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ZBrush 3 5 Tutorials
ZBrush 3 5 Tutorials
ZBrush 3 5 Tutorials
5 Tutorials
2009 Pixologic, Inc. All rights reserved, Pixologic and the Pixologic logo, ZBrush, and the ZBrush logo are registered trademarks of Pixologic, Inc. All other trademarks are the property of their respective owners.
TABLE OF CONTENTS
ABOUT THE ZBRUSH 3.5 TUTORIALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 TABLE OF CONTENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 FACIAL ANATOMY FROM ZSKETCH BY TY SHELTON . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1. 2. 3. 4. 5. 6. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 The Skull . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Facial Anatomy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 The Flesh Exterior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 List of Files and references . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 About Ty Shelton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
NOTES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
1. INTRODUCTiON
I don't know many artists out there who would rather extrude edges all day than have the ability to mold and sculpt organic, digital clay, quickly and efficiently creating any shape the heart desires. With ZBrush 3.5 and the astounding new ZSketch features, this idea has now become a reality. The following tutorial is a quick glimpse at one of the many work flows for using ZSketch to create a study of the human head. My hope is that you will be inspired to take the processes and ideas shared in this tutorial and expand upon them with other, far more awesome creations of your own! Be sure to check out Sketching with ZSpheres Basics in the Pixologic ZClassroom Homeroom to help familiarize yourself with the basic functionality of all the different ZSketch tools. http://www.pixologic.com/zclassroom/homeroom/
2. THE SKULL
Lets begin by loading a new ZSphere onto the canvas. To do this, simply select the 'ZSphere' button located in the 'Tool' palette.
Once the ZSphere is drawn onto the canvas, make sure that the 'Edit' button, located on the top left hand side of your screen, is toggled on. You can also enter in to/out of edit mode by hitting 't' on your keyboard.
Now, hit 'x' on your keyboard in order to turn on symmetry in the x axis.
Sweet! A fresh new ZSphere ready to go! To begin creating the skull, we are going to jump straight into ZSketch mode. Go to the tab labeled 'ZSketch', located in the 'Tool' palette. Click the tab once to expand the ZSketch sub palette and toggle on the 'EditSketch' button. You can also enter ZSketch Mode by simply hitting 'Shift+A' on your keyboard.
You will notice the ZSphere on your canvas change to a smooth shaded sphere when working in ZSketch Mode. We now have full use of all of the ZSketch brushes. Lets add a few ZSketch spheres onto the surface of our original ZSphere in order to start building up an armature/base for the skull. Select the 'Sketch 3' brush. Now, click and hold on one side of the ZSphere, then, lightly drag your mouse in any direction until you see two single
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spheres pop on to the surface. In most cases, while ZSketching, you will find yourself laying down long, smooth strokes, creating chains of spheres that form together like strips of clay. However, for this step, using a light touch, we can easily create single spheres, which, at the moment are exactly what we want to work with.
These first two ZSketch spheres will be used as placeholders for the eye cavities of the skull. Similarly, we will be using the original ZSphere as a placeholder for the Foramen Magnum, the hole in the base of the skull through which the brain would connect to the spinal cord. Go ahead and add a third sphere directly in the middle of the original ZSphere. To draw exactly in the center, move the brush cursor closer to its symmetrical twin until the two snap together as one and the brush cursor turns green.
This newest sphere we will use as a starting mass to help fill the volume in the center of the of the skull. Think of it as a balled up wad of tin foil that will be used as a base for adding clay. With the three spheres now created, switch over to the 'Move' and 'Scale' tools in order to position and size them all correctly. You will find these located on the top left hand side of your screen, just to the right side of the 'Edit' button.
Begin by scaling up the eye cavity spheres and placing them out to the front. Scale up the volume sphere as well and place it above the original ZSphere but behind the eye cavity spheres. This sphere will be the largest, however, keep in mind that it will still need to fit inside of the of the cranium. Keep your brush size relatively small during the move and scaling process. This will help make sure that you only modify the desired sphere(s) without effecting the others close by.
Here you can see a more visual representation of how the spheres should eventually fit inside of the skull.
Once you are happy with the proportions and placement of your spheres, go ahead and switch back to draw mode. Do this by selecting the 'Draw' button, located directly to the left of the 'Move' button on the top left hand side of your screen. Or, simply hit 'q' on your keyboard.
Now the real fun begins! Using the 'Sketch 1' brush, begin roughing in the edges of the eye cavities. Remember, the smoothness of your brush stokes will directly effect how even the ZSketch spheres are drawn on the surface. For example, a really fast brush stroke will lay down spheres that are further apart, whereas, a slower brush stroke will lay down spheres that are much closer together. I find that a nice, even stroke, somewhere in the middle usually works the best for me. You can also hold down the 'Shift' key and gently smooth out/together your ZSketch stokes.
Next, lets start roughing in the front part of the skull. Using the 'Armature' brush, begin shaping out the sides of the nasal bone, continuing all the way down to the top of the upper teeth. Keep in mind that, while using the 'Armature' brush, the direction of your brush stroke is based off of the current camera angle. Therefore, it is necessary to constantly rotate to different angles of your model until you find the best angle for each specific stroke.
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Once you've laid down a few solid strokes with the 'Armature' brush, switch over to the 'PushPull' brush. This is a perfect tool for refining the curvature of your armature strokes. The 'Move' and 'Scale' tools are also still available to help you massage your ZSketch strokes into place. Don't forget to clean up your ZSketch stokes using the different smoothing brushes. When smoothing out the open ends of a well placed armature stroke, be sure to use the 'Smooth 3' brush in order to keep the placement of the armature intact.
Continue using the same exact methods to build in the cheek bones, temporal bones and outline the edges of the nasal cavity. As the front part of the skull begins to take shape, go ahead and start filling in some volume in between your main armature strokes. Using the 'Sketch 2' brush and smoothing in the results with 'Smooth 1' works very efficiently for this. Use this brush combination to give the forehead some mass. Often times you will find that your first few ZSketch strokes are purely used for creating the volume that you need. Then, once you have the necessary mass, you can lay down some cleaner strokes on top to define the final shape.
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Continue to fill in gaps and block in the forms on the front of the skull.
Now that we've got a nice start on the front, its a good time to ZSketch the actual eye cavities. Position the model so you can clearly see the back of the eye cavity placeholder spheres. Using the 'Sketch 2' brush, lay down both a horizontal stroke and a vertical stroke along the back surface of the eye cavity placeholder spheres.
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Now, rotate back to the front and delete the eye cavity placeholder spheres by holding down the 'Alt' key and simply clicking on one of them. If you do not see them disappear immediately, you may need to rotate your camera a bit in order for the changes to update on the canvas.
Switch back to the 'Sketch 1' brush and begin filling in the gaps until you have two full eye cavities. Use the 'PushPull' brush to help round out the final shape.
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Alright, this skull needs a jaw bone! Once again, select the 'Armature' brush and start to rough in the basic shape of the jaw.
Using all of the previous ZSketching techniques, fill in the volume of the jaw.
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Continue on to creating the back of the skull. Many times, it is beneficial to use a bigger brush size for creating larger shapes, like the back of a skull. You will definitely end up with a cleaner mesh for sculpting if the ZSketch is not riddled with too many unnecessary strokes. However, remember that we will be refining all these shapes when we do sculpt them so don't get bogged down or discouraged in trying to create that one perfect ZSketch stroke that is going to represent the entire back half of the skull.
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At this point, the skull is really beginning to take shape. It should start to become very obvious as to which areas are coming together well and which areas still need a bit of work. Once you are satisfied with the overall shape, go ahead and begin adding in a bit of detail. This should mainly consist of single ZSketch strokes that represent things like the teeth, the anterior nasal spine at the base of the nasal cavity, the mastoid process behind the ear cavity, etc.
As we near the completion of the ZSketch, make sure you fill in all of the remaining holes on the skull, including the entire underside as well as the backside of the jaw bone.
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Now, go back to the ZSketch sub palette and click the 'Optimize' button. This will clear out all of the ZSketch spheres that have been completely covered over by other ZSketch strokes and are no longer playing a role in the visible shape of the object.
Finally, turn on the button labeled 'PolyF', located just to the right hand side of your canvas.
You will notice that ZBrush has automatically created a polygroup for every one of the individual ZSketch strokes. Though this can be extremely helpful in many situations, we can go ahead and just group them all together in one single polygroup for now. To do this, go to the tab labeled 'Polygroups', located in the 'Tool' palette. Click the tab once to expand the Polygroups sub palette and select 'Group Visible'.
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Alright, we've now got a ZSketched skull! Its time to sculpt this bad boy!
If you have not done so already, its a good idea to make sure that you save your ZTool. To do this, go to the 'Tool' palette, click the 'Save As' button and save the file with a new name.
Now we are ready to convert the ZSketch skull into a Unified Skin that we can sculpt on. Go to the tab labeled 'Unified Skin', located in the 'Tool' palette. Click the tab once to expand the Unified Skin sub palette. Leaving all of the settings at their current, default values, go ahead and click the 'Preview' button. ZBrush will generate
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an exact preview of what the Unified Skin would look like if created with the current settings.
For my skull, the default settings work great. Don't get discouraged if your skull is reacting a bit differently while creating the Unified Skin. The results will vary with every model so feel free to play with different settings until you find what works best for you. When you are you satisfied with your preview, go ahead and click the 'Make Unified Skin' button.
The new mesh will be created and automatically stored (not saved) up in the 'Tool' palette.
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Select the new mesh and draw it onto the canvas. Make sure you are in edit mode. And finally, hit 'x' on your keyboard in order to turn on symmetry in the x axis.
Now its time for some good old fashion sculpting! The 'mPolish' brush (m is for medium) is fantastic for smoothing and shaping the large surface areas like the top of the skull. I also use a lot of the 'ClayTubes' brush to help quickly refine areas like the eye and nasal cavities, the cheek bones, jaw, etc. As always, it is also a good idea to tidy up your work with the smooth brushes.
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As you are sculpting the skull, pay attention to which areas have already started to shape up well from the ZSketch process and strive to keep all that hard work intact.
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We now have a roughly finished skull that can be used as a base for building the rest of the facial anatomy!
Once again, make sure that you save out your ZTool with a new file name!
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3. FACiAL ANATOMY
The first thing that you need to do before kicking off the anatomy ZSketch is to build a set of eyeballs that fit inside of your previously made skull and append them in as subtools. To append in a subtool, go to the tab labeled 'SubTool', located in the 'Tool' palette. Click the tab once to expand the SubTool sub palette and select the 'Append' button.
If you are using my skull as a starting point for this section of the tutorial you will just need to unhide the eyeballs from within the 'SubTool' palette.
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Now, lets append in a new ZSphere from which to start the new anatomy ZSketch. Once again, go to the 'SubTool' palette and use the 'Append' button. The new ZSphere will be loaded in at its default size and directly in the center of the skull. Select the ZSphere and hit 'x' on your keyboard in order to turn on symmetry in the x axis.
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Using the 'Move' and 'Scale' tools, position the new ZSphere inside of the hole in the base of the skull.
When you are ready, hit 'q' on your keyboard to switch back into draw mode and extend down two more sections of the ZSphere to use as an armature for the neck.
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Now for the good stuff! Go to the 'ZSketch' sub palette and toggle on the 'EditSketch' button. Or, simply hit 'Shift+A' on your keyboard.
We are going to use many of the exact same ZSketching techniques as we did on the skull, however, you will notice a lot less of the 'Armature' brush and a lot more of the 'Sketch' brushes this time around. Select the 'Sketch 1' brush and begin ZSketching directly on top of the skull. Lay down some initial ZSketch strokes for the Masseter muscles, then, move on to block in the mouth area, as well as the end of the nose.
The skull provides such a great base to build on top of that things will start to take shape very quickly. Continue to lay down strips of digital clay, filling in the shape on the nose, adding some volume to the Orbicularis Oris and roughing in the Buccinator muscle which runs at an angle beneath of the Masseter and the Orbicularis Oris.
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Next, begin shaping in the Orbicularis Oculi that form around the eyes. Starting from the cheek bone, draw over to the top corners of the Orbicularis Oris to add in both the Zygomaticus Major and Zygomaticus Minor.
Take some time to enhance and refine all of the muscle structure that has been added so far. Add in a bit of shape for the Procerus, above the bridge of the nose as well as the beginnings of the Epicranius (or Frontalis) that covers the forehead.
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Nice! We're now seeing the beginnings of a face attached to the front of our skull!
Using a relatively small brush size, keep your ZSketch strokes as clean as possible while filling in the rest of the Epicranius and building the Temporalis and the Occipitalis portion of the Epicranius.
With the facial muscles beginning to take shape, now is good time to start blocking in the ears. In order to help us achieve the position and shape of the ears, we are going to append in a 'Plane3D'. Go back into the 'SubTool' palette and select the 'Append' button.
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Locate the 3D-Primitive called 'Plane3D' from the menu and click on it.
You will immediately see the following option box pop onto your screen. Select 'Yes' to append a sculptable version of the plane.
The plane will be loaded in at its default size and directly in the center of the head. Select the new plane in the 'SubTool' palette and use the Transpose tools (Move, Scale and Rotate) to position it correctly.
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Tweak the position, size and angle of the plane until you are happy with its orientation.
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When you are satisfied, switch back into draw mode by hitting 'q' on your keyboard.
Now, using the 'Sketch 1' brush, rough in the outer edge of the ear, starting with the Helix and continuing all the way down to the ear lobe.
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Hide the plane to continue shaping the ear. Use the 'Armature' brush to add in the Antihelix. The 'PushPull' brush and the 'Bulge' brush are excellent tools for enhancing the shape of the ear.
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Next, lets start blocking in this guys neck. Using our previously made neck armature as a guide, scale your brush up a bit and begin adding in some volume.
Once you have a large enough surface to build upon, start laying down strokes that represent the specific muscles. The Sterno Mastoid is always one of the most obvious muscles in the neck and a good place to start developing a flow that will help guide the remaining muscle structure.
Now that we are beginning to see a bit more of something that looks like a head, it is a good time define where the base of the sculpt is going to be. Use the 'Armature' brush to outline the bottom edge of your sculpt, keeping in mind that it should still follow the contours
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Now that we have a bit more muscle structure at the base of the skull, start filling the back and interior parts of the ear.
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Don't get caught up in trying to achieve every tiny detail at this stage. Ears are extremely complex shapes and it can be easy to get carried away, adding in way too many unnecessary ZSketch strokes. Instead, focus on using a limited amount of strokes very efficiently in order to simply represent the major forms of the ear.
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As we near the completion of the anatomy ZSketch, make sure you fill in all of the remaining holes, including the base. Use the 'PushPull' brush to help achieve the same shape as the armature edge that already runs around the bottom edge of the model.
Now, go back to the ZSketch sub palette and click the 'Optimize' button to clear out all of the unnecessary ZSpheres.
Once again, ZBrush has automatically created a polygroup for every one of the individual ZSketch strokes. Go to the 'Polygroups' palette and select 'Group Visible' to combine all of the groups into one.
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Have some fun assigning some different colors and materials to the subtools in order see what kind of cool images you can come up with. Here are the values that I used for my quick flesh and bones colors, shown here with the 'SketchShaded2' material.
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Once again, make sure that you save out your ZTool with a new file name!
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Now we are ready, once more, to convert our ZSketch into a Unified Skin for sculpting! Go to the 'Unified Skin' palette. This time around, we are going to use a higher resolution setting than we did for the skull in order to retain even more of the detail that we have worked so hard to achieve in the ZSketch. Set the 'Resolution' to 512 and then go ahead and click the 'Preview' button.
Feel free to continue tweaking the Unified Skin settings until you are satisfied with your results. When you are ready, select the 'Make Unified Skin' button.
The new mesh will, once again, be created and automatically stored (not saved) up in the 'Tool' palette. Go to the 'SubTool' palette and append it into your current ZTool.
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The new mesh will load in already positioned and sized correctly, directly on top of the skull. Select the new mesh in the 'SubTool' palette and then hide the original ZSketched anatomy. Finally, hit 'x' on your keyboard in order to turn on symmetry in the x axis.
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With so much of the work already accomplished with ZSketch, sculpting the facial anatomy is really more just a refining process and, not to mention, WAY too much fun! Once again, I used the 'mPolish' brush to smooth together and shape up the larger surface areas.
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I also used a lot of the 'ClayTubes' brush in order to enhance the detail of areas like the ears, nose, etc.
Spend some extra time adding detail to the areas that we were not able to able to push quite as far while using ZSketch.
Be sure to cover every angle of your sculpt, including the muscles in the back, as well as smoothing out the base.
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Keep on sculpting until you have a completed sculpt of the facial anatomy!
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Once again, make sure that you save out your ZTool with a new file name!
In this final section, we will quickly fill in a bit of volume for the cheeks of our model and convert everything, including the visible areas of the skull into a single mesh for sculpting the flesh exterior of the head. Go to the 'SubTool' palette and append in a new ZSphere.
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Once again, the new ZSphere will load in at its default size, directly in the center of the head. Select the new ZSphere in the 'SubTool' palette and hit 'x' on your keyboard in order to turn on symmetry in the x axis.
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Use the 'Move' and 'Scale' tools to position the new ZSphere somewhere out of the way. I ended up placing it beneath the base of my sculpt.
Once you have positioned the ZSphere, hit 'q' on your keyboard to switch back into draw mode.
Go to the 'ZSketch' sub palette and toggle on the 'EditSketch' button. Or, simply hit 'Shift+A' on your keyboard.
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Now, using either the 'Sketch 1' or 'Sketch 2' brush, begin filling in some volume for the cheeks.
In addition, check around for other areas that could use a bit of filler. I added a bit behind the backs of the ears.
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Convert the volume filler ZSketch into a Unified Skin. The default settings will work just fine for what we need.
The new mesh will be created and automatically stored (not saved) up in the 'Tool' palette. Go to the 'SubTool' palette and append the new mesh back into your current ZTool. Now we are ready to combine our skull, anatomy sculpt and volume fillers all into one final mesh in order to sculpt the surface of the head. Go to the 'SubTool' palette and hide all the subtools, aside from the three mentioned above. Near the bottom of the 'SubTool' palette you will find a button called ReMesh All' with a few settings next to it. Set the 'Res' slider to 512 and turn off the 'PolyGrp' button. Now, go ahead and click 'ReMesh All'.
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You might notice that the new mesh has not quite retained the same amount of the detail as the original subtools. This detail can easily be recovered using the 'ProjectAll' button, also located at the bottom of the 'SubTool' palette.
Select the new mesh, making sure that the skull, anatomy sculpt and volume fillers are all currently visible. Click the 'ProjectAll' button.
ZBrush will go through the process of projecting the detail from the three original subtools onto the surface of the new mesh.
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When the process is complete, you can go in and hide the original skull, anatomy sculpt and volume filler subtools. In addition, set the eyeballs to be visible once again. Finally, with the new mesh selected, hit 'x' on your keyboard in order to turn on symmetry in the x axis.
We now have the exterior surface of a head that can sculpted and refined to your heart's content!
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Once again, make sure that you save out your ZTool with a new file name!
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http://www.pixologic.com/zclassroom/downloads/
Tutorial ZBrush files: Ty_Skull_ZSketch.ztl Ty_Skull_Sculpt.ztl Ty_FacialAnatomy_ZSketch.ztl Ty_FacialAnatomy_Sculpt.ztl
Helpful Reference: Sketching with ZSpheres Basics http://www.pixologic.com/zclassroom/homeroom/ Anatomy for the Artist by Sarah Simblet - ISBN-10: 078948045X - ISBN-13: 978-0789480453
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6. ABOUT TY SHELTON
Ty Shelton grew up skiing and rock climbing in the mountains of Colorado. His passion for art, film and games led him to study computer animation at Full Sail University. It was there that he found his true passion for sculpting. Shortly after graduation, in 2007, he began working as a Character Artist for Electronic Arts (EA Tiburon) where he was quickly selected as one of the primary ZBrush artists, sculpting and texturing the likenesses of NFL coaches and players for Head Coach and Madden, as well as creating visual targets for the fighters in EAs new Mixed Martial Arts title. Presently, Ty is working for Vicious Cycle Software, Inc. in Morrisville, North Carolina as a Character/Creature Artist on their new next gen game title, as well as a beta team member for Pixologics ZBrush. Through out my very short time in the industry thus far, I have been extremely fortunate to meet and work with some of the best artists in the business. I can not begin to express enough appreciation for everything that I have, and continue to learn from these extraordinary people. Website information: http://www.tyshelton.com Email: ty@tyshelton.com
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1. INTRODUCTiON
During our childhood, my younger brother invented the name Dreaded Flying Stingy Thing (Flyingus Stingus Dreadeus) for any flying insect with a stinger. These creatures simultaneously captured our imaginations and struck terror in our souls. To this day, from a safe distance, the Flyingus Stingus Dreadeus piques my interest and provides inspiration for my work. This depiction of the Flying Stingy Thing is an fierce insect fortified with microscopic armor. The release of ZBrush 3.5 adds many new features that greatly improve the speed and usability of ZBrush. These new features allow the artist to take an idea from concept to final model inside ZBrush without using any third-party programs. The following is an example of one of these pipelines.
More information on the interface can be found in the Pixologic ZClassroom Homeroom: http://www.pixologic.com/ zclassroom/homeroom/
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[ Corresponding *.ztl file labeled '01_flyingstingything_quicksketch.ztl' ] The ability to take an idea from concept to a final model is extremely powerful. With functions in ZBrush 3.5 such as QuickSketchSetup and updated ZSphere technology conceptual practices can be done almost instantly to create a visual representation of a design that can be viewed not only in 2D but also 3D. For the model of the 'Flying Stingy Thing' the basic idea is that it will look and function like a wasp. A quick sketch on the canvas can help flush on these details a little more. To start off start up ZBrush and click the 'QuickSketchSetup' button.
The canvas will be transformed into a blank off white color and the brush 'Pen Shadow' (Brush:Pen Shadow) will be selected, and Symmetry (Transform:Activate Symmetry) will be turned on.
Continue sketching until you end up with something that creates a rough idea of the creature.
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With the Sketch being finished rather quickly the concept can now further be developed by creating a ZSphere Armature based off of the QuickSketch. When the 'QuickSketchSetup' button was pressed it generated a Plane3D object that has been scaled to the canvas. 'Append' a ZSphere to the tool (Tool:SubTool:Append)
After hitting the 'Append' button the tool window will open up, select the ZSphere' icon.
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The ZSphere should now show up in the SubTool menu (Tool:SubTool) and appear on the canvas. Select the ZSphere in the SubTool menu so it becomes the active subtool.
Select 'Scale' from the tool bar on the top left corner of the screen.
When the 'QuickSketchSetup' button was pressed it changed the render mode to 'Flat.' Change the render mode back to 'Preview' (Render:Preview)
The MatCap that is loaded should be 'SkinShade4.' Change it to a MatCap that will allow for better visibilty during ZSphere creation. Load 'MatCap Red Wax' (Material:MatCap Red Wax. The MatCap menu can also be found above the color picker on the left hand side of the screen)
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With the MatCap changed to 'MatCap Red Wax', finally change the 'Primary Color' in the color picker to 'White.'
Next turn on 'Draw' from the tool bar on the top left the screen.
Using 'Draw' create new ZSpheres from the Center ZSphere on the canvas.
After drawing a new ZSphere use 'Move' from the tool bar on the top left of the screen to move it to a specific location
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By clicking on a ZSphere and using 'Scale' from the tool bar the ZSpheres can easily be scaled.
Using 'Draw', 'Move', and 'Scale' continue creating ZSpheres until a decent main body is created for the Flying Stingy Thing.
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With the ZSpheres created the QuickSketch is no longer needed. In the SubTool menu (Tool:SubTool) click the 'Eye' icon located on the PM3D_Plane3D_1 subtool.
The 'Eye' icon should turn off and the QuickSketch plane should disappear.
With the QuickSketch now hidden rotate the ZSpheres to view the side of the model.
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Using 'Move' and 'Scale' edit the ZSpheres until you end up with a Wasp like design.
Using 'Draw', 'Move', and 'Scale' continue adding ZSpheres to bring out shapes such as antenna, legs, and wings. When creating the wings try to think of ribs and spars that are used in airplane construction. During this phase try to think of the ZSpheres creating a wire Armature for a clay model. Keeping the ZSpheres relatively skinny will help later in ZSketch creation.
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One technique to speed up the creation process of ZSpheres is to 'Draw' one ZSphere and 'Move' it to the extent of the extremity. Once it is there go back in using 'Draw' to create middle ZSpheres. Once these middle ZSpheres are created use 'Move' and 'Scale' to position them accordingly.
Once you are completed you should end up with something that resembles a wire armature.
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[ Corresponding *.ztl file labeled '02_flyingstingything_zsphere.ztl' ] With the ZSphere armature created it is time to bring more form into the Flying Stingy Thing. With ZBrush 3.5 comes the addition of ZSketch mode. ZSketch mode is similar to the technique used in traditional sculpting of covering a wire armature with clay to bring out form. To start off lets give the ZSphere Armature a more metallic feel. Select the 'MatCap Meta04' (Material:MatCap Metal04)
Turn 'M' to 'On' from the tool bar at the top left of the canvas.
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With the ZSphere Armature now filled with 'MatCap Metal04' switch back to 'MatCap Gray' (Material:MatCap Gray)
It is now time to cover the model with ZSketch Clay. Activate sketch mode (Tool:ZSketch:EditSketch)
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Make sure brush 'Sketch 1' is selected (Brush:Sketch 1) The 'Sketch 1' brush should be selected by default.
Once a 'Sketch 1' stroke is created smooth it out (by holding SHIFT and stroking.) Repeat this 'Sketch 1', 'Smooth' process until the entire ZSphere Armature is coverd with ZSketch Clay.
At the early stages of ZSketching try to just build up shape quickly (more precise ZSketch strokes will follow later.) Once the shape is roughly established click 'Optimize' (Tool:ZSketch:Optimize) to remove any unneeded ZSketch shapes.
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For thin ZSphere Armature areas draw a ZSketch stroke to trace the Armature, 'Smooth' it out then repeat until you achieve the desired thickness.
After the underlayer of ZSketch is completed cover it up with more precise ZSketch strokes. These top strokes will help establish the sculpting details you want to preserve/describe (armor plating, visible muscle structure, bones, etc..)
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For areas like the wings use the rib and spar technique. Using 'Sketch 1' draw a spar stroke from rib to rib then 'Smooth'. Continue this process until the main structure of the wings is fleshed out.
Finally fill in the rest of the wing with more 'Sketch 1' ribs until the wing is a solid mass.
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Once all the ZSphere Armature is covered it should look something like this.
Unified Skin in ZBrush 3.5 has been entirely revamped. The updated Skinning allows for an entirely new level of control. With this control the user can determine if he wants to keep the exact details from the ZSketch or generate a lower resolution mesh to build on from the ground up. With the ZSketch completed clear the ZSphere Armature wire color since it is no longer needed as a visual aid. Filling a model with material 'Flat Color' will remove any MatCaps that were baked in. Select the MatCap labeled 'Flat Color' (Material:Flat Color.)
Turn 'M' to 'On' from the tool bar at the top left of the canvas.
After the model has been filled with 'Flat Color' select 'MatCap Gray' again (Material:MatCap Gray)
Next with the ZSketch model completed and removed of all baked in materials, it is time to turn it into a 'Unified Skin' so it can be sculpted on. Before actually creating a final Unified Skin to sculpt the user can preview some of the settings. By using Preview (Tool:Unified Skin:Preview) or just simply pressing 'A' on the keyboard ZBrush will generate an example of what the final 'Unified Skin' mesh will look like. SDiv (Tool:Unified Skin:SDiv) will set how many subdivisions the final Unified Skin will have. Setting this to a higher value (SDiv 2) will often give a better level 1 SDiv mesh then just setting it to SDiv 1. For this model the SDiv was set to '2' Resolution (Tool:Unified Skin: Resolution) will determine how many polygons/triangles will be used to create the mesh. A higher value will generate a mesh that closely resembles the origional ZSketch. For this model the Resolution was set to '400'
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Sdns (Tool:Unified Skin:Sdns) determines the smoothing value between ZSketch strokes. The Lower the value the more individual ZSphere ZSketch strokes will be visible. For this model the Sdns was set to '50' After changing the settings and previewing the Unified Skin, go to the Unified Skin Sub Palette and 'Make Unified Skin' (Tool:Unified Skin:Make Unified Skin)
The model should process then create a Unified Skin mesh labeled something like 'Skin_ZSphere' Select the new Skin_ZSketch tool (Tool:Skin_Zsketch)
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Turn on 'Polyframe' button located on the right hand side of the canvas.
The mesh should contain a rainbow of Polygroups. These Polygroups are not really usefull this way so they need to be cleaned.
Use Group Visible (Tool:Polygroups:Group Visible) to get rid of the rainbow and create one Polygroup.
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[ Corresponding *.ztl file labeled '04_flyingstingything_unifiedskin.ztl' ] With the Unified Skin, the Flying Stingy Thing is now ready for the first sculpting pass. This pass will help clarify the base shape and form of the model and help work out some of the conceptual elements. With the Unified Mesh created simple form sculpting can begin. With the settings used to create the Unified Mesh there is a little too much tessellation. To fix this remove the higher res subdivisions. Slide the 'SDiv' slider to '1' (Tool:Geometry:SDiv 1)
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Occasionally during ZSketching Symmetry may become unsymmetrical. Use 'Mirror and Weld' (Tool:Geometry:Mirror and Weld) to quickly make the mesh symmetrical again.
The mesh should now be symmetrical and should consist of one single Polygroup.
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Now it is time to add some simple form sculpting. This sculpting pass is to help establish some of the larger forms and smooth out some of the ZSketch elements that are strongly visible. Select the 'ClayTubes' brush (Brush:ClayTubes)
Using the 'ClayTubes' brush sculpt on the model to flush out some of the larger shapes and forms.
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To achieve a stronger smoothing option (Hold SHIFT to smooth) select the 'Smooth Stronger' brush (Brush:Smooth Stronger.)
ZBrush allows for one smooth and one sculpting brush to be selected at a time. 'Smooth Stronger' will now be the default smoothing brush until you restart. To change back to the normal smoothing brush simply reselect the 'Smooth' brush from the brush menu (Brush:Smooth.) With 'Smooth Stronger' selected smooth out the visible ribs on the wings
Continue using the 'ClayTubes' brush and 'Smooth' to flesh out the larger forms on the model.
When sculpting on thin geometry back faces of the mesh sometimes will be affected giving undesired results. To fix this turn on 'BackfaceMask' (Brush:Auto Masking:BackfaceMask)
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With 'BackfaceMask' 'On' areas such as the legs can now easily be sculpted on.
Continue sculpting until you have some large details such as armor, boney areas, and wrinkled skin flushed out.
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[ Corresponding *.ztl file labeled '05_flyingstingything_simpleform.ztl' ] ZBrush 3.5 now has the ability to create Polygroups from Polypainting. This ability allows for the quick painting of areas to further flush out a design, and to establish a base for hard surface sculpting. With the mesh having a good first pass of sculpting applied, it's time to setup some groups to help with the hard surface areas. To do this first Divide the mesh (Tool:Geometry:Divide)
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The mesh should appear smoother but still have the majority of the large details that were sculpted in. With the subdivisions increased there is now enough tessellation to generate clean lines through polypainting.
Set 'Rgb' to 'On' from the tool bar at the upper left of the screen.
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Start painting areas that would contain different elements on the model. Paint with Yellow where possible armor plating may exist.
Change colors and continue to break up the model into different painted sections. Make sure that areas where two colors meet completely overlap and don't contain a third color value in between.
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Continue painting the model, break up areas of the legs in sections of colors where joints would exist. This breakup will help establish these areas quickly when sculpting later.
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For the wings there is a simple stencil trick that can be used. This method may seem extreamly complicated at first but it is quite easy and fast. First rotate the model so that one of the wings faces the camera plane.
With this wing facing the camera plane store a 'Marker' (Marker:M+) This 'Marker' creates a reference point on the canvas alowing the user to redraw the exact same position of the model.
With the newly grabbed alpha selected change the Intensity to '1' (Alpha:Intensity '1')
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With the 'SimpleBrush' selected switch to 'Draw' mode from the upper left tool bar.
Finally make sure 'Zadd' is 'On' and 'Z Intensity' is set to '100.'
Draw the Wing Alpha on the screen till it fills the canvas roughly width wise.
With the wing alpha on the screen switch to 'Move' mode from the top tool bar.
Once 'Move' is selected a visible gizmo should appear on the screen. Click the gizmo and move the wing alpha till it is roughly in the middle.
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After the wing alpha has been moved switch back to 'Draw' mode.
With the 'EraserBrush' selected erase the parts of the wing alpha that are not wing.
After the borders have been cleaned up erase out the veins that would appear on the wing of the Flying Stingy Thing.
After all the parts have been erased 'GrabDoc' to Alpha again. (Alpha:GrabDoc)
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Clear the canvas (CTRL+N) and switch back to the working model of the Flying Stingy Thing.
With the creature selected find the 'Marker' on the canvas. The 'Marker' may sometimes be difficult to find, setting 'Draw Size' to a large value move the pointer across the canvas until a visible object like this is found.
After the object is found single click on it and the mesh should appear back to it's original location and size where the 'Marker' was stored at.
With the object returned to it's exact position select the modifed wing alpha (the one with the veins cut in) from the alpha menu (Alpha:)
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With the modified Wing Alpha selected hit 'Make St' (Alpha:Make St.)
After pressing the button the Modified Wing Alpha should appear on the canvas.
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The Stencil should now be stretched to fix the canvas but may not fully be in the location of the wing. To fix this hold SPACEBAR while floating the mouse over the stencil. A gizmo should appear
Mousing over the different sections of the Stencil gizmo and click + draging will transform the stencil. Use the 'MOV' and 'SCL' options until the Stencil lines up to the wing. (Keep the stencil a little from the very top of the wing so a border can be created.)
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With the Stencil now lined up select the 'Layer' brush (Brush:Layer)
Make sure 'Rgb' is 'On' and 'Rgb Intensity' is '100' from the top tool bar.
Next draw on the canvas. As the stroke is drawn it should be masked out by the stencil only allowing for the correct areas of the wing to be painted.
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Position the model to check for any holes in the paint that the stencil might have missed. Paint those areas in.
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After painting out any holes it will appear that only one of the wings was stenciled correctly.
To quickly fix this first switch the model to SDiv 2. (Tool:Geometry:SDiv) Then hit 'Del Higher' (Tool:Geometry:Del Higher)
With the model being on SDiv 2, hit the 'Del Lower' button (Tool:Geometry:Del Lower)
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The model should now be locked into the middle SDiv. After this is completed do a 'Mirror and Weld' (Tool:Geometry:Mirror and Weld)
After the 'Mirror and Weld' completes notice that both wings now contain vein painting
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Grouploops have the ability to create loops around every Polygroup. The base color separation that has been quickly painted on the model will be used as a base for these Grouploops. These grouploops can then be masked by brush stroke to generate a variety of quick effects. Turning on Polyframe
The painting that was just completed is going to be used for creating new Polygroups. To do this hit 'From Polypaint' (Tool:Polygroup:From Polypaint)
After 'From Polypaint' is applied the Polygoups of the model should match the Polypainting.
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With these groups established use the 'GroupLoops' feature (Tool:Geometry:GroupLoops) The default settings for GroupLoops usually gives ideal results. GroupLoops will generate and smooth each of these polygroups allowing for a cleaner sculpting mesh.
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After 'GroupLoops' competes the model should now have loops generated between each of the Polygroups.
To see this a more clearly, select 'Polypaint From Polygroup' (Tool:Polypaint:Polypaint From Polygroup)
The colorized version of the model should be updated and should now look like this.
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With these new Polygroups established Auto masking by Polygroups can now be used. Set 'Mask By Polygroups' to '100' (Brush:Auto Masking:Mask By Polygroups)
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With these settings sculpt on the model. The Layer brush strokes should stay bounded to the Polygroup the sculpting stroke started from. Sculpt on the model around all the painting breakups that were created.
Sculpt the upper areas of the leg joints to quickly create segmented looking areas.
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Continue sculpting around all the armor plated areas to create a visible seam between the metal surfaces and the fleshy ones.
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Corresponding *.ztl file labeled '07_flyingstingything_grouploop.ztl ] With the majority of the larger elements flushed out a secondary sculpting pass can not start. This pass will be used to further establish the armor elements on the Flying Stingy Thing. This sculpting will be used as the basis for the polish pass. Since the armor pieces have been fairly defined, masking by polygroups can be turned off. To turn masking by polygroups off simply set 'Mask By Polygroup' to '0' (Brush:Auto Masking:Mask By Polygroups) This section will mostly cover different techniques used during the secondary sculpting pass. Select the 'ClayTubes' brush (Brush:ClayTubes)
Then select 'SmoothPeaks' from Lightbox (Light Box Button:Brush:SmoothPeaks) Lightbox is a new addition to ZBrush 3.5. Lightbox can be used to store various elements that are ocassionally used to free up the default interface from becoming too cluttered.
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The 'SmoothPeaks' smoothing brush will only smooth out the peaks of the surface. Using 'Claytubes' and 'SmoothPeaks' back and forth generates a nice bone surface.
The 'FormBrush' creates a nice soft surface displacement that works well for creating visible surface muscles, or indents for fleshy areas.
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Keep using 'FormBrush' and 'ClayTubes' with 'SmoothPeaks' to flesh out some more of the details on the model.
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Another method for adding added detail is creating quick alphas with 'QuickSketchSetup.' Click the 'QuickSketchSetup' button.
Once the canvas is cleared draw out some designs that could create some interesting surface variation.
When pleased with the results Texture 'GrabDoc' the canvas (Texture:GrabDoc)
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Clear the canvas (CTRL+N) and switch back to the working model of the Flying Stingy Thing.
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Now to apply the alpha that was just created. Select the 'Standard' brush (Brush:Standard)
With the alpha loaded on the 'Standard' brush drag across the model.
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The alpha can help create interesting detail where there was none to begin with.
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Some other custom brushes have been included with this tutorial. The Jdrust_SpiralPores brush can be used to create fleshy pores. Using the brush with a normal stroke will give an uninteresting result, however sculpting in a spiral motion creates an unique effect that can help add randomized variation.
Keep sculpting until you have a nice secondary sculpt across the entire model.
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10. POLisHiNG
Corresponding *.ztl file labeled '08_flyingstingything_secsculpt.ztl' ] A new feature in the ZBrush 3.5 tool set is Polish. Polish brushes allow for the quick creation of various hard surface elements. When combined with GroupLoops and Masking by Polygroup complex shapes can be generated in a matter of minutes instead of hours. To start off select the 'hPolish' brush (Tool:hPolish)
The 'hPolish' brush is extremely powerful, it's a brush that is a little difficult to pickup at the start but once one does it will live forever in the Quick Pick Brush Palette. There are a few tricks that are useful in gaining it's control. The first of note is to sculpt with a large Draw Size. The brush works the best at this size.
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While sculpting with 'hPolish' use the alt function (hold ALT.) This will switch to a positive polish mode, using the alt function + a small draw size can be used to pull up areas that are creating divots in the surface.
Use smoothing. Smooth (hold SHIFT) the area to even the topology then follow back up with 'hPolish.'
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Use the Polygroups that were setup to hide areas of the model, this will allow for certain areas to be polished and not effect the surrounding areas. Using 'Mask By Polygroups' (Brush:Mask By Polygroups) also works well.
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If an extremely large divot appears uses 'ClayTubes' to bring the surface back out, then follow up with 'hPolish'
Continuing using 'hPolish', 'ClayTubes', and 'Smooth' until you get something like this
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During the design process sometimes areas on a mesh need to be changed or adjusted quite a bit. Even with all the polishing done to the surface it can still be easily edited. Select 'ClayTubes' (Brush:ClayTubes)
Find an area of the mesh that has no detail and start sculpting some in.
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Next mask out a quick area to make some quick overlapping geometry.
With the area masked out use the 'Move' brush and move pull the section of the mesh over the top of the masked section.
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Use 'hPolish' to smooth out the areas that the 'Move' distorted.
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[ Corresponding *.ztl file labeled '09_flyingstingything_polish.ztl' ] With the usage of Polygroup masking completed and the need for increased tessellation getting closer, it's time to break the Flying Stingy Thing mesh up into multiple SubTools. There are many different methods of creating Polygroups for a mesh, this one will quickly cover the use of Visibility and Masking.
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Group the mesh to one Polygroup by using 'Group Visible' (Tool:Polygroups:Group Visible)
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With the wing being the only thing visible on the canvas, hit 'Group Visible' (Tool:Polygroups:Group Visible)
Unhide all of the mesh (Hold CTRL + SHIFT and click a blank space on the canvas.) Mask out the armor parts (hold CTRL then stroke.)
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With the armor being the only thing visible on the canvas, hit 'Group Visible' (Tool:Polygroups:Group Visible)
Unhide all of the mesh (Hold CTRL + SHIFT and click a blank space on the canvas.)
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Next hide the rest of the mesh, first hold CTRL + SHIFT and click on the wings. This should make only the wings visible on the canvas.
Hold CTRL + SHIFT and click on the wings again, this should hide the wings and make the rest of the mesh visible on the canvas.
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Hold CTRL + SHIFT and click on the armor. The armor should hide and only the fleshy parts should be visible.
With the fleshy parts being the only thing visible on the canvas, hit 'Group Visible' (Tool:Polygroups:Group Visible)
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Unhide all of the mesh (Hold CTRL + SHIFT and click a blank space on the canvas.) With Polyframe on the mesh should have three Polygroups.
To better see this result do 'Polypaint From Polygroup' (Tool:Polypaint:Polypaint From Polygroup)
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With the mesh now being broken up into three Polygroups it can now be split into SubTools. Use 'Groups Split' (Tool:SubTool:Groups Split) to break the mesh up into three individual SubTools.
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This warning will appear, if you have not saved it is recommended that you save before clicking ok. Click 'OK'
The mesh should now be broken down into three individual SubTools.
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[ Corresponding *.ztl file labeled '10_flyingstingything_groupsplit.ztl' ] Now that the mesh is broken up into three SubTools detailing can continue. The Addition of noise and various brush attributes have increased the efficiency of creating detail on a mesh. Some brushes have dual purposes like the 'Pen Shadow'. This brush is not only the primary brush for 'QuickSketchSetup' but also can be used to create wrinkles and scratches.
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With the mesh now broken down into 3 SubTools select the 'Pen Shadow' brush (Brush:Pen Shadow)
Change the Draw Size to something large and sculpt on the model.
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'Pen Shadow' with a large draw size can be used to create wrinkle folds. Changing it to a small draw size will create tiny scratches.
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Sculpting with 'Pen Shadow' in a jagged random stroke can be used to create skin tearing and other anomalies.
Alpha usage is another method to create quick variation on the surface. Select the 'Standard' brush (Brush:Standard)
Then select an Alpha to use. The Alphas included with this tutorial were downloaded from the Pixologic Alpha Library: http://www.pixologic.com/ zbrush/downloadcenter/alpha/
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With the Alpha loaded on the 'Standard' brush drag across the surface of the model.
Using a combination of 'Pen Shadow' and the 'Standard' brush with Alphas create surface details on the model.
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The final body of the model sculpted using the above methods
With the body being completed detail wise the eyes are the next part to create. Select the 'ClayTubes' brush (Brush:Claytubes)
Use 'ClayTubes' and build up the area where the eyes of the Flying Stingy Thing would exist.
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Once a good size is established select the the 'Move' brush (Brush:Move.)
Select an alpha that would create some interesting eye geometry (Alpha:) The Alphas included with this tutorial were downloaded from the Pixologic Alpha Library: http://www.pixologic.com/ zbrush/downloadcenter/alpha/
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Sculpt on the eyes of the model, the result should appear quite pixolated.
This pixelation is caused by the geometry in the area round the eye being stretched to thin. This issue can be fixed quite easily with the use of 'Reproject Higher Subdiv.' First switch to the lowest Sdiv (Tool:Geometry:SDiv)
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Using the 'Smooth' (hold SHIFT) smooth the area of the eye out until the typology starts to even back out.
After the area is smoothed 'Reproject Higher Subdiv' (Tool:Geometry:Reproject Higher Subdiv)
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Select an alpha that would create some interesting eye geometry (Alpha:) The Alphas included with this tutorial were downloaded from the Pixologic Alpha Library: http://www.pixologic.com/ zbrush/downloadcenter/alpha/
Drag the Alpha on the model again, the effect should not look as pixolated.
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The 'LayerConst' brush can be used to create quick indents on the surface of the model. Holding ALT will create an indent.
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Using a combination of Draw Size, and the Alt Function of the brush (Holding ALT) continue detailing all the metal surfaces.
Another brush that has been included with this tutorial is the Jdrust_StandardLAzy brush. This brush is a modifed version of the 'StandardLine' brush that can be used to create quick panel lines.
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Finally another way to add quick variation is though the usage of Surface Noise and Morph Targets. Store a Morph Target of the mesh (Tool:Morph Target:StoreMT)
Adjust the curve of the Noise Graph, the 'Noise Scale' (Tool:Surface:Noise Scale), and the Noise 'Strength' (Tool:Surface:Strength) until the desired noise appears across the surface of the mesh. With the desired noise being visible hit 'Apply to Mesh' (Tool:Surface:Apply to Mesh)
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After having the noise applied switch to the 'Morph' brush (Brush:Morph)
Using the 'Morph' brush sculpt on the surface. Areas that the brush hits will remove the noise that was applied. Mix Alphas with the 'Morph' brush to create rusted and dirty surfaces.
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Click the 'Frame' button located on the right hand side of the canvas.
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With 'Smt' off the plane should contain even topology and no beveled edges.
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'Flatten' around the edges of the sculpt, then use 'Scale' from the right hand tool bar to scale the plane in closer until it fully fills the canvas.
Once the plane has fully filled the canvas 'GrabDoc' Alpha (Alpha:GrabDoc)
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The effect doesn't yet look like a spike or hair. Change the Radial Fade 'Rf' on the Alpha to '44' (Alpha:Rf)
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To make the spikes appear dull, change the 'Brush Modifier' to '-100' (Brush:Modifier:Brush Modifier)
To make the spikes appear sharper, change the 'Brush Modifier' to '100' (Brush:Modifier:Brush Modifier)
The Spikes drawn on the PolySphere with varing 'Brush Modifier' values
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To save the brush for use later go to the brush menu and 'Save As' (Brush:Save As)
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[ Corresponding *.ztl file labeled '12_flyingstingything_finalbw.ztl' ] Now that the spikes have been created the last thing to do is to apply the spikes to the Flying Stingy Thing model. Select the FlyingStingyThing mesh from the Tool menu.
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Continuing with the brush created above, or load in the 'Jdrust_SpikesRough' brush (Brush:Jdrust_SpikesRough.)
With the brush selected Sculpt the 'DragRect' over any areas that would have spikes or hair.
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[ Corresponding *.ztl file labeled '12_flyingstingything_finalbw.ztl' ] Decimation Master is now available for ZBrush 3.5. Here is the quick process to get the Flying Stingy Thing mesh down to a more reasonable polygon count for printing. Load the Final FlyingStingyThing Tool, then Select the body SubTool (Tool:SubTool)
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Change the 'K Polys' to '600' (Zplugin:Decimation Master:K Polys.) Then press the'Decimate Current' button ((Zplugin:Decimation Master:Decimate Current)
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The mesh should look like this (you can barely see any difference from the original)
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Change the 'K Polys' to '250' (Zplugin:Decimation Master:K Polys.) Then press the'Decimate Current' button ((Zplugin:Decimation Master:Decimate Current)
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Change the 'K Polys' to '250' (Zplugin:Decimation Master:K Polys.) Then press the'Decimate Current' button (Zplugin:Decimation Master:Decimate Current)
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The mesh
The mesh has been successfully decimated but the mesh was group split so it contains large holes that are not conducive to printing. To fix this ZBrush 3.5 now has a 'Close Holes' function.
With the armor still the active SubTool Hit 'Close Holes' (Tool:Geometry:Close Holes)
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The Result
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The result
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The result
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[ Corresponding *.ztl file labeled '13_flyingstingything_decimation.ztl' ] Active Point counts from Start of Decimation to Finish
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http://www.pixologic.com/zclassroom/downloads/
Ztl files (*.ZTL) 01_flyingstingything_quicksketch.ztl 02_flyingstingything_zsphere.ztl 03_flyingstingything_zsketch.ztl 04_flyingstingything_unifiedskin.ztl 05_flyingstingything_simpleform.ztl 06_flyingstingything_polypainting.ztl 07_flyingstingything_grouploop.ztl 08_flyingstingything_secsculpt.ztl 09_flyingstingything_polish.ztl 10_flyingstingything_groupsplit.ztl 12_flyingstingything_finalbw.ztl 12_flyingstingything_finalcolor.ztl 13_flyingstingything_decimation.ztl Brushes (*.ZBP) Jdrust_AlienFlesh.zbp Jdrust_DragGash.zbp Jdrust_GiantWrinkle.zbp Jdrust_JeanStitch.zbp Jdrust_KhakiStitch.zbp Jdrust_SpikesClean.zbp Jdrust_SpikesRough.zbp Jdrust_SpikesVeins.zbp Jdrust_SpiralPores.zbp Jdrust_StandardLazy.zbp Jdrust_StandardLazyThin.zbp Jdrust_Straps.zbp Jdrust_Zipper.zbp Jdrust_ZipperLeft.zbp Jdrust_ZipperRight.zbp Alphas (*.PSD) The Alphas included with this tutorial were downloaded from the Pixologic Alpha Library: http://www.pixologic.com/ zbrush/downloadcenter/alpha/
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NOTES
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