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Pixologic ZBrush 2022: A Comprehensive Guide, 8th Edition
Pixologic ZBrush 2022: A Comprehensive Guide, 8th Edition
Pixologic ZBrush 2022: A Comprehensive Guide, 8th Edition
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Pixologic ZBrush 2022: A Comprehensive Guide, 8th Edition

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Pixologic ZBrush 2022: A Comprehensive Guide textbook covers all features of ZBrush 2022 in a simple, lucid, and comprehensive manner. It provides in-depth details of the concepts and explains the usage and tools of ZBrush such as DynaMesh, NanoMesh, ZRemesher, ZModeler, NanoMesh, and KeyShot renderer. This textbook will unleash your creativity and transform your imagination into reality, thus helping you create realistic 3D models. This book caters to the needs of both the novice and advanced users of ZBrush 2022 and is ideally suited for learning at your convenience and pace.

This edition covers major enhancements in ZBrush 2022 such as Basrelief feature, bevelpro plugin, boolean operation, stager, and new brushes like knife brush, scribe brush, and so on. One new project is also added to make the readers understand and learn the major enhancements effectively.

LanguageEnglish
PublisherCADCIM Technologies
Release dateOct 17, 2024
ISBN9781640571495
Pixologic ZBrush 2022: A Comprehensive Guide, 8th Edition
Author

Prof. Sham Tickoo

Prof. Sham Tickoo is professor of Manufacturing Engineering at Purdue University Northwest, USA where he has taught design, drafting, CAD and other engineering courses for over nineteen years. Before joining Purdue University, Prof. Tickoo has worked as a machinist, quality control engineer, design engineer, engineering consultant, and software developer. He has received a US patent for his invention Self Adjusting Cargo Organizer for Vehicles. Professor Tickoo also leads the team of authors at CADCIM Technologies to develop world-class teaching and learning resources for Computer Aided Design and Manufacturing (CAD/CAM) and related technologies.

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    Pixologic ZBrush 2022 - Prof. Sham Tickoo

    zbrush2022_web_kindle.jpg

    CHAPTER 1: EXPLORING ZBRUSH INTERFACE

    INTRODUCTION TO PIXOLOGIC ZBRUSH 2022

    STARTING ZBRUSH 2022

    EXPLORING THE ZBRUSH 2022 INTERFACE

    Title Bar

    Canvas

    Palettes

    Trays

    Shelves

    OPENING AND SAVING A ZTOOL AND ZBRUSH DOCUMENT

    HOT KEYS

    CHAPTER 2: SCULPTING BRUSHES

    INTRODUCTION

    SCULPTING BRUSHES

    SELF EVALUATION TEST

    REVIEW QUESTIONS

    CHAPTER 3: INTRODUCTION TO DIGITAL SCULPTING

    INTRODUCTION

    DIGITAL SCULPTING

    Use of Symmetry in Digital Sculpting

    Use of Alpha in Digital Sculpting

    Tool Palette

    Projection Master

    ARRAY MESH

    TUTORIAL 1

    TUTORIAL 2

    TUTORIAL 3

    TUTORIAL 4

    TUTORIAL 5

    TUTORIAL 6

    SELF EVALUATION TEST

    REVIEW QUESTIONS

    EXERCISE 1

    EXERCISE 2

    CHAPTER 4: SUBTOOLS AND FIBERMESH

    INTRODUCTION TO SUBTOOLS IN ZBRUSH

    SUBTOOL SUBPALETTE

    Visibility Sets

    List All

    New Folder

    Rename

    AutoReorder

    All Low

    All High

    All To Home

    All To Target

    Copy and Paste

    Duplicate

    Append

    Insert

    Delete

    Del Other

    Del All

    Split

    Merge

    Boolean

    BevelPro

    Align

    Distribute

    Remesh

    Project

    ProjectBasRelief

    FIBERMESH IN ZBRUSH

    FiberMesh Settings

    Groom Brushes

    TUTORIAL 1

    TUTORIAL 2

    TUTORIAL 3

    SELF EVALUATION TEST

    REVIEW QUESTIONS

    EXERCISE 1

    EXERCISE 2

    CHAPTER 5: ZSPHERES

    INTRODUCTION

    CREATING ARMATURES USING ZSPHERES

    Skinning in ZSpheres

    ZSketching

    Brushes Used in ZSketching

    Rigging Using ZSpheres

    TUTORIAL 1

    TUTORIAL 2

    SELF EVALUATION TEST

    REVIEW QUESTIONS

    EXERCISE 1

    EXERCISE 2

    CHAPTER 6: DYNAMESH, NANOMESH AND ZREMESHER

    INTRODUCTION

    DYNAMESH

    DynaMesh AREA

    DynaMesh

    Groups

    Polish

    Blur

    Project

    Resolution

    Picker

    Sub Projection

    Add

    Sub

    And

    Create Shell

    Thickness

    ZRemesher

    FreezeGroup

    KeepGroups

    Target Polygons Count

    Half

    Same

    Double

    Adapt

    Adaptive Size

    NanoMesh

    Preview Selected Nanomesh

    NanoMesh On

    Hide Others

    << and >>

    Index

    Copy and Paste

    Edit Mesh

    Edit Placement

    ShowPlacement

    FreezePlacement

    Fit

    Fill

    Constant

    Clip

    Size

    Width, Length, and Height

    XOffset, YOffset, and ZOffset

    XRotation, YRotation, and ZRotation

    Flip H and Flip V

    H Tile and V Tile

    Pattern

    Random Distribution

    Random Seed

    TUTORIAL 1

    TUTORIAL 2

    TUTORIAL 3

    TUTORIAL 4

    SELF EVALUATION TEST

    REVIEW QUESTIONS

    EXERCISE 1

    CHAPTER 7: SHADOWBOX

    INTRODUCTION

    SHADOWBOX

    Creating 3D Objects Using ShadowBox

    Modifying 3D Objects in the ShadowBox

    Symmetry in the ShadowBox

    Attributes of the ShadowBox

    TUTORIAL 1

    TUTORIAL 2

    SELF EVALUATION TEST

    REVIEW QUESTIONS

    EXERCISE 1

    EXERCISE 2

    CHAPTER 8: MATERIALS IN ZBRUSH

    INTRODUCTION

    MATERIALS IN ZBRUSH

    MatCap Materials

    Standard Materials

    MATERIAL PALETTE

    Load

    Save

    LightBox Materials

    Save As Startup Material

    Item Info

    Show Used

    CopyMat

    PasteMat

    Wax Modifiers

    Modifiers

    APPLYING DIFFERENT MATERIALS TO AN OBJECT

    TUTORIAL 1

    TUTORIAL 2

    TUTORIAL 3

    SELF EVALUATION TEST

    REVIEW QUESTIONS

    EXERCISE 1

    EXERCISE 2

    EXERCISE 3

    CHAPTER 9: TEXTURING IN ZBRUSH

    INTRODUCTION

    Textures in ZBrush

    Import

    Export

    Clone

    MakeAlpha

    FillLayer

    Cd

    CropAndFill

    GrabDoc

    GrabDocAndDepth

    Texture Palette

    ZProject

    Spotlight

    Rotate

    Scale

    Opacity

    Background Opacity

    Fade

    Quick Select

    Tile Proportional

    Tile Selected

    Tile Unified

    Front

    Back

    Delete

    Duplicate

    Union

    Snapshot 3D

    Frame

    Flip H - Mirror H

    Flip V - Mirror V

    Extend H

    Extend V

    Tile H

    Tile V

    Clone

    Smudge

    Contrast

    Saturation

    Hue

    Intensity

    Paint

    Restore

    Texturing with Spotlight

    POLYPAINTING

    TUTORIAL 1

    TUTORIAL 2

    SELF EVALUATION TEST

    REVIEW QUESTIONS

    EXERCISE 1

    CHAPTER 10: UV MASTER

    INTRODUCTION

    UV MASTER

    Unwrap

    Unwrap All

    Symmetry

    Polygroups

    Use Existing UV Seams

    Enable Control Painting

    Protect

    Attract

    Erase

    AttractFromAmbientOccl

    Density

    Work On Clone

    Copy UVs, Paste UVs

    Flatten, Unflatten

    Check Seams

    Clear Maps

    LoadCtrlMap and SaveCtrlMap

    TUTORIAL 1

    TUTORIAL 2

    SELF EVALUATION TEST

    REVIEW QUESTIONS

    EXERCISE 1

    CHAPTER 11: LIGHTING

    INTRODUCTION

    LIGHT PALETTE

    Load and Save

    Light Placement

    Light Switches

    Light Color

    Intensity

    Ambient

    Distance

    Lights Properties

    Background

    LightCap

    LightCap Adjustment

    LightCap Horizon

    Lights Type

    Lights Placement

    Lights Shadow

    Environment Maps

    TUTORIAL 1

    SELF EVALUATION TEST

    REVIEW QUESTIONS

    EXERCISE 1

    CHAPTER 12: RENDERING

    INTRODUCTION

    KeyShot Renderer

    Render PALETTE

    Cursor

    Render

    Best

    Preview

    Fast

    Flat

    Render Booleans

    Render Properties

    BPR RenderPass

    BPR Transparency

    BPR Shadow

    Bpr Ao

    Bpr Sss

    BPR Filters

    Depth Cue

    Fog

    Fast Render

    Preview Shadows

    Preview Wax

    Environment

    Adjustments

    TUTORIAL 1

    TUTORIAL 2

    TUTORIAL 3

    SELF EVALUATION TEST

    REVIEW QUESTIONS

    EXERCISE 1

    CHAPTER 13: DYNAMICS

    INTRODUCTION TO DYNAMICS

    DYNAMICS PALETTE

    Simulation Iterations

    Strength

    Firmness

    On Masked

    On Brushed

    Fade Border

    Self Collision

    Floor Collision

    Allow Shrink

    Allow Expand

    Liquify

    Set Direction

    Inflate, Inflate Amount

    Deflate, Deflate Amount

    Expand, Expand Amount

    Contract Amount

    CollisionVolume

    Recalc

    Resolution

    Inflate

    Run Simulation

    Max Simulation Points

    TUTORIAL 1

    TUTORIAL 2

    SELF EVALUATION TEST

    REVIEW QUESTIONS

    EXERCISE 1

    PROJECT 1: CARTOON CHARACTER MODEL WITH A BACKGROUND SCENE - I

    PROJECT 2: CARTOON CHARACTER MODEL WITH A BACKGROUND SCENE - II

     Chapter 1

    Exploring ZBrush Interface

    Learning Objectives

    After completing this chapter, you will be able to:

    • Explore the ZBrush 2022 interface

    • Work with various tools available in the ZBrush interface

    • Open and save a ZTool and ZDocument

    INTRODUCTION TO PIXOLOGIC ZBRUSH 2022

    ZBrush is a modeling and sculpting software used to create realistic 3D models. It was developed by Pixologic Inc. in the year 1999. It has a unique blend of 2D, 2.5D, and 3D features. ZBrush consists of different tools that enable you to create or import 3D models, and then add high level details to them. This software enables you to sculpt on high resolution models that consist of millions of polygons. ZBrush is used by all the major animation studios worldwide. It has been used in the movies such as 300, Pirates of the Caribbean, Avatar, Hulk, and so on. ZBrush is compatible with different 3D software applications such as Maya, 3ds Max, CINEMA 4D, and Modo. Although ZBrush is a vast software to deal with, yet all the major tools available in ZBrush 2022 are discussed in this textbook. In this chapter, you will learn about the ZBrush interface.

    STARTING ZBRUSH 2022

    To start ZBrush 2022, double-click on the shortcut icon of ZBrush 2022 displayed on the desktop of your computer, as shown in Figure 1-1. This icon is automatically created on installing ZBrush 2022 on your computer. Double-click on the icon; the default ZBrush interface will be displayed along with its various components. Additionally, the ZBrush : Home Page window will be displayed, refer to Figure 1-2 and Figure 1-3.

    fig1.jpg

    Figure 1-1 Starting ZBrush 2022 by choosing the icon from desktop

    C01SC003.jpg

    Figure 1-2 The default ZBrush 2022 interface

    C01SC002.jpg

    Figure 1-3 The ZBrush : Home Page window

    EXPLORING THE ZBRUSH 2022 INTERFACE

    ZB

    rush interface consists of components such as title bar, palettes, shelves, trays, and canvas. When you start ZBrush 2022 for the first time, the default interface will display various components of ZBrush 2022, refer to Figure 1-4. These components are discussed next.

    C01SC002_21.jpg

    Figure 1-4 Various components of the ZBrush 2022 interface displayed

    Title Bar

    The title bar is located on the top of the ZBrush screen. In the title bar, various information such as version number, hardware ID, and memory usage is displayed on the left, refer to Figure 1-5. Besides this, the QuickSave Project button and the See-through slider are also present in the title bar. The QuickSave Project button is used to save the different stages of a file sequentially. These files can be accessed from the QuickSave tab of the LightBox browser. The See-through slider is used to increase or decrease the transparency in the ZBrush interface so that you can view the background screen. This slider makes it convenient for you to view the reference images in the background without importing a reference image or toggling back and forth between the image and interface. For example, if you are following the steps of a tutorial of ZBrush then you can view these steps in the background and follow the instructions with ease.

    fif1_5.jpg

    Figure 1-5 Partial view of the Title bar

    On the right side of the title bar, various buttons are displayed, as shown in Figure 1-6. The Menus button is used to toggle the display of the palettes. The DefaultZScript button is used to run the default scripting language present in ZBrush if it has been edited. The Load Previous User Interface ColorsLoad Next User Interface ColorsLoad Previous User Interface Layout, and Load Next User Interface Layout buttons are used to change the color and the layout of the screen, respectively. These presets enable you to customize the ZBrush screen.

    fif1_6.jpg

    Figure 1-6 Partial view of the title bar (right side)

    Canvas

    The canvas is the drawing area where you can sculpt or create 3D models. It covers most of the area of the ZBrush interface, refer to Figure 1-4. The 3D models thus created can be saved as 2D illustrations. A 2D illustration is called ZBrush document and is saved in the ZBR format. The 3D models are called ZBrush tools and are saved in the ZTL format. By default, the Alpha icon is displayed at the left corner of the canvas. On choosing the Edit button, the CamView will be displayed at the right corner of the canvas, as shown in Figure 1-7. You can also access the CamView from the Preferences palette. To do so, choose the Preferences palette; the subpalettes will be displayed, refer to Figure 1-8. Next, choose the CamView subpalette; the CamView subpalette is expanded. Notice that in this subpalette, the CamView On button is chosen. The CamView On button allows the model to be oriented in different directions like front, back, left, right, top, and bottom. The Size slider is used to set the size of CamView. The Next button is used to change the existing default CamView icon. When you click on the Next button, you will notice that the CamView icon in the canvas area is replaced by the presets, refer to Figure 1-9. The Make Camview button is used to create custom preset for the Camview icon. When you choose this button, the selected model is converted as a custom preset that replaces the existing icon. Also, the model and the Camview icon are rotated by 360 degrees. Additionally, an image of model in different orientations is created in the Texture palette and displayed on the thumbnail of the Current Texture button. You can use this image as a texture for any model.

    Note

    While creating custom CamView presets, it is important to ensure that the model faces front side along the blue Z axis line.

    fig%201_7.jpg

    Figure 1-7 The Alpha and CamView in the canvas

    fig1-8.jpg

    Figure 1-8 The CamView subpalette in the Preferences palette

    fig%201_9.jpg

    Figure 1-9 The CamView icon changed

    Palettes

    Palettes are located below the Title bar. They are organized alphabetically, starting from the Alpha palette and ending at the Zscript palette, refer to Figure 1-10. These palettes are discussed next.

    C01SC004_v3.jpg

    Figure 1-10 The palettes

    Alpha

    The Alpha palette consists of various gray scale images known as alphas. Alphas are available in different patterns. They determine the shape of the brush used in painting and sculpting. This palette also contains different subpalettes that are used to modify the alpha images as required.

    Brush

    The Brush palette consists of different types of 3D sculpting brushes. Besides this, it has different subpalettes that are used to modify the brush settings. The Standard brush is the default sculpting brush in ZBrush.

    Tip

    You can change the size of the brush by using the [ and ] keys. The [ key is used to reduce the size of the brush tip while the ] key is used to increase the size of the brush tip.

    Color

    The Color palette consists of different buttons and sliders that are used to select solid and gradient colors for filling the canvas or an object.

    Document

    The options in the Document palette are used to open, import, export, resize, and save a ZBrush document. A ZBrush document is a 2D illustration and is saved in the ZBR format. If you save a 3D object using the Document palette, it will be converted into a 2D illustration and cannot be edited further. You can also import a Photoshop file using the Document palette.

    Draw

    The Draw palette consists of different options that can be used to modify the settings of the 3D as well as 2D sculpting brushes. These options enable you to change the size, focal shift, and intensity of the brush stroke. In addition to this, these options help you to determine whether a sculpting brush will raise the surface of an object or push it in.

    Dynamics

    The newly introduced Dynamics palette in ZBrush 2022 consists of different options that can be used for simulation. The options in the Dynamics palette are primarily meant for creating cloth but are capable of performing a wide range of tasks. For example, you can set different parameters for collision. Also, it includes dynamic thickness as a supporting feature that provides thickness to a cloth.

    Edit

    The Edit palette consists of options that enable you to undo or redo the modifications made in ZBrush. Alternatively, you can press CTRL+Z to undo an operation and CTRL+SHIFT+Z to redo an operation.

    File

    The options in the File palette are used to open and save a ZBrush project. A ZBrush project is a combination of different files. If you save a 3D model using the Save As button in the File palette, its 2D illustration, Zscript, materials, alphas, and different textures will be saved along with the 3D model. You can also save multiple 3D models in a ZBrush project. The models are saved in the .ZPR format.

    Note

    A ZBrush document is a still 2D image that can be used as an illustration. Therefore, if you save a 3D model as a document, you will not be able to edit it further in the 3D space. To avoid this, you should always save your 3D work using the options available in the Tool palette. In ZBrush, a 3D model is referred as ZTool. A ZBrush project contains a ZTool as well as its 2D illustration. A ZBrush project can save multiple ZTools simultaneously. However, it is not recommended to save multiple ZTools in a single ZBrush project as it results in a bigger file size which takes more system resources and slows down the system.

    Layer

    The Layer palette enables you to work in 16 different layers. Each layer represents a separate canvas. You can merge different layers into a single ZBrush document.

    Light

    The Light palette consists of different types of lights that can be used to light up a scene. Besides this, the Light palette also contains different subpalettes that are used to modify light settings in a scene.

    Macro

    The different options in the Macro palette are used to record the series of actions performed in ZBrush. Instead of repeating the same actions again and again, you can save different actions in a macro. The recorded macro can be loaded whenever required.

    Marker

    The Marker palette stores information about the orientation, colors, brush strokes, and position of the ZTools modeled by you. You can redraw a model by using the properties stored in the Marker palette.

    Material

    The Material palette consists of a library of different materials that can be applied to an object to give it an appearance of different materials such as glass, silver, water, gold, chrome, and so on. This palette also enables you to modify the settings in the materials as required.

    Movie

    The options in the Movie palette are used to record small movies from the canvas. These movies can be used for illustrating your workflow to other users.

    Picker

    The options in the Picker palette are used to pick information such as color, orientation, depth, and so on from the canvas.

    Preferences

    The options in the Preferences palette are used to customize the ZBrush interface and its behavior. Using these options, you can restore the default interface of ZBrush after making any changes in the interface, load and save hot keys, change the color and layout of the ZBrush interface, and record the ZScript automatically.

    Render

    The Render palette consists of options that are used to render a scene. When you render a scene, the rendered output of the scene will be displayed in the canvas instead of a separate window.

    Stencil

    The options in the Stencil palette are used to create patterns with different shapes. A stencil is used to mark out the areas where strokes will be applied. An alpha can be converted into a stencil by choosing the Make St button in the Transfer subpalette of the Alpha palette, refer to Figure 1-11.

    fig1-11.jpg

    Figure 1-11 The Make St button in the Transfer subpalette

    Tool

    The Tool palette is one of the most important palettes in ZBrush. It consists of various buttons that are used to open, save, import, and export ZTools. In addition to this, it contains a library of inbuilt 3D primitives, ZTools, and 2.5D brushes. When you choose the Current Tool button from the Tool palette, a flyout will be displayed, as shown in Figure 1-12.

    fig1-12.jpg

    Figure 1-12 The flyout displayed on choosing the Current Tool button from the Tool palette

    This flyout is divided into three areas namely, Quick Pick3D Meshes, and 2.5D Brushes. The Quick Pick area stores a library of 3D primitives and 2.5D brushes that were used recently. The 3D Meshes area contains a library of default 3D models in ZBrush. It also contains primitive 3D objects such as sphere, cube, rectangle, cone, and so on. You can select any one of these 3D primitives and draw it in the canvas by pressing and holding the left mouse button and then dragging the cursor in the canvas area.

    The third area of the Tool palette is 2.5D Brushes. It consists of a library of brushes that are used to add detail to a 2D illustration. The options in the Tool palette will be discussed in depth in the later chapters.

    Note

    If you use a 2.5D brush on a 3D object, the object will be converted into a 2.5D illustration.

    Transform

    The Transform palette consists of different buttons and sliders that are used in modeling, positioning, scaling, rotating, and editing 3D objects.

    Zplugin

    The options in the Zplugin palette are used to access different ZBrush plug-ins that are installed on the computer.

    Zscript

    ZBrush has an in-built scripting language known as Zscript. ZScripts can be loaded by using the options in the Zscript palette.

    Trays

    Trays are the areas on the ZBrush interface in which you can store different palettes and buttons. The trays are located on the left, right, and bottom of the canvas. By default, the Tool palette is docked in the right tray. The left and right trays can be opened or closed by clicking on the arrows adjacent to the left and right shelves. The bottom tray can be opened and closed by double-clicking on the arrow keys below the canvas.

    Shelves

    Shelves are the areas that contain the most commonly used buttons and controls. The shelves can be classified into top, left, and right shelves. These shelves are discussed next.

    Top Shelf

    The top shelf is located below the palettes. It consists of different buttons and sliders, as shown in Figure 1-13. Most commonly used buttons and sliders in the top shelf are discussed next.

    fig10.pcx

    Figure 1-13 The top shelf

    Home Page

    On choosing the HomePage button, the ZBrush: Home Page window will be displayed. This button is located at the top shelf where the Projection Master used to be in the previous releases.

    LightBox

       On choosing the LightBox button, the LightBox browser that contains a library of ZBrush documents, ZTools, ZBrush projects, brushes, alphas, textures, materials, array, and so on will be displayed, refer to Figure 1-14. All ZBrush files can be easily accessed by using the LightBox browser, without navigating through different folders on your system. The browser also contains a library of default 3D models which can be modified, as required.

    fig%2011.pcx

    Figure 1-14 The LightBox browser

    Live Boolean

    The Live Boolean feature allows you to perform the boolean operations on two or more meshes. With the help of this feature, you can create a complex design with ease. To understandthe functioning of the boolean operation, choose the Current Tool button from the Tool palette; a flyout will be displayed. Choose the Sphere3D primitive from this flyout and then drag the cursor on the canvas; a sphere will be created in the canvas. Next, choose the Edit button from the top shelf and then choose the Make PolyMesh3D button from the Tool palette; the sphere will be converted into a polymesh. Now, add another object of your choice from the Subtool palette by choosing the Append button. Next, choose the Live Boolean button from the top shelf and click one of the icons located at the top of the appended primitive in the Subtool palette; the boolean operation will be displayed in the viewport. Figure 1-15 shows the boolean operation when the Subtraction icon is clicked.

    C01SC029_v1.pcx

     

    C01SC030_v1.pcx

    Figure 1-15 The live boolean operation

    Note

    There are four icons available for boolean operations: Addition, Subtraction, Union, and Intersection.

    Edit

    The Edit button is used to enable the sculpting brushes so that you can add details to a 3D model. Whenever a 3D primitive is created in the canvas, you need to choose the Edit button from the top shelf. If this button is not chosen, ZBrush will remain in paint mode and dragging the cursor on the canvas will simply place copies of 3D objects in it, refer to Figure 1-16. To make changes in a 3D model, you need to make sure that the Edit button is chosen.

    C01SC035_v1.jpg

    Figure 1-16 Copies of the 3D objects placed in the canvas

    Draw

    The Draw button allows you to draw a 3D object by first choosing a 3D model from the Tool palette and then dragging the cursor in the canvas. It allows you to sculpt 3D objects when the Edit button is chosen. However, if the Edit button is not chosen, dragging the cursor on the canvas will simply place copies of 3D objects in it.

    Move, Scale, Rotate, and Gizmo 3D

    The Move, Scale, and Rotate buttons are used to position, scale, and rotate the 3D object in the canvas, respectively. The Move, Scale, and Rotate buttons can also be invoked by pressing the W, E, and R, keys, respectively. When any of these buttons is chosen, and the Edit button is not chosen then a gizmo parallel to the canvas will appear, as shown in Figure 1-17. If you want to move the object around the canvas, choose the Move button and then drag the cursor on the area inside the gizmo.

    C01SC040_v1.pcx

    Figure 1-17 Gizmo displayed on choosing the Move button

    For scaling the object uniformly, choose the Scale button, and then drag the cursor on the canvas. For scaling the object vertically, drag the cursor on the pink arc on the gyro vertically. For scaling the object horizontally, drag the cursor on the cyan arc horizontally, as shown in Figure 1-18. For rotating the object freely by using the Rotate button, drag the cursor on the area within the gizmo but not on the rings. On doing so, the orientation of gizmo will change, as shown in Figure 1-19.

    C01SC0020.tif

      

    C01SC0021.tif

    Figure 1-18 The vertical and horizontal scaling using gyro

    C01SC0023.tif

    Figure 1-19 Rotating the object using gyro

    If you choose the Move button when the Edit button is chosen, only the vertices of the object will move and not the entire object. If any of the manipulator buttons is chosen, the Gizmo 3D Y button will be automatically chosen and gizmo will appear in the model.

    The Gizmo 3D manipulator will appear automatically to transpose the model in the scene. You can disable the gizmo by choosing the Gizmo 3D Y button.

    When the Gizmo 3D Y button is active, you can work with some options in the Preferences palette. You can set the size, show/hide the information, and reset the gizmo in the scene.

    Tip

    You can move an object in the canvas in the edit mode by dragging the cursor on the canvas with the ALT key pressed. To scale an object, press and hold the left mouse button with the ALT key pressed, and then release the ALT key. To rotate an object, press and hold the left mouse button and drag the cursor.

    Sculptris Pro Mode

    The Sculptris Pro Mode button gives you the freedom to easily sculpt your model. When you activate this button and start sculpting, the model will be more smoother. The smoothness is determined by the brush size.

    Mrgb, Rgb, and M

    These buttons are used to fill colors and apply materials to an object. The Mrgb button is used to fill an object with both material and color. The Rgb button is used to fill an object only with color. The M button is used to fill an object with the material only.

    Rgb Intensity and Z Intensity

    The Rgb Intensity slider is used to control the intensity of the color applied to an object. The higher the value specified for the slider, the more will be the intensity of color.

    The Z Intensity slider is used to control the depth of the brush stroke. The higher the value specified for slider, the more will be the depth of stroke.

    Zadd, Zsub, and Zcut

    The Zadd and Zsub buttons are used to determine whether a sculpting brush will raise the surface of an object or push it in. If you choose the Zadd button, the surface of the object will be elevated and if you choose the Zsub button, the surface will be pushed in. The Zcut button is used to create holes in a surface. It is activated when the Edit button is not chosen.

    The ALT key toggles the alternate mode for the Zadd and Zsub buttons. If you sculpt a surface by choosing the Zadd button and holding the ALT key, it will be pushed in instead of being raised. Similarly, holding the ALT key with the Zsub button chosen will raise the surface of an object. The Z Intensity slider controls how much each stroke of the brush raises, lowers, or cuts into the surface of the 3D object.

    Remember Draw Size Per Brush

    The Remember Draw Size Per Brush button is used to remember the size of brush previously set. By default this button is deactivated. When you activate this button, it allows you to remember the size you set for each sculpting brush excluding the Smooth and Mask brush types.

    Focal Shift and Draw Size

    The Focal Shift slider is used to change the softness or fall off of the edge of the brush. The Draw Size slider is used to change the size of the brush. The higher the value of this slider, the bigger will be the size of the brush. The sculpting brush in ZBrush will be displayed as two concentric circles. The diameter of the outer circle determines the size of the brush and the diameter of the inner circle determines the focal shift. The Dynamic option located on the right of the Draw Size slider helps in sculpting. If this option is chosen then the brush size is adjusted automatically depending on the scale of the model.

    Remember Dynamic Mode Per Brush

    The Remember Dynamic Mode Per Brush button is used to control the dynamic size for each brush independently. When this button is deactivated and the Dynamic option located at the right of the Draw Size slider is off, the radius of brush changes with the zoom level in the canvas. When the Remember Dynamic Mode Per Brush button is activated, the radius of the brush remains same even if the zoom level is changed.

    Left Shelf

    The left shelf consists of different buttons that contain libraries for various brushes, strokes, alphas, textures, materials, and colors, as shown in Figure 1-20. All these libraries can also be accessed through the palettes. However, the left shelf enables easy access to these libraries. The brushes, strokes, alphas, textures, and materials will be discussed in later chapters. The different buttons in the left shelf are discussed next.

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    Figure 1-20 The left shelf

    Current Brush

    The Current Brush button is used to invoke a flyout that has different types of sculpting brushes, refer to Figure 1-21. Whenever you select a brush from the flyout, its icon will be displayed on the Current Brush button. 

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    Figure 1-21 The flyout displayed on choosing the Current Brush button

    By default, the Standard brush icon is displayed on this button. This flyout consists of the Quick Pick and 3D Sculpting Brushes areas. The Quick Pick area consists of the recently chosen brushes and the 3D Sculpting Brushesarea consists of all the brushes in ZBrush.

    Current Stroke

    The Current Stroke button is used to invoke a flyout that consists of different types of strokes, as shown in Figure 1-22. A stroke is a pattern which determines how the painting and sculpting will be done.

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    Figure 1-22 The flyout displayed on choosing the Current Stroke button

    If you select a stroke from the flyout, its icon will be displayed on the Current Stroke button. By default, the Dots stroke icon is displayed on this button.

    Current Alpha

    The Current Alpha button is used to invoke a flyout that consists of different types of alpha images, as shown in Figure 1-23. The different gray scale images in this flyout are known as alphas.

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    Figure 1-23 The flyout displayed on choosing the Current Alpha button

    Alphas come in different shapes and determine the shape of brush that will be used in painting and sculpting.

    Current Texture

    The Current Texture button is used to invoke a flyout that consists of different types of texture images, as shown in Figure 1-24. Textures are the 2D images that can be created in ZBrush or can be imported from other sources.

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    Figure 1-24 The flyout displayed on choosing the Current Texture button

    Current Material

    The Current Material button is used to invoke a flyout that consists of different types of materials such as glass, silver, water, and gold, as shown in Figure 1-25. These materials can be applied to an object to give it the appearance of the specified material.

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    Figure 1-25 A flyout displayed on choosing the Current Material button

    Current Color

    The Current Color swatch is located just below the Current Material button. It is used to pick a color from the canvas and fill a 3D object with the selected color. If you hover the cursor on the color picker, the RGB value of the color is displayed beneath the cursor, as shown in Figure 1-26.

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    Figure 1-26 The RGB value of a color displayed

    Gradient Colors

    The Gradient Colors button is used to produce a gradient effect with the help of the Secondary Color and Main Color swatches available below it. The gradient will be produced from the main color to the secondary color. The color swatch below the Gradient Colors button represents the secondary and the main color used for gradient filling. The SwitchColor button located below this button is used to interchange the primary and secondary colors.

    Right Shelf

    The right shelf consists of different buttons and sliders that are used for  rendering and navigating through canvas, refer to Figure 1-27. These buttons and sliders are explained next.

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    Figure 1-27 The right shelf

    BPR

    BPR stands for Best Preview Render. This button is used to produce high quality realistic renders on the canvas. It displays details including shadows, depth, transparency, and so on in the rendered scene. This button will render an object only when the Edit button is chosen.

    SPix

    SPix stands for Sub Pixel. This slider controls the quality of antialiasing in the render. Antialiasing is a technique used to smoothen the uneven projections on the edges of an image, thereby producing high quality images. These uneven projections occur because the screen does not have the required resolution to represent a smooth line. The value of the SPix slider varies between 0 and 7. If you set the value of the SPix slider to 7, the highest quality of antialiasing will be achieved.

    Scroll

    The Scroll button is used to move the canvas. Press and hold the left mouse button on the Scroll button and then drag the cursor to scroll the canvas.

    Zoom

    The Zoom button is used to zoom in and zoom out the canvas. To zoom in and zoom out the canvas, place the cursor on this button and drag the cursor upward or downward. Alternatively, you can zoom in and zoom out the canvas by using + (plus) and - (minus) keys, respectively.

    Actual

    The Actual button is used to display a document at its 100% size. If you have zoomed in or zoomed out the canvas, you can return to the actual canvas size by choosing this button. Alternatively, press the 0 key to return to the actual size of the canvas.

    AAHalf

    The AAHalf button is used to reduce the display of canvas to half of its original size. Alternatively, press CTRL+0 to reduce the canvas to half of its original size.

    Persp

    The Persp button is used to enable the perspective distortion in the canvas. This button gets activated when an object is created in the canvas.

    Floor

    The Floor button is used to display the floor grid in all the axes. This button gets activated when an object is created in the canvas. By default, the Y-axis is selected. If you select all the axes in the floor grid, the floor grid in all the selected axes will be activated, as shown in Figure 1-28.

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    Figure 1-28 Floor grid activated in all the axe

    Local

    The Local button is used to transform the last edited area of a 3D object into the center point of rotation or scaling.

    L. Sym

    The L. Sym button is used with the subtools. In ZBrush, subtools are different 3D objects which combine to form a single 3D object. For instance, if you have modeled a character and its clothes separately, both of these will be referred to as subtools. The L. Sym button activates the mirroring of symmetry across the subtool axes.

    Rotation Buttons

    The three rotation buttons are located just below the L. Sym button. These buttons control the rotation of an object along different axes. The XYZ button rotates the object in all the axes. The Y and Z buttons rotate an object in Y and Z axes, respectively. For rotating an object along any of the axes, press and hold the left mouse button and drag the cursor over the canvas.

    Frame

    The Frame button is used to fit an object into the canvas, as shown in Figure 1-29. To choose this button, the Edit button should be already chosen. Alternatively, press F to fit an object into the canvas.

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    Figure 1-29 The object fitted into the canvas

    Move, Scale, and Rotate

    The MoveScale, and Rotate buttons are used to move, scale, and rotate a 3D object in the canvas, respectively. These buttons are used when a 3D object is in the Edit mode. These operations can be carried out by placing the cursor on these buttons and then dragging them.

    Note

    All these buttons are also available in the Transform palette.

    PolyF

    The PolyF button is used to display the polygon edges of a 3D object, as shown in Figure 1-30.

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    Figure 1-30 The polygon edges of a 3D object

    Transp

    The Transp button activates the transparency of different subtools that are not selected in the list of subtools present in the SubTool subpalette, refer to Figure 1-31. On choosing this button, different subtools such as clothes and accessories used in the 3D model become transparent, as they are not selected in the SubTools subpalette.

    In Figure 1-31, the default 3D model present in the LightBox browser has been used. To load this model in the canvas, choose the Tool tab in the LightBox browser. Next, double-click on the DemoSoldier.ZTL file in the LightBox browser. Press and hold the left mouse button and drag the cursor in the canvas; the model will be created in the canvas. After loading the model, choose the Edit button from the top shelf to switch to the edit mode. Next, choose the Transp button.

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    Figure 1-31 Transparency created in the subtools

    Ghost

    The Ghost button is used in combination with the Transp button. When you choose the Transp button, the Ghost button is automatically activated. However, if this button is not activated, the subtools will remain transparent but their color and texture will be displayed, as shown in Figure 1-32.

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    Figure 1-32 Color in transparent subtools displayed

    Solo

    The Solo button is used to hide all the deselected subtools used in the model. On choosing this button, only the selected subtool will be displayed, as shown in Figure 1-33. In this figure, all the clothes and accessories of the 3D model have disappeared, as only the 3D model is selected. The subtools that have disappeared can be restored back by choosing this button again.

    Xpose

    The Xpose button is used to separate the subtools from the base model, as shown in Figure 1-34. On choosing this button, the subtools start moving and are separated from the base model.

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    Figure 1-33 The selected subtool displayed

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    Figure 1-34 The subtools separated from the model

    OPENING AND SAVING A ZTOOL AND ZBRUSH DOCUMENT

    In ZBrush, a 3D model is known as ZTool. In order to save the ZTool, you need to save your 3D model using the Tool palette. The model will be saved in the ZTL format by choosing the Save As button in the Tool palette, refer to Figure 1-35. The saved ZTool can be opened later by using the Load Tool button in the Tool palette. You can load the project file by using the Load Tools From Project button in the Tool palette, refer to Figure 1-32. When you choose the Load Tools From Project button, the Load Project dialog box will be displayed, refer to Figure 1-36.

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    Figure 1-35 The Save As button in the Tool palette

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    Figure 1-36 The Load Project dialog box

    The ZBrush document only contains the 2D illustration and not the full 3D model. Therefore, if you save a 3D model as a document, only the 2D version of its current view will be saved. This document cannot be edited further in 3D space and can only be used as an illustration. If you want to save a 3D object as an illustration, you must save your 3D model using the Documentpalette by choosing the Save As button, refer to Figure 1-37. It will be saved in the ZBR format. Once saved, the ZBrush document can be opened by using the Open button from theDocument palette.

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    Figure 1-37 The Save As button in the Document palette

    You can also save all your ZTools as a project using the File palette. To save a project, choose the File palette to expand it. In this palette, choose the Save As button, refer to Figure 1-38; theSave Project dialog box will be displayed, refer to Figure 1-39. In this dialog box, enter the desired name in the File Name text box and then choose the Save button. It will be saved in the .ZPR format.

    Tip

    On hovering the mouse pointer on different buttons and sliders in ZBrush, the full names of these buttons and sliders will be displayed. If you press and hold the CTRL key while hovering the mouse pointer on the buttons and sliders, a brief description about them will also be displayed.

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    Figure 1-38 The Save As button in the File palette

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    Figure 1-39 The Save Project dialog box

    HOT KEYS

    In ZBrush, you can use shortcut keys to invoke the commonly used features. These keys are also referred to as hot keys which help you work efficiently and faster. The most commonly used keys and their functions are listed in Table 1-1.

    Table 1-1 Commonly used keys and their functions

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