailing your subtools, in particular for creating clothing seams or hard surfaces.
10. Setting up reference planes

Here you can import and map images to the desired axis, there are also a number of options for adjusting the image in ZBrush, such as flipping the image if it is pointing the wrong way, negating the need to alter the images in an external app like Photoshop.
No comments:
Post a Comment