Transcripts
1. Class introduction: Hello, my name is Jamie. I'm a digital sculptor
based in Sweden. I've been using ZBrush for
coming up on six years now. However, for the last
year-and-a-half or so, I have been primarily focused on creating miniatures
for 3D printing, and I've decided to create this course to help
you do the same, whether you're new or old
to the 3D printing hobby. This course is aimed at
those of you that are new to wanting to sculpt
your own miniatures. And if you've chosen ZBrush
as the program to do so, then I've created this
course as what would hopefully be a great beginners guide to help give you
a solid foundation and using ZBrush to sculpt
miniatures for 3D printing. Together we'll be launching ZBrush for the first
time together. I'll be showing you some
of the common tools and functions that
we'll be using. And then in the final
section of this course, I will show you my
entire workflow start to finish of me creating this
target dummy miniature. Something that you could
follow along and hopefully create your own first miniature as a great early
victory on your journey TO learning ZBrush
to sculpt miniature. So if that all sounds
interesting to you, then please consider joining this course and I look
forward to seeing you.
2. First launch: Hello and welcome to the first video lesson
of this course. In this video,
we'll be launching ZBrush together for
the first time. And I'm just going to help you
and try guide you to start sculpting and
playing around with digital clay for the first time. In the next section
of this course, I'll be covering a lot of the various tools and
functions of ZBrush, more in depth, in shorter
and more concise videos. But for this video, I thought that I would take a more relaxed approach
and just launch the program and answer questions that might come up
as they come up. So I'm gonna try get into the
mindset of a beginner here. When I launched the brush, I'll try answer questions
and then I'll sort of guide towards the steps you need to take to start
sculpting and CB brush. I imagined that a lot of
you that are following this guide might be using
the 30-day free trial, so let's not waste any time. Let's get you sculpting and
let's get you to experience what the ZBrush
experience is all about. All right, with that said, let's launch the program. Now whenever you launch ZBrush, the first thing you might notice is that a window pops up. This is what's called
the ZBrush homepage. This window basically just
shows you any sort of updates or news
related to ZBrush. Right now here you can see that there is an event going on, a new video tutorial and
new video to check out. Basically, this is going
to contain anything that the ZBrush Creators Wanted
to push onto their users. So if you don't want to see this every time
you launch the program, you can go to the cogwheel
up here on the top right. You can check the show
if news updated button. So this will only
show the homepage whenever there's something
new to show you. Once we close the homepage, we are now in ZBrush. So let's take this
from the beginning. The first thing I want to
talk about is Lightbox. The button here, lightbox. This will show and hide
this window that pops up. This will pop up every
time you launch ZBrush. And it'll show you some files and folders that are found within
the ZBrush directory. This is all content that
comes with C brush, but isn't automatically loaded when you launch the program. So there are some
pre-set projects here to get you quickly started. And some extra brushes and some various
resources for you to use. For now though, let's
hide this window, but it's good to
know that it exists. And think of it like
a file browser, quick access type thing. To hide it, you can click
the Lightbox button here on the top-left. Now, now we have full access to the canvas or the workspace
that we have here. The first thing I want
to talk to you about is the fact that there are
two major modes in ZBrush. So by default, ZBrush is set to what's called
a two-point 5D mode, or 2.5 D painting mode. Basically, if you try click
and drag on the canvas now, you'll notice that you're just drawing a bunch of red squares, or it depends on what
tool you have selected. If you have the simple
brush tool selected, you're just going to draw
a bunch of red squares. This is what's
happening when we are in the 2D painting mode. This is actually what and
C brush was originally made to do this sort of
painting program that also recorded some
depth information to give this 2.5 D Look
to your paintings. It's important to know
that this mode exists. It's not something that we'll
be using in this course. But there are some quirks
associated with it. For example, right now, if you want to start sculpting, there are a few steps
you have to take to get into the 3D edit mode
or the sculpting mode. So if you've drawn some squares on the
screen like I have here, you can press Control and
N to clear the canvas. Just a quick note
on the bottom left here you can see what
hotkeys I'm pressing. Control N is to
clear the canvas. Now, how do we get
into 3D edit mode? The fastest way to get into 3D edit mode to start
sculpting is to go into your lightbox and select
one of these sort of pre-set projects that are
already set to 3D mode. But I want to first show you
how to get there manually, just so that you better
understand ZBrush as a program. So I'm gonna hide like books. And what you want
to do is you want to put a 3D mesh on your canvas. On the right here.
In our tool palette, you can see the sphere 3D tool. If you don't see
the sphere 3D tool, you can click the
current tool icon here, which is the larger one. And this shows you what current
tool you have selected. If you click it, it'll open
up the entire tool palette. Here in the 3D meshes section, you can see the 3D
primitives that we can draw onto the Canvas. Select the sphere 3D. Now, once you've selected
the sphere 3D tool, we have to turn it
into an editable mesh. We do this by pressing
this button up here. Make poly mesh 3D. This tells ZBrush to turn the current tool we have
selected into an editable mesh. Once clicking that, you can see a new tool has
appeared here. Now, when we click and
drag on the canvas, we are drawing that poly mesh 3D sphere tool
that we just created. Now notice that if you
try click and drag again, we're still in 2.5
D painting mode. So we're just drawing new
instances of the same sphere. So we're still in 2D mode here. So we're not quite there yet. So press Control N again
to clear the canvas and just draw one
instance of the object. And then now we want
to enter edit mode, which the button for which
can be found up here. Edit object or T on your
keyboard by default. Once you switch to edit mode, you can see that a gray
border appears here. This head appears
in the top right. Now when we click and
drag on the canvas, we're not drawing new instances
of this object anymore. Instead we are rotating this sphere might be
difficult to see, but let me zoom in here
so you can see the faces. We are rotating the sphere now. Also, now when you click and drag across the
surface of the mesh, you are applying the effects of the brushes that
you have selected. The way we manipulate or one of the ways that we
manipulate meshes or the digital clay here in
ZBrush is the use of brushes. The current brush that
we have selected by default is called
the standard brush. And it makes this sort of
line effect on your mesh. We can see the current
brush here on the top-left. And clicking on
the current brush, much like clicking
on the current tool, wear will bring up a menu of the various different brushes that you can have
available to you. There might be more
or fewer brushes that you have loaded up. But this we can go over
later in the next section. But for now, just know that there are a variety of
different brushes that will manipulate the surface of the model in in various
different ways. To better illustrate this, I'm going to turn on
this button here, which is draw poly frame. Clicking. This allows us to
see more clearly the different points and edges
that we have on our frame. I just want to have this
turned on to illustrate just what exactly is happening when we
draw across the mesh, it might be easier to think of drawing using the standard brush as you're adding a line of clay. But what's actually happening
is that you're pulling the points of the mesh up. Holding Alt while clicking and dragging across
your mesh will do the inverse of what the regular version
of the brush does. Fruit like. For example, clicking and dragging
with the standard brush here, races. If I hold Alt, it'll indent and go inwards. Now, I implore you to
play around and try out the various different
brushes here and these menus and see what
they do for you. Another thing you
can do is up here, there's a slider to
change the size, the area of the effect that
the brush has on the mesh. So you can see the red circle
growing and shrinking. Now I have the Move
brush selected. And what this does is
it pulls the points, the direction of where
you're pulling the cursor. Now this takes some getting used to having it pulled in the
direction you want it to go. But it's all about practice. Now that we're in edit mode, playing around with this sphere. If this is your first
time in ZBrush, I do. Encourage you to play around, move this ball of clay and
the various different ways. Try out the different brushes
you have available to you. Clicking on the mesh, seeing what it does. If at any point you want to undo any sort of action
you've taken on the sphere. Up here, you can see the
undo history timeline. Of course, by
pressing Control Z, much like any other program, you can step backwards. But if you want to
undo several moves, even go back to the
very beginning. You can just click
and drag up here, and it'll go back to
that point in time. Now this undo history can go
on for several 100 steps. And you don't really
need to worry too much about making
mistakes in ZBrush, which is one of the great
things of working digitally, is that you can
always undo and undo any mistakes and redo them
if you changed your mind. Another thing I want to
talk about before I let you explore on your own how to, how to move the mesh around
so that you can, for example, if you want to sculpt the
backside of this sphere, I flattened the front
here just to show you, just to better illustrate what it looks like
when we're rotating. The movement functions can
be found here on the right. These icons here you can
find rotate, Zoom to move. However, these three
functions can also be achieved within the canvas. So clicking and dragging
on an empty space of the canvas, you will rotate. If you hold Alt
while clicking and dragging, you will move. If you hold Alt, click and then let go
of Alt, you will zoom. Now this took me quite
a while to get used to, but it's definitely, I definitely recommend
you learn these hotkeys because it'll speed up your
work flow quite a bit. If anything, learning
the movement hotkeys would be most beneficial
to you at the start. And of course, the
brush modifier hotkeys, which we'll go over in the
next section, more in depth. But for now, have a play
around with this sphere. Just to quickly show you how
to get back into this mode, I'm going to show you
how to restart ZBrush. So saving from, instead of closing the program
and reopening it again, if you ever want to start
fresh with C brush, as in like start a new project? You can go up here to
this menu preferences. You can click
Initialize the brush. What this does. It'll prompt you to ask you whether you're sure
to do it because it'll delete any objects that
you have created so far. You click yes, if you want
to delete and start over. And then now we're back
to the beginning again. So I'll show you a quickly again how to get into 3D
edit mode so that you can start playing around with ZBrush here and
the tool palette. You click the current tool selected to open up
the tool palette. Click on sphere 3D, make poly mesh 3D. Draw one instance
of the poly mesh, and then enter edit
mode by clicking this button up here or
pressing T on your keyboard. Now we're back here
again editing a sphere. That's this quick
introductory video to ZBrush. Hopefully, I've covered enough for you to start
exploring what it's like sculpting ZBrush as it's quite finicky with the 2D mode and it's quite
confusing at the start. Another way you can start
sculpting directly, like I mentioned earlier, is opening up a default
project here on lightbox. I also implore you to open these up and see what
they're all about. For example, this DynaMesh sphere 128 project, for example, double-clicking that will open, will open this editable sphere. The difference with this one compared to the previous
one that we had was this is DynaMesh enabled, and we'll cover DynaMesh in the next section
of this course. And also symmetry is activated, which when I draw on
one side of the sphere, the action is mirrored
on the other side. So I'll cover this again
also in the next section. But I just want to encourage
you to have a play around yourself and just do some self-exploration
before we move on. Thanks and see you
in the next video.
3. Custom UI: Hello. In this video, we'll be going over the
UI a little bit and I'm going to try help
familiarize you with where things can be found. And I'll also go over how to customize your UI and
how to load custom UIs. In the resource section
of this lesson, you'll find a link to
download my custom UI, which I will be using throughout
the rest of this course. And I recommend that you
use to, to follow along. Now I was debating for a little while whether or not
I would do this. Whether or not I would
make the rest of this course in the default UI. But after some thinking, I came to the conclusion
that custom UIs, they are sort of an integral
part to my workflow. It really does speed stuff
along and being able to customize your UI is
a big part of ZBrush. And even if you are
a very new user, I do believe that working
with a custom UI is fine because it's
not really something that you need to learn is not where the buttons
are on your UI, but where they can be
found in the palettes if you need to go
looking for them. Which comes with time. My main goal with this
course is to get you to see results quite quickly. I imagine some of you
might be on a time limit, whether you're on a
ZBrush trial and you want to get a feel for it before
you commit to purchasing it. Or whether you just want to make your own minis and
you don't really care about the
technical side too, too much, which is
understandable. And also whenever you follow
a course or tutorial, you're essentially following
that instructors workflow. And because this is my course, you are following my
workflow and for me, my UI is a big part of that and that's why I thought I
would share it with you. With that said, let's
go over the UI a little bit and then I'll show you
how to customize on load UIs. The ZBrush UI is broken up into several different palettes. So any tool or function that you want within ZBrush can be
found within a palette. And those pallets are found
up here in these buttons. So each of these buttons
represent a sort of palette that correspond to
the title that it's given. So for example here, the brush pallet affects
all your brushes. The document palette
affects the document color, light, yeah, all sorts of stuff. And the tool palette
here affects your tools. Now, good news is a
lot of this stuff. We won't be needing to know how to use or we won't
be using it. All. The thing about ZBrush is that it's a program designed
to do a lot of stuff. And if our sole purpose of using ZBrush is to create
miniatures for 3D printing, then a lot of the features
and tools and functions aren't necessary
and we don't need to learn a lot of this stuff. In fact, we only really
need to know about brushes, little bit about the
document tools and some Z plugins that
we'll be using it later down the line to export
stuff in 3D printing. For example, the
3D print hub here, and the decimation master. And also the scale
master to help Resize tools to real-world size. It's very little. So this might look like a lot. But there's only
three or four menus that we will be using to completely start to finish create models
for 3D printing. With that said, I also
want to bring up the fact that even if you have
the same end goal, the path you take within ZBrush to get there can
be quite different. User to user, or if you follow
instructor to instructor, the workflows might
be very different. At the end of the day, this comes down a lot
to personal preference. Whether you prefer
to keep things very clean and do box modeling or whether
you want to treat Z, treat ZBrush more like a digital version of
traditional sculpting. Whether you want
to treat it more like you're manipulating
clay and you're adding clay and trying to emulate what
traditional sculptors do. There's no wrong answer here. You know, there's, there's more than one way to skin
the cat within ZBrush. And that's also the reason why customizing UI is so prevalent. So to talk about
customizing UIs, let's talk about here,
the border around your canvas is where
you can put buttons. And by default, this is
what it should look like. And all these buttons
correspond to buttons that can be found within
the, within the palette. For example, these
buttons up here, the drawing move scale rotate. These can be found in
the Transform palette up here, move scale, rotate. They all these buttons correspond to buttons that
are found within pallets. Pallets you can dock
in your shelves. On the right here,
you see this divider. If you double-click
that, you can close it. And then there's a similar
one on the left side here. You can double-click
that to open. By default, the brush
pallet is open on the left shelf and the tool palette is open
on the right shelf. I'm right-handed,
so when I work, I keep my right shelf open
with my tool palette there. If you're left-handed,
you might feel more comfortable switching it. To do that. You see the circle up here on the
top right of the palette. You can click and
drag the palate. So if I click and drag
off, it'll remove it. I can go back here
to the tool palette, which is the same
palette that was here. And I can click and drag
the circle and I can move it into the right
shelf. If I wanted to. On the left side, I can
open the left divider here, remove the brush pallet, and then move the tool
palette over here. And then I can close
the right side. You can do this as
well if you want. I however, keep it
on the right side. Close that. There's also a divider here on the bottom, but this shelf, you can't put palettes here, but you can drag buttons here. So you can have buttons all across around
the border here. To move buttons around. What you have to do
is you have to go to the Preferences palette up here, and then you click on config. And this is everything
to do with your UI. So you can restore
the standard UI. So you can go back to this
default UI whenever you want. You can go, you can load
custom UIs and you can save your UI if you've made any changes to it
that you want to save. To move buttons around, you have to click the Enable Customize button
once that's toggled on. Now you can use the
keyboard keys Control and Alt to tell zebras that you'll want to start
moving buttons around. So if you have control
and alt held down, you can click and
drag buttons around. I could, for example, move
this scroll button down here. Or if I want to remove it, I can just move it
over the canvas and it'll remove
the scroll button. And if I want to, like I said, all these buttons
are found within various palettes
and menus up here. If I want to bring back
the scroll button, it's in document over here, right under my camera face
here is the scroll button. And I can click and drag while
holding Control and Alt. And I can move that back there. So this is how you
customize UIs. Just quickly. I'll load up my UI and I'll just show you
what that looks like. If I restore custom, this is what my UI looks like. I'll give you an idea of
what it is like when I'm in edit mode so that
everything is visible. What I do is I like to keep my most used brushes available as buttons that
are just one-click away. It saves me from looking through this brush menu every time
I went to pick a brush. And it saves me from
learning too many hotkeys. And up here I have various other brushes
that I use very often. And then here are
some functions and different stuff that I will go over in detail in
the next section. In the next section
of this course, I'll go over the
various functions and tools that we'll be using. I'll be using my UI to cover it. I'll also show where all
these things are found within the sort of menus and pallets. So that if you do choose
to not use my UI, I'll, I'll try my best
to satisfy both, but I really, really do
recommend that you load my UI. To do that. You go back to Preferences and config and you click Load UI. And all you have to do is
once you click Load UI, you navigate to the file
that you downloaded, whether this be in your
downloads folder, for example. Then you just click that and
open and it'll load the UI. That's it for this video, I'll see you in the next
section where I'll be covering all the various
tools and functions that we'll be using in
the rest of this course. Thanks, and see you.
4. Tools & Functions: Doccument: Hello. In this video, we'll be
talking about the document. Now. What is the document? Within ZBrush? You are technically always
working on a 2D image. This goes back to the
fact that ZBrush, who's originally created as
a 2.5 D painting program. Because of that, this space
that we're working on here, this canvas is a document that we can see better
visualized here, if I click the Zoom button, zoom Document button on my UI, you can see that
we're zooming out. Now that you can see that
when I tried to draw, I can't draw outside
of the document. The reason I'm making this
first video is because it's just a point of confusion that I wanted to clear up
before we move on. And also you can
edit the color of this document to
your preferences. Let's open the document
palette together, which can be found up here. I'm just going to
click and drag it. And I'm going to move it onto my tray on the right here just just so my face
is another way, but you can work on it up
here if you want. Here. There are several
options that are related to this rectangle here. So all these options, I change this document
that we worked from. Here, we can see
background color, which I like to change
to a darker one. I like to click
and drag and pick the same color as
the border of my UI. Then here in range, I like to eliminate it. I like to bring it down to 0
so that it's snow gradient. That's what I
personally like to do. The resolution should be
already automatically set. Depending on what monitor
you open ZBrush on, it should be all good. However, if you find that your document is too
small or pixelated, you can increase the size of it, but you shouldn't need
to worry about that. Now to fit the
document to the size, to the actual size, you can click this button here. Actual size. This will make the document fit your workspace you have here. And then I like to save
as startup document. This is so that every
time I launch ZBrush, I'll have this gray colored
document that I like. You can make this
any color you want, anything that you prefer. If you like having a gradient there, you can just leave that. But that's pretty much it. Other than that,
the only other time you need to worry
about the size of the document is if
you want to have a higher resolution
image that you save. But for our purposes we don't
need to worry about that. So that's all that we need to talk about
the document for. I'm going to just
remove this palette and we never need
to open it again. I just want to
quickly illustrate to you what I mean by that. We're working on a 2D image. If I place a 3D object here on the canvas and I make it
an editable poly mesh. Now we're, we're, we're, we're working on
a 3D object here, but we're still
within the 2D image. And if I zoom in on that image using this zoom Document button, you can see the pixels that are that are within the image. So that's all that I wanted
to talk to you about. Just to clear up any confusion about what the document is. Also the save option up
here for the document. It's only going to
save a 2D image, so it has nothing to
do with the 3D object. That's nothing we need
to worry about really. That's it for this video. See you in the next one.
5. Tools & Functions: Saving your work: Hello. In this video, I'll
be talking to you about how to save your work. In the previous video, I mentioned briefly that saving a document only
saves a 2D image. Here's another quirk of
ZBrush that you have to understand is that there's
multiple save buttons. But depending on where you find that button is
what it will save. For example, in the
document palette save will only save document. The file palette save will
save the entire project. And in the tool palette, which can be found here
docked on our right tray, will only save the current tool. What do we want to save? If we're working on
single 3D objects, for example, me personally, I make single miniatures. What I'd like to save
our separate tools. So the single objects
that I'm working on, that's what I'm going to
show you how to do today. Together we're going to save a sort of a very
useful tool for us, which is a 25 millimeter base. Let's get into it. So to do this, Let's
start with a cylinder. If you don't see
the cylinder here, you can click the larger
icon on the left to open up the menu of tools
that we can use, we click the cylinder, make it a poly mesh 3D. Click and drag it onto our canvas and then go
into edit mode up here, or pressing T on our keyboard. Now, the next step we want to take is we want to make
this 25 millimeters. So how do we do this? We can do this by going to Z plugin and going
into scale master. This has options
relating to changing the size of our sub
tools more precisely. So the first thing we want
to do here is we want to set the sliders are first we
want to select millimeters, and that's already
selected by default here. Then we're going to select
sliders to sub tool size. This will change the
sliders down here to the relative to the size of the sub tool that
we have selected. Then we want to
untangle the lock ratio here so that we can change
the sizes independently. Because we want to
make a 25 by 25 base, but not 25 tall. Instead, we'll keep it at two. So let's unlock that so
that it's not enabled. And then here we want
to change the x and z. Within ZBrush. By default, the y-axis is
the relative up and down. It's different for
other programs, but that's how it is in ZBrush. For the x, Let's press 25
and enter for the z to five. Enter. Then here we can click
the resize sub tool button. Now, we have a 25
millimeter circular base. The next thing we
want to do is just quickly go back
into scale master. And then click
ZBrush scale unify. Basically, everything scale wise within ZBrush is relative. Zbrush doesn't know if 25
millimeters is big or small. But because it started
off as two millimeters, 25 is a lot bigger
than what it was. We need to change. We need to unify the
scale so that everything is all the tools work properly. Just to better show
this, if I turn on the floor grid here, you can see that the relative
size of the floor here, like this green square, is quite small in comparison
to the size of our sub tool. If I go back to
scale master and I click unify, ZBrush scale unify. You'll see now that the size of the floor relative to the size of our object
is much larger. So this tells the
brush out, okay, 25 millimeters isn't super big, It's actually pretty small. That's all you have to do. And now we're done. Now we have a 25 millimeter
base that we can work with. This is a great
starting off point when working with miniatures
because we have, we have something, something
to compare relative size to. Anything that we work on to this base will know that
when we export it later, we can have a good idea for how big it's going to
be for 3D printing. How do we save this, this base that we just created? Like I mentioned, it depends on which palette you say from. So because we want to save
in just this single tool, we have to click the save as button within the tool palette. Here we click Save As. Then here we can call
it 25 millimeter base. I've already created
one previously, but I'll rename it
25 millimeter base. And then just click Save. You won't get this prompt because you haven't
saved one yet. But I'll say yes. Now that we've saved
this 25 millimeter base, we have, we can recall it
anytime we launched the brush. As an example, I'm just
going to close the program. I won't save any changes
because we've already saved. Yeah, I'll open ZBrush
again from scratch. Now, because we saved the sub tool within
the ZBrush directory, we have access to it
via our lightbox. Here the light box is open. We can click up here
on the top-left tool. And now we can see our 25
millimeter base tool here. So every time we
launched the brush, we can always go into lightbox
here looking tool and double-click that to
to have our load, our 25 millimeter base tool
onto our tool palette here. So now we can see it. We can go into edit mode and it sits
there just as we made it. So just to quickly illustrate, like let's say if we
add objects to this, which I'll go into more
detail about how we add the sub tools and
stuff in a future video. But I just wanted
to show you that. Let's say we've made a figure. If I wanted to save this
as a separate tool, let's call this oval man. We can save as call it oval man. Now, we'll still have our
25 millimeter base here. We can open that. But we'll also have our oval man saved in a separate sub tool. We can see that we have
saved a different sub tool. That's it for this video.
See you in the next one.
6. Tools & Functions: Subtools: Hello. In this video, let's
talk about sub tools. Now, you've heard
me say tools and sub tools when referring to
3D objects in ZBrush before. But just to reiterate, a tool in ZBrush is what they call the 3D
meshes that we work on. When you save a 3D
object or a Z tool, you are saving the 3D object
that you're working on. In the previous video. The example of this was the 25 millimeter base we created. That is called a tool. What sub tools are the
parts that make up a tool? So a single tool can be made
up of multiple sub tools. So as an example of this, I'm gonna load a tool that
I have worked on recently, which is a miniature that
I created of a scarecrow. When I load this tool, I am loading the tool that I've that is made up of
several different sub tools. Here it is, the preview shows you only the
selected sub tool, so you don't get a great
idea of what it is. But when I draw this onto the canvas and I
enter edit mode, you can see that when I open
the sub tool menu here, which is the first option
under our tool palette. You can see here that it is made up of several
different sub tools. Now let me make the
bass sub tool visible. So you can see this
scarecrow model-like created Is a single tool made up of various
different sub tools. And to get an idea for this, just think of them as separate objects or
Lego bricks that you use to build a single piece. You make a building and Lego, it's made up of several different bricks to
make one building. So now we're making one
tool or one miniature, but we use several different
parts to put together. This is important to understand that a single tool is made
up of various sub tools. And then when you save a tool, you're saving all the sub
tools that it's made of, even though the preview is
only a single sub tool. And that's sub tools. Basically, I just
wanted to show you that it's made of parts. Just to give you an idea for how this comes
into practice. Let's say I want to add something to this
existing miniature. All I would do now is I
would insert a new sub tool. So let's say I
would like to start with a primitive sphere. Then I can use this sphere to make something that I would
like to add onto this figure. Let's say. I don't know, I want to put a
feather in his cap. I would do something
like this and then move it into his cap. So now he has a
feather in his calf, or maybe two feathers, a single tool or the
object we work on. In this case, we're gonna
be making miniatures, eyes made up of several
different sub tools. Let's together practice
adding a sub tool to a tool. Let's go into our lightbox. In the tool menu, appear tool and double-click the 25 millimeter base that we've already created from
the previous video. Highlight box. Draw it onto our canvas
and enter edit mode, which can be found up here
or T on our keyboard. And let's add a
sub tool to this. So to do this, one of
the ways we can add a sub tool is by going
to the sub tool menu, which is the first
option here under our tool palette sub tool. Then here, the button
insert sub tool. In starting a sub tool, clicking this button
will let us insert any of the primitives that
are here by default. But you can also insert other tools that you've
created in the past. But for now let's just insert a sphere into our tool here. Now we have a 25 millimeter
base and the sphere. Now to move sub tools within a tool we make use
of what's called the gizmo. It's this thing here. I'll go for this
particular thing in more detail on how to move
sub tools in the next video. But for now, we have recall, we have cold in a sub tool
within the tool and I just wanted to show you that
elected, which I do. If I want to work on the base, I need to select the base first and then I can manipulate it. See now I have the
base selected, I can't, the sphere
is untouchable. Another quick way to
select which sub tool you want to work on is
you can hold Alt and left-click and hold Alt and left-click and you
see how it selects the, the sub tool that I click on, holding Alt and left-click. That's the basics of sub tools. That's it for this video. See you in the next
one where we'll talk about this thing, the gizmo, that lets
us move sub tools.
7. Tools & Functions: Gizmo: Okay, so let's talk
about the gizmo and also maybe practice a little bit about the camera
movements within ZBrush because you might still have
troubles moving that around. So we'll go over that as well. Because it's all
kind of related. What is the gizmo? The gizmo is this thing, this thing that pops
up in the center of a sub tool when I press W. By default, we should
be in Draw mode, which can be seen up here, or Q by default. This is the mode where
our brushes are in use, like our pointer is our
brush and we can draw. So it's in drawing mode. If I go into move, which is the next button
over W on our keyboard, we're in move mode. This circular thing
should be here. If it's not, then this gizmo
button might not be toggled. You might have this
thing here instead. But I recommend you not use this because it's
kind of confusing. This is what ZBrush used to
use and this is called the transpose line or
Transpose Tool As it, but I recommend using the gizmo, which is toggled on with y on our keyboard or
this button here. It's just a lot
simpler in my opinion. What the gizmo is
is it's like this. It's a tool that lets you move, manipulate sub tools within a tool to quickly go
over its functions. It can move, scale and rotate. To move a sub tool. You can click the arrows
here, the green, blue, and red arrows,
and this moves it along the corresponding axis. Clicking on the green arrow, locks it to the y-axis
and moves it up and down. Clicking on the red arrow, locks it to the x-axis and
moves it left and right. And the blue is the Z, which is the in and out. If you want to freely
move your object, you can click the any of
the four arrows here. The corners of the gizmo. This moves the object
relative to your view of it. So if I'm looking at
it from the front, I'm only moving the
object on the XY plane. That is the plane within
the x and y-axis, and it's not moving
in and out at all. If I look at it from the complete from the right
side or any side, then I'm moving it
along the z and y-axis. If I'm looking at it from
behind or from the top, it will be the Z and X
axis. Yeah, it's relative. So if you're not at a, if you're not viewing the object orthogonally like from
the front side or top, using the corner arrows here we'll move it still
relative to your view. So it will go sort of
all over the price. To better illustrate this, maybe I'll add a second, I'll insert a second
sub tool, maybe a cube. With this cube, I'll
show you the second, the second function
of the gizmo, which is to scale. To scale. It's about
these boxes here. The green, blue, and red boxes
scale along the the axis. And the yellow box
here and the center scales from the center
in on all axes. With this cube. For example, if I click the yellow box here
and I drag down, it scales it down
evenly on all sides. If I click only the blue box, you can see that it will scale. It will flatten it
only along the z-axis. I'm pressing Control Z to undo. And same goes for the x
and the y to flatten it. Now, the next thing is rotate. Rotating is done by clicking on the circles that
can be seen here. Much like the corner arrows for moving this central circle, the gray central circle here. It will rotate the object
relative to your view of it. And clicking on the circles
that are coloured will rotate around the axis
that it's colored by. Clicking on the,
I'm gonna click on solo here on the right just to isolate and only look at
the square just to better. Show you this. So clicking on the
blue circle and rotating will rotate
it around the z-axis. Clicking on the green
will rotate it on the y and x will rotate
it around the x. And as you can see, the green is not
pointing up anymore because we've messed
around with the rotation. If at any point you want to home it or make it go
back to what it was. You can click these buttons. This resets the orientation. If I click that, it'll snap back and go back
to where it was, up, down, left, right, or XYZ. If you click home, the home button,
it will center it. In the world. If we turn on the floor here, if I click the
floor button here, we can see where the
center of the world is. The floor will be where the bottom of the
lowest sub tool is. The center of the world
is found right here. This point there, it's covered by the the bass sub tool there, but clicking the
Home button will center the sub tool you
have selected in the world. Here as a cog with various other options that change the effects
of this gizmo, which we won't need to
go into at the moment. For now, it's best
to think of this as a simple tool
that lets us move, scale, and rotate sub
tools within our tool. That's it for the gizmo. To get into the gizmo, remember to click
the button up here, move or W by default, and Q to exit the
gizmo and back into Draw mode where we can continue manipulating using our
brushes as we can see here. Yeah, that's it for the gizmo. Another thing I just wanted
to touch quickly as you see me moving the
camera around a lot. I just want to
make sure that you have a grasp on how that's done. I made it. I may have touched on it like in a previous video, but just quickly I'll just go over it again
just so that you can maybe practice
here as well with me. So clicking and dragging while you're in Draw mode
or edit or gizmo mode, either one, clicking and dragging when you're
not on an object, will rotate the camera or
the view of the object. Holding shift will let you snap to an orthogonal
view of the object. So the front side, top and bottom, this is me holding shift when
I'm close to it. To snap. Holding Alt will let me
move the camera like this and sort of move my
view like panic around. And then if I hold Alt, left-click and let go volt, this is me activating
the zoom function. So let me zoom in and out. Just, just, just wanted
to go over that quickly again just to make sure
that you have it down. The reason I want to cover that here is because as you can see, moving the camera or our view of the object isn't moving
the object in any way. It's not moving the object
relative to other objects. And it's not moving it
relative to the world, as we can see by the floor here. Using the gizmo is
what is how we move objects relative to
other sub tools, or it's how we move sub tools relative to other sub
tools and relative to the world basically moving
this is moving our view of it. And moving this is moving
the actual object. I just wanted to cover that
quickly and that's the gizmo. That's it for this video. See you in the next one.
8. Tools & Functions: Brushes: Okay, so let's talk about
brushes of older videos. Probably brushes can be the most extensive because there are so many brushes in
ZBrush and they, and they can vary
and use wildly. So technically every brush
might deserve its own video. As you can see, there's a
lot of different brushes. But good news is we
probably won't make use of most of these as some of them have very niche uses that aren't necessary to
know to get a good result. Of course, when it comes
to learning ZBrush, There is a lot to learn, but I'm trying to focus on the basics and
what you need to learn to sort of quickly be able to start making your
own miniatures. With that said, I
just want to cover basically the brushes that
I've put forward here. As these are basically the
brushes that I use most often. So very quickly,
I'm just going to select the sphere
here by holding Alt and left clicking or
you can click the sphere here on the right. In our sub tool menu. Make sure that we're
in, in Draw mode so that our brushes
affect the sphere. Very quickly. I'm just going to go over the brushes that I
have here on the side. As these are probably the ones that we'll be using most often or it is it is the
ones I use most often. That's why I put them there. Some of these I don't
even use too much, but let's go over these quickly. So the Move brush moves points. Before we continue, let me just quickly show you how
to scale the brush. If we press S on our
keyboard, we get this. Draw size slider appear
where our cursor is. And we can use this to make our brushes
bigger and smaller. So that's what you'll see
me do to resize brushes. I press S on my
keyboard, and I scale. Let's turn on poly frame mode, just so that we can better
see the points on the sphere. Just so I can show you
what the brushes do. Let's quickly run through
these on the right here. So the Move brush moves points. If I hold Alt on the Move brush, it will move points
perpendicular to the surface of the sub tool. So control Z, control
Z, control Z. Just quickly to show you again, the Move brush moves points, and holding Alt, we'll move it perpendicularly to the surface. Next up is the snake hook brush. This is sort of like the Move
brush except more extreme. And as you can see, it really does warp the planes here and it really does move it quite aggressively compared
to the Move brush. This brush is good for
pulling out, I guess, as spiky bits, horns, spikes, and stuff like that. Next is the standard brush, and this is the one
that's on by default. This sort of makes a line, pulls up the points
of the surface. In this manner, holding Alt does the inverse effect
in dense points. The other major thing with the standard brush or what
I use it for, is here. On the left side we see
what's called the stroke. This changes the effect of
how the brushes applied. By default it's on dots, as you can see here, but
my faces in the way. But you can see the draw
rect function here. This, this makes the
function of the brush, click and drag style effect. The thing with the
standard brushes. Down here, you can
choose alphas, which is the sort of texture
that the brush applies. And with the click and drag stroke or the drag
rectangle stroke. And the different Alpha. We can start applying sort of patterns to the surface
of our meshes here. As you can see, quick texturing. That's something we'll probably cover more later
during our live demos. But just so that you know, that that's part of the use of what I use
this standard brush for. Next, is this the
Damian standard brush? It's kind of like
the standard brush except it's a lot sharper. You can, you can see
that it pushes in. In a much sharper
manner and holding Alt, we'll pull it out in a
sharp manner as well. Next is the insert
multi mesh primitives. With this brush selected, you get a menu up here
of different primitives. So here you can insert, I guess, you can think of it as
another sub tool on a tool, but because it's a
brush, it will append. It will, it will make both of these part of
the same sub tool. If I deselect it
and reselect that, you can see here in the
preview that this is, this is one sub tool, but they are grouped
differently. As you can see, there are different colors
and these are what's called a poly groups, which we'll cover in
the next section, where we talk about
masking as well. So I'll cover that later, but this is basically to
insert more geometry, more objects into
our tool quickly. Next we have the
flattened brush. This flattens the surface. Pretty self-explanatory. Next we have trimmed dynamic, which does something similar
but little differently. Like it's more of a feel thing. It's a little bit
more aggressive. But yeah, you'll get a feel for it when you play
around with that. Next is the curve
tubes function. This is the first of there are quite a few
different curve brushes. And what a curved brushes is when you click and
drag a curve brush, it will draw a curve, and then it will, it will
add the shape that you have, in this case tubes
over that curve. As another example, if I
click the curve tubes and I select the curve straps
brush, for example. Let me look for curves straps. Here. I'll draw a curve again, but instead of making a tube, it'll make a strep. That's just a
different function. Curve brushes are a little
bit finicky to use. Took me awhile to
get used to them. But again, this is
more about just adding geometry to work off of. If we want sort of tend to
Kohl's or maybe anytime we want sort of this sort of
tubular shape in our scene, we can do that. I'll also show you how to do this with maybe instead
of just a plain tube, you can make a chains
and ropes as well. That's also a good function. Let's start again from the top. But on the other side,
this is move topology. This brush is useful when you have multiple objects
within the same sub tool. So let's say I have two spheres here you see there
are different colors because there are
different poly groups. If I have the Move
topology brush on, it will only move the
one that I clicked on. So for example, I click on
the orange sphere first. I'll only move the
points on that sphere. If I click on the pink 1 first, it'll only move the
points in that pink one. If I had the regular
Move brush activated, Clicking, even on this sphere, as you can see it, it'll move all the points
within the affected area, even if it's a
different poly group. Move topology will move
only the object like this, the same poly group. Next we have clay tubes. This sort of applies clay in a tube shape or in
this sort of shape. If you think the standard
brush is sort of more a smoother line, I guess. Clay tubes just plops
down a flat block of clay holding Alt will do
the opposite and remove remove in
the same manner. Next is the clay buildup brush. Similar, but it will
build up clay tubes. If I go over it again like this, if I click and drag clay
tubes back and forth, it won't add on itself. If I have clay buildup on, if I click and drag on itself, you can see that it's
infinitely adding up onto itself like that. Control Z. Next we have the clay brush, which is sort of
a circular shape, adding clay, removing
clay by holding Alt. It's kind of a smooth, slow type of brush. Next is the pinch brush. And this sort of pinches
together points. This is best when working
on sort of an edge. So if I use the flattened brush and I flattened on one
side of the sphere, you see this edge that
formed around the circle. I can use the pinch
brush here to sharpen that edge and make
it really sharp. It's kind of aggressive
at the moment, but we can change that later. I can show you now. If
you press space bar, you can see some
additional options pop up where your cursor is. And this all changes the intensity of your
brush, for example, the size of it,
how intensities or how like how much it affects. The lower the intensity,
the slower it is. So if I bring this all the
way down to 0 and I pinch it, it won't pinch as
quickly. Let me show you. It's 0 now, so it
won't pinch at all. Let me put it on three. You see how slowly it
pinches before it was on 20. And you can see that it
pinches very aggressively. That changes the
intensity of it. This space bar menu is a lot of various different
buttons you can also press. Here's the move scale rotate. Here's the camera
functions as well. The zoom, rotate, move. Another, change the color. We don't need to
worry about color, but yet, anyway, let's move on. Let's move it along. Next is the inflate brush. This inflates sort of
balloon IFIs parts. And yeah, that's pretty much it. These last two brushes I won't cover because you
won't have this one. It's something I loaded
and this one we won't be using the Z model or brush is a completely different
beast and would require its own course to
go over properly. But we might touch on it
briefly in a future section. So yeah, those are the
basic brushes I have here. But as you know, there are a lot more
brushes available to you, which can be found up here. And there's a lot
to discover here. The chisel brush, for
example, is pretty powerful. You can just add add
facial features like a nose, an ear, snout. Yeah, all sorts of stuff. There's a lot of powerful
brushes and you know what, I, I really do encourage a lot of self-exploration when
it comes to these, because there's a
lot that you can learn by just playing
around with these. But these are the ones
that I use most often and these are the ones
that we'll be using most during this course. So that's why I put
them here and that's why I just went
over them quickly. Just for you too. Get a feel for it. So yeah, definitely
play around with these, and that's it for this video. In the next one, we'll go over these masking brushes
up here and talk a little bit about
masking. Thanks.
9. Tools & Functions: Masking: Okay, Now that we've
briefly going over some of the basic brushes here, let's talk about the
masking brushes. To activate the masking brushes, what we do is we hold control. By default. I think it should be
the mask pen tool. When you hold control, your brush turns yellow and this indicates that you
are now masking. By default, the mask pen
tool is active and what this does is when you brush over your object while
holding control, you will start
painting on a mask. Now what is a mask? A mask essentially freezes
the points that you color in. So that when I try and manipulate any of the other
points by, for example, either using a brush to move or maybe I use the gizmo to move
the entire sub tool. You see that the
masked points are frozen in space so they
can't be affected. This is useful in a variety
of ways that will come up. Many instances. I will go over a few of
them now here for you. But in its basic form, it's to freeze
points on your mesh. Masking is to freeze. And here are three masking
brushes that I use most often. The mask pen tool is sort of
a brush that you paint on. The mask Lasso tool. To select these brushes you hold control and click on them. If you don't hold Control, it'll prompt you
to hold control. The mask Lasso tool is like
a lasso that lets you lasso. The mass curve tool is sort of align tool that
masks on the shaded side. If I click and drag
from the top-down, it'll mask everything
up that way. If I do from the bottom up, it'll mask everything
down that way. If you hold Alt while
using a masking brush, it'll do the opposite effect. So here I am masking. If I hold Control and
Alt it will and paint. Same goes for all
the other brushes. With the mask, pen tool active. You can also click and drag off your object to make
a masking rectangle. This can mask all the
points within a rectangle. And if you hold Alt, the mask
rectangle will turn white. So this will unmask the
areas that you cover. And to clear a mask, you can make the rectangle and let go of it off the object. I mask on the object. And if I'm off the
object and make the rectangle, it'll clear it. Some uses of masking. So what I like to do with
masking is like I said, you can freeze an area
to work on another area. You can also click
this button here, which is split unmasked points. You can also find it
in your sub tool menu here in the tool palette, split on mass points. I'll put it down here. In my UI. What this does is it splits
your current sub tool. All the unmasked points
to a separate sub tool. If I click this button now
with half the sphere masked, you can see that now
I have two sub tools. If I move one out of the way, you can see that there are 2.5 spheres in
separate sub tools. That's a useful way to use
masking to split sub tools. You can also use it, use it to make poly groups, which is a similar function. If I hold Control and mask
the top half of this sphere, I can press Control W to
give it a new Poly Group. This is to say that I'm making all the points on this
half of the sphere, a different group as all the points on this
half of the sphere. And what I normally
use this for is I use Control and click to hide the undesired
parts of a sub tool. And then I can click
this button up here, delete hidden, which would
delete all those points. That's what I use. Poly groups mostly for. So those are just
some of the things that come to masking. And poly groups. More uses come
into play later on and that will be covered as they come up when we
are creating our model. But it's good to know that
we can freeze points. Also, if you want to freeze all the points
within a sub tool, you can just Control and click on your canvas and
control and click to unmask. So control-click. Also. Control clicking would
inverse the selection of your, of your, your. If not all the points
are selected like here, some of the points are
selected but not these points. If I can Control click, then it would inverse. It will make the unselected
points selected. And the selected
points unselected. Again, control drag
to remove the mask. That's masking. And a little bit about poly groups as well. Next up, let's talk about
these brushes up here. These brushes are
active when you hold down Control and Shift. If you hold Control and Shift, you can click these brushes and I'll go over them with you. Now. The first one here
is clip curve. What this does is
it and it makes a line similar to the
mask, mask curve. But what the clipping brushed
does is when I release, it will take all the
points on one side of the line and flatten it down. As you can see here. If I hold Control Shift with
the clip curve selected, I can make a line and I'll flatten all the
points to that line. You can also, once
you've drawn the line, you can let go of your keyboard hands so you don't need to hold
Control Shift anymore, but you're holding left-click. You can also click ALT, the Alt key to create sort of points along the
line and make a curve. Now you can see I am making a smooth curve and clipping
all the points down. The next brush while
holding Control Shift, we can click the
select Rectangle Tool. And this does similar to the effect of isolating
a poly group. But we're selecting points and hiding the
unselected points. At this point, we can
also click the Delete, delete hidden button
if we want to delete all these points
that I didn't select. Now you can also hold
Control Shift, let go of it. And once the wreck select
Rectangle tool is out, you can hold Alt
to do the inverse. Instead of selecting, you
are now de-selecting. You can de-select parts to delete those points if you click this
button, for example. Or if you're working on
quite a complicated model, what I like to do as
well is you can only you can select one part
of it so that you can sculpt on that
part and not have to worry about the
other parts being in the way or affecting them. That's also useful. Next is the select lasso, which is the same
except it's a less so shape instead of a rectangle. Next is the trim Leso. Trim brushes does something
similar to the clip brushes, whereas it'll make a slice. But it will, it does a different process for calculating where
to put the points. So these are new
points and they are a new poly group which can
be visible if I Control. Shift, click on them, you can see it became
a new poly group. But the trimming button, the trimming lasso brush. I use this mainly just to
create sort of chips and swords or maybe ragged fabrics. So it's, it's an edge use,
but it's quite useful. But just know that it, it does weird calculation here to
make a new Poly Group. Also something I didn't
cover in the previous video. With regards to brushes, if you hold just shift, you see that the smooth brushes activated here and your
cursor turns blue. And this smooth brushes definitely one of the
most important ones. Basically, whenever you
do stuff on a mesh, you see how the points
gets stretched out. Jaggedy. Holding Shift brings up the smooth brush
and this will start relaxing all those points
and making things smooth. Again. A combination of putting on a regular brush and smoothing is something
you'll be doing a lot. So just click and drag, holding Shift and click
and drag to smooth. This was something that
we'll be doing a lot of holding shift for the
smooth brush as well. Say Yeah, I know it's a lot. There's a regular brushes
which she just click. You can hold Shift to smooth. You can hold Control to mask, you hold Control Shift
to clip and trim. There's a lot of different
the stuff you can do, but I'm just making these videos just to
quickly go over stuff just so that you can
always refer back to it in case you
need a refresher. But we'll always,
I'll always take a slow in the future
videos like when we do creations
and the live demo, I'll always go over this again. Don't worry about it if things
are a bit too quick now. I'll I'll take it slow. The future as well. Yeah, that's it for the brushes, the masking and the
clipping brushes. In the next video, we'll
be going over DynaMesh.
10. Tools & Functions: Dynamesh: Hello. In this video, let's
talk about DynaMesh. What is DynaMesh? Dynamesh is, I guess, a way that ZBrush uses to
calculate where to put points on surface
of a 3D object. So there are various
different functions within ZBrush that lets you recalculate
points in a number of ways and each
have their uses. You can use sculpt truss, you can use 0 measure, you can use decimation
and DynaMesh. We'll be covering
DynaMesh because that's what we'll
mostly be using. 0 measure is there for you
to get cleaner topology and decimation Master is there to get efficient use of points. And this is what we'll be doing later on when we export models, just so that the file
sizes aren't too big. But let's stick to
DynaMesh for now. And this will be using as
a way of recalculating our meshes just to make sure we have enough
points to work with basically. So enough talk,
let's get into it. As a practical example. You might have thought
to yourself like while we're working with this sphere, like while I've been showing
you how older brushes work, you might have
thought to yourself, how do I get smoother brush? Or a smoother effect
on the sphere? For example, if I, if I pull
up a brush on the sphere, you can see that the points
here are quite separated, stretched out and give this
sort of jaggedy effect. If I turn on DynaMesh, you can see up here, I can click DynaMesh
to turn it on. This button is also found
within your tool palette. Here. Under Geometry, DynaMesh. The slider here for
resolution affects how detailed or how
high resolution you want the surface
of the mesh to be. How many points you want there basically, with
DynaMesh activated, you can see the difference
being that it's recalculated where to put the
points in a different way. Now when we move. Now because the resolution is slightly higher than before, we can see that the effects
of our brushes is a lot smoother on the surface. But the other use for DynaMesh
is to add more points. Well, it's the main
use basically, for me. What I use DynaMesh
for a lot is to recalculate points whenever
I've manipulated it too far. So when we stretch
out, for example, apart of a mesh like this, if we look at the points, you can see that there
are quite stretched out. If I want to add details on this spike that I just created, you can see that it doesn't
really do quite what I want it to do because there aren't enough
points to work with. What I do now is I can recalculate by holding
control and dragging the masking rectangle off in our Canvas to
recalculate the points. Now you can see that the
added more points here. So that now when I try
to add details to it, it does more of what I
want it to be doing. Use DynaMesh as a way to
re-calculate the points. Where to put the points
on the surface of your mesh and to add more points when you've
stretched it out. And also to change the
resolution of your meshes. Low resolution is
best when we are working in sort of
general shapes, because the fewer points
you have to manipulate, the easier it is to
move them around. So maybe I'll move
it around like this. Then what I can do, once I'm happy with
the general shape, I can raise the
resolution, recalculated. So now I have more
points to work with. I can smooth it out
using the smooth brush. Here. I can keep, keep manipulating
it in the way I want. I can add details. And if I find that, oh, it's still it's not
high resolution enough. I can always raise the
resolution slowly, recalculate, and now it's super smooth and
doing what I wanted to do. So That's DynaMesh. That's the basics of DynaMesh, and that's how we're
going to use it. Also, you can use DynaMesh to Close Holes and merge
sub tools as well. And I'll show that
quickly here for you. If we go to the
select lasso brush by holding Control Shift, I can select and hold
Alt to de-select. Now I've hidden those points. I can delete hidden points
by clicking this button. Now if I recalculate DynaMesh, you see how it closed that hole. That's one case of using
DynaMesh to Close Holes. And another one is let's say
I want to merge sub tools. So if I use, for example, the insert multi mesh brush to add a sphere to the sub tool. You can see they are not
connected, they are separate. Even if I move the
sphere in here, it's still separated in
a way like they're not. I can show you better if
I slice it like this, you can see that it's not part of the same sub
tool, they're not merged. However, if I calculate, if I recalculate the DynaMesh, you can see now that they
are merged together, fused together in a way, if I use the smooth
brush to smooth, you can see now it's there. Now, there, now
there are one part. So I can cut it to look
inside it and you can see that it's all one
piece. It's like Hello. Yeah, That's DynaMesh. And in the next video
we'll go over Symmetry. And then after that, the next section we'll do our first sort of practical
walkthrough on how to use all this stuff
we've learned in this section, which
I'm excited for.
11. Tools & Functions: Symmetry: Okay, final video
of this section. Let's talk about symmetry. So symmetry is one of the
great benefits of working digitally is that we get to do the same thing
twice automatically. So to activate symmetry, you can press X
on your keyboard. And this will light up the
symmetry buttons down here. If you want to find
it in the palette, you can find it up here. In transform. You can see activates symmetry button or X under
keyboard by default, if I press X, it'll
activate symmetry. And these buttons light
up here on my UI. What these buttons
correspond to. The same here. This changes which axis you want to be
symmetrical throughout. So for example, x is
activated by default. So if I'm on the right side, if I have my brush
on the right side, it'll mirror it on the
x-axis on the left. If I have the y axis enabled, you can see that it'll, it'll mirror it down
along the y-axis. As you can see here, because our sphere is not
centered in the world, the other side of the brush
isn't affecting anything. What I can do here
is I can go back to the gizmo and click the home button to center our sub tool in the
center of the world. Now the y axis symmetry
works as it should, and now it's top to bottom. And if I activate the z axis
symmetry its front and back. You can activate all
four of these at once to manipulate all four
corners of your object. Or maybe just the front four
corners or just the sides. Let's click solo here. Just set the sphere is here. Let's turn on DynaMesh, because that's
what we learned in our previous video and we can use it to recalculate when we
start pulling stuff out. So have a play around
with symmetry. This is one of the funniest
parts of working digitally is that we have access to
symmetrical functions like this. And there's also
radial symmetry. So down here, you
can press R. Let's, let's undo the things
we did here so far. So you can press R
and it will, it will, it will apply the symmetry
function along a circle, like a radius around the
axis that you have selected. Let's select the y-axis
instead of the x. And this will be
the up and down. And with radial symmetry active, you can change the radial count by how many points you
want it to activate. Right now there are
eight points that are being affected
at the same time. But we can make this down to 22, doesn't make sense, but
how about for four? We can make four points, where we can make 31 points. There's a lot of stuff
you can do here. The effects, I mean the applications of
when to use symmetry, all its stem in all
sorts of different ways. For example, radial symmetry
like I'm doing now, is best to use when
you're maybe working on cylindrical objects like a weapon handle or
something like that. So i'll, I'll make a handle
real quick here for you. Just pull out a palm will get the Damian standard brush
and draw some texture. Here you have a maybe
a hilt as well. Rounded hill like rapier. Cia, you can, there's a weapon handled for you or a mushroom. That's symmetry, super-useful. Something we'll be
using a lot of. And I think that covers all these sort of tools and functions I want to
cover in this section. I know it's a bit tedious
to just watch how to do different functions
without actually having a practical application for
it like right in that moment. But I just wanted to
make this section, section of videos for you to refer back to and have a look for things like a refresher if you wanted to
know about certain, about where to find
certain functions. But now with the oldest covered in the next
section of this course, we'll be creating
a target dummy. So I'm gonna, I'm gonna take
everything we've learned in this section and apply it
in live demonstration, or we create a target dummy
model for 3D printing. And this is something that I encourage you to
follow along with. And it's a great first project
for us to do together to consolidate everything
we've learned so far before moving on to more complex stuff in the
next section after that. So yes, so that's it for
this section, this video, and see you in the
next section where we go and create our
very first model.
12. Project: Intro & Sketch: Hello. In this section, we are
going to take what I've taught you so far and
combine all these elements. And I'm gonna show you
a live demonstration of me creating a 3D
printable miniature from start to finish. And I'm going to
structure this so that I take it slow enough
for you to follow along. But you can also just watch
if you want to as well. I'm just going to be
covering the basics, taking what we've
already learned and just going one layer deeper and applying it in
a practical manner. And the concept for this first project is
that we are going to create a target dummy or a
medieval training dummy. I'm just going to quickly sketch out sort of the idea
that I have for this. Basically what I'm
thinking is that we're sort of simple
project to start out with. It's gonna be some simple forms. I'm going to create target
dummy that is made up of sex, tied up together with ropes. And on a post with
some stick arms. Maybe even holding a
shield of some kind. That would be good
so that we can practice making shields and such or accessories in general. I'll show you how to do that. Maybe holding a sword. This is just a
very basic sketch. Just to get what I'm
thinking across. Probably give it
a helmet as well. We'll do some basic
detailing work as well with some common
stuff that you'll see, like maybe seems and stitches. I'll show you how to
give this a bit of a texture as well to make
it look like a sack. I'll texture the wood to
make it look like wood. And this is the basic idea. And I know this is
not an art course, but there is, of course, artistry involved
with sculpting. But this is something
that you'll develop over a long period. Getting becoming a better
artist is a long journey. This being a more of a technical course on
how to use a software. But the one tip I can give
you is use reference always. Whenever I'm sculpting or whenever I'm creating something. It's not all, it's not
all coming from my head. It's, I would say 80 to 90%. You use reference images to understand how things
work in real life. And it will make it a lot
easier for you to sculpt it. Because if you've never seen
a belt buckle in your life, how are you going to
sculpt the belt buckle? And it's a lot easier to sculpt. They'll belt buckle
while looking at a belt buckle rather
than trying to recall what a belt buckle
looks like from memory. So always have
reference images up. If you have a second
monitor, that's perfect. If you don't, you can
always just tap out. Yeah, definitely recommend
that you look at references. So this is what we're
gonna be making, some sort of target dummy
or medieval training dummy.
13. Project: Block out: Okay, so after you've
created a sketch of what you want to make or have
reference images up. Now it's time to
launch ZBrush and start blocking out your model. What blocking out means is that initially when you set
up a new tool in ZBrush, it's a good first
step to block out all the different sub tools
you'll need to create the different elements within your miniature or whatever
you're trying to create. So in the case of
this target dummy, let me bring back
the image here. What you want to do
is you want to break down what you want
to create into simple geometric shapes to bring the sub tools in and start. Start having an idea of the
proportions of everything. Blocking out initially is
best done with simple shapes. And what I mean by
that is for the head, I'm just going to make a sphere. For the body. I'll make cylinder. And then for the post, I'll make an elongated cube. Same for the arms. I'll make elongated cube. The shield can be a
flattened cube, for example. Or maybe a flattened circle will make a flattened
cylinder here, we'll make a circular shield. Then maybe just a cylinder for the sword as a place holder. Maybe with the hilt as well, just to get an idea for that. And this is what we're after. What I'm the initial step now when creating a model is
the initial block out. So we're going to build simplified version of the model we want to create so that we can refine it in future steps. So let's start off from
the very beginning. Let's create a
appropriately scaled base to work off of like
we did previously. You should already have a 25 millimeter
base created here, but I'll do it again
just for those of you that didn't follow
the previous time. So you can hide your lightbox. And let's click on the cylinder. If your cylinder is not here, you can click the current
tool menu to select the cylinder from the 3D meshes. Tools. We make poly mesh 3D. Let's draw it onto our canvas. I'm holding Shift to snap it so it's like
straight up and down. Let's go into edit mode. Up here. Now, we
are going to make this a 25 millimeter base
by going into scale master. Sliders to sub tool size. Unlock the ratio. The ratio button so that we can change the sizes independently. Make the x 25, make the Z 25. Pressing Enter after
I put the number down and then click
resize sub tool. I'm going to turn the floor
onto it to sort of show you the size of the sub
tool compared to the size of the
floor, which is huge. What we have to do now is we
go back into scale master and click ZBrush scale, unify. This sort of rescales
R sub tools so that it's more appropriately
sized relative to the world. And this makes our
tools work better on it and older functions
work better on. Now we have a 25 millimeter base appropriate for this project. I am going to now save. It's very important that you intermittently
save your work because ZBrush can crash and losing valuable work or losing
time is always a bummer. So definitely save periodically
and we're going to call this target dummy. Save. All right, so now we have our
base saved as target dummy. Let's start adding sub tools and blocking out what we
just sketched out, which is this thing here. Let's start with a cylinder. For example. I'm gonna
go to the sub tool menu. And then I'm going to go down. We're in the sub tool menu of the 25 millimeter tool that
we created here, this base. And now we're going
to insert cylinder. Now. Now we're going
to use the gizmo to manipulate this
cylinder and move it relative to the
base that we created. I'm going to press W to
open up the gizmo here, or up here, this button. And then we're gonna
click the center box here to scale it down. I'm going to scale
it down about half the size of the base. I'll maybe a bit more,
that's a bit thick. I'm gonna move it up by
clicking the white arrow and I'm gonna try keep it
centered in the world. So I'm not going to be moving it freely and I'm gonna stick to the axes here. I'm gonna move it
up along the y. Let's make it above the base. Then I'm going to
scale it down even further using the yellow box. Maybe about that much.
That looks good. And then I'll scale it along the Y using the green box
here to make it longer. We can always change
the size of this later, but for now I'm going
to keep it at that. Now let's insert a
sphere for the head. And then again enter the
move mode to get the gizmo, scale it down, move
it up along the y. Scale it up a bit. Maybe something like that. You know, what I'm gonna
do is I'm going to insert a cube and I'm gonna make this cube 25 or 28 millimeters. Told just that I get a
reference for how tall I want this ministry to be. That's also good to create. So I'm gonna go back into the
Z plugin into Scale Master. Click scale sliders to sub tool size with
the cube selected. The ratio is unlocked. Now I'm going to unlock the All button here because
later when we resize, we don't want to resize
older sub tools. We just want to resize the cube. I'm going to uncheck that.
And I'm going to make the cube 28 millimeters
toll in the y-axis. And I'm just going to
make it to millimeters in the x and two
millimeters in the y, z. Now when I resize sub tool, I should have a long stick. I should have a long stick
that's 28 millimeters tall. So I'm gonna move it along
the x here to the side. This is how tall I want the
final target dummy to be. I'm going to use
this as reference. I'm going to click Alt, click on the sphere
to select it. Or you can click here
on the sub tool menu to select this sphere. I'm gonna move that
down using the gizmo. Let's move it down and scale
it down a bit as well. Do the same with the cylinder. I'm going to make
it a bit smaller. Move it up. Alright. Now let's add the post. Instead of inserting a new sub tool every
time you can also duplicate current sub tools
you have in your scene. Because I need to post this, this sort of long reference stick that I made can be
used as a post as well. I'm going to just duplicate this sub tool because it's
already the appropriate shape. I'm going to click
duplicate here. So now I get a new instance
of that same sub tool. But this one, I want it to be in the center
of the world again. So with the gizmo select, with the move mode selected,
the gizmo pops up. I can click the
home button here, which centers that sub
tool in the world again. Now I know it's going to be in the center just like
everything else. And I can just move
it up along the y. Now I have a post. I'm gonna make it a bit wider. I'm going to use the
box here, the red box, to scale it along the x-axis
and make it a bit wider. So it looks like a more
like a wooden wooden plank, like a wooden board
of some kind. Gonna make a little bit thinner. Scale it. Lozi. Yeah. That's good. Just like just so you know, I'm I'm doing everything, everything, every
step I'm doing, like the sizes I'm
making things, It's all, this is all
just from imagination. So I'm just going to make things what I think
look good size-wise. I'm not really
strictly following any any sort of predesigned concept. All I know that I'm creating is sort of a sec man on a stick. And then we're gonna
give it some weapons, a shield, and the helmet
just to practice that. You can, you can
adjust sizing or how, how it looks to your preference. You can make it
however you want. I'm just going to just, I'm just doing this
as just a follow along just so that you
know the processes. But you're free to break
out and do what you want. If you think it
would look better, wider, or shorter, or
whatever the case may be. All right. Let's continue. Because I want a
wooden same sort of wooden plank for
the arms as well. I'm going to duplicate this, this post tool again, the sub tool, and
click duplicate. This time with the
Gizmo selected. I'm gonna hold Alt and click this thing
here, this button. If you hold Alt and
click these buttons, it will move the gizmo
without moving the sub tool. If I click here, it's going
to center on the sub tool. And now I'm going to rotate. I'm looking at it
dead-on from the front. If you have perspective
active, this won't work. So turn off perspective
or P on your keyboard. This is so that the view modes are orthographic, I
believe it's called. And with with
looking straight on, I know that I'm only rotating
it within the x-y plane. So when I click this gray
circle and rotate it, I'm going to rotate it 90 degrees and I'm gonna
hold shift so that it snaps to 90 degrees and
you see the degrees down here under 90 degrees
or negative 90. Now we have the arms, we're going to move it
up like that already. Now what did we say? A sword and a shield. Let's make the shield. I'm
going to insert a cylinder. Then with this cylinder, I'm going to bring
up the gizmo again. And we're going to
click the green cube to scale it down
so that it's flat. Then we're going
to look at it from the side to rotate it
90 degrees that way, holding Shift to snap. And then now we have a circle
that's facing the front. Now, I am going to move this up and to the right so
that it's on its hand. And then I'm going
to scale it down to a nice size. I
think that's good. Then let's move it out
so that it's in front of the hand. I'm going
to move it up a bit. There. There we go. I'm gonna, I'm gonna hold
up like just quickly again, when you want to
select different sub tools that you have, you can hold Alt and
left-click to select around, or you can click them here on
this sub tool menu as well. I'm gonna select this
reference stick. And we don't need it anymore because it's already
done, it's job. We've already made this. We know that this is
now going to be a 20, excuse me, 28 millimeter tool. Target dumbing. I'm going to use this stick
now just to make the sword. I'm just going to
make it shorter by bringing up the gizmo again, scaling it down along
the Y, moving it up. Then there's a sword. Now we can give
the sort of hilt. And to do that, I'm going to just
duplicate the sword. Rotate it 90 degrees. Then just make this shorter and then move it down.
Now we have a hilt. There we go. That is our target dummy blocked in and ready to be created. Again. Just to reiterate why we
block in our model is to have a idea for the final
proportions of our miniature. Everything, all the elements
that we want to detail, or at least most of the
elements we want to detail are present so that we can have a good idea
for the final will be. And then of course you need
sub tools there to modify. So you need to add the material before you make it look pretty. So. This is why we block in and
it's also quick and easy. So now we have an idea for what our creation
will look like. And don't forget
to save your work. So go up, click Save as. And if you save
as the same name, of course you will overwrite
the previous save we had. This is fine because
previously it was just a circular base, so we've come a long way, so we'll replace it. You can save multiple
versions if you want. Just changed the name
target Dummy 123. But in my experience, you rarely ever need to go
back to a previous version, especially if you've already
gone and moved forward. But yeah, save your work and make it a habit
to save at least every every 15 minutes or so just to make sure that
you don't lose any work.
14. Project: Head & Body pt.1: Okay, so once we've done
our initial block in, we have our sub tools
in place where we want them roughly in the right size that we want the Min as well. Now let's come to
the point where we start adding details or refining these basic shapes to look like what we actually
want them to look like. Now is when we bring into play what we've learned when
it comes to DynaMesh, the brushes and symmetry and masking now is when we further manipulate these basic
shapes and turn them into the final result, right? What I like to do is I like to take gradually take
things in stages. So I won't take I won't
take it all the way. For example, let's say I
start working on the head. I won't make this
head all the way to the point where
I'm done with it. What I will do is I will go over and take things a little
bit further altogether. Gradually, what I
mean by that is I'll start manipulating
the head little bit, making it the way I want it to look and then I'll do
it the same with the body. And instead of doing everything
100% each part I'll, I'll slowly bring
everything together. So of course everything
is relative. So you get a better
idea for how parts will interact with each
other once you make them. For example, in my head, the construction of
this target dummy, I imagine that it's, it's a wooden cross
with some sort of sack over it and a
smaller sac for the head. What I'm thinking is that
the head will be tied around the neck with some
rope and the sack. The body sac will have holes
on the sides for the arms, and it'll be tied off on the bottom with
some rope as well. The idea is that these are
maybe like straw filled sex, kind of a bit like a scarecrow. Then the shield I'm thinking
I'm just going to make it like a regular wooden shield, like something that
irregular warrior would use. So it won't be a fake shield. It would be a real shield
that would be just sort of strapped onto a wooden arm. And then again with
the sword will make a real sword That's just maybe tied onto the hand here on the wood with
some rope as well. So That's the idea. So let's start
refining the shapes and making them sort of
how we want them to. So to do this, select the sub tool you
want to work on basically. So we'll start off
with the head. I've already got it selected, but you Alt and left-click
to select the sub tools. You alt, left-click the head. Now I'm going to
turn on DynaMesh, which can be found up here, or in our geometry menu, which is in our tool palette, right under sub tool
geometry, DynaMesh. So here's the DynaMesh
button and the resolution. So we're going to
turn on DynaMesh. And now it's now that
dynamics is active. We can always recalculate. To recalculate all
the points whenever we make larger adjustments to it so that we keep it smooth. Next, I'm going to
turn on symmetry. Because I want this part to
be symmetrical. For now. We're going to press
X on our keyboard to turn on the symmetry
function here, and it's on the
x-axis by default. But that can be found up here on the Transform palette
activates symmetry x. Now we have the symmetry
active and DynaMesh active. So this sphere is a
DynaMesh enabled, symmetry enabled sub tool. Let's select the
Move brush first. I like to start off with
the Move brush to pull the object into the more
general desired shape I want. Having a perfect sphere
here is quite unrealistic, so I'm going to pull it down. I'm gonna click and
drag and pull this down to make more of
a sort of oval shape. Flat, pull it to make it
more ovular. There we go. There we have it. Just going to a lot of nudging
around back and forth, basically just make it
to your desired shape. I'm thinking that the post, the wooden posts
that's supposedly under this sac is going to
be all the way at the top. So there's there's of
course going to be. More material along the bottom so that it's sort of sags down. And it's going to be looking
like an egg towards the end. I'm pretty happy
with that shape. You can keep working on it
at your own desired pace. That's done. For now. Going back to what I
was talking about, I like to do a little
bit on one sub tool, move on to the next, refine it, just so that everything
comes up together gradually. I'll leave the sword and the shield to last
because those are gonna be like final objects that we could just clock bond. For. Now, this circle and
this blocky sword, they can just serve
as placeholders just so that we have an idea of where they're going
to be in the end. So now that I have
the body selected, I'm gonna do the same here
by turning on DynaMesh. Turning on symmetry
by pressing X. Now we have symmetry here
and DynaMesh active. Now I'm a smooth this cylinder, so it doesn't look
quite so blocky. I'm going to hold Shift to
bring up the smooth brush. And I'm just going
to smooth the top so that the edges pretty much
curved over disappeared. And I'm going to smooth
the bottom as well. There we go. Because this is going to be sort of
tied off at the end here. I want to give it, I want to
taper it down a little bit. With the Move brush
still selected, I'm gonna sort of taper the bottom of this
down towards the stick. Just going to click and drag
hold Shift to smooth it out. Similar to what the head, because there's more material. Like if you think of
gravity pulling down the sack of, hey, I'm gonna, even though I wanted
to taper down here, I still want it to be
drooped, the drooping. So what I'm gonna do
here is I'm gonna select the inflate brush. I'm just gonna click in. Slowly, do some clicks here and inflate the bottom of this sec. I'm going to smooth that
out. As I go along. Going back to the
Move brush, pull out, taper in, and pull in
the sides a little bit. There we go. I'm gonna pull in the
back here as well. The front to give it sort
of that's sort of a shape. Pull it out a little
bit. There's a lot of there's a lot of
technical stuff to do, but a lot of this
is also artistic. It's up to your artistic vision to be able to do what you
envision it to look like. So if you don't agree with
the choices I'm making, you can you can change
it however you like. There's no wrong answer here, as long as it looks
good in the end. I'm quite happy with that
in terms of general shape. Now, what I'm thinking here is I'm going to
show you that I want to add an extra sub tool
to create sort of the freely willed sec
bits at the bottom here, below where I imagine it
to be tied off with rope. To do that, I'm
gonna hold Control, bring up the masking functions. And I'm going to Control
and drag and mask the bottom of this, this body part,
this sec sub tool. With that masked, I'm
going to press Control. Then I'm going to
click the canvas to inverse, invert that mask. I'm going to go to the gizmo, W or up here, the move function to
open up the gizmo. And I'm gonna press
the green arrow here and just move it down. Then I'm going to press the yellow the yellow box to
scale it out a little bit. I'm pretty happy with that. That looks pretty good. I'm gonna control
drag another box out here and let go just
to unmask that point. And then I'm gonna do that again to re-calculate the DynaMesh. You see how it reapplied the I'm going to press Control
Z just to show you again. And then I'm going to click
Draw poly frame because we've moved down the
thing, the object. It's stretched down. I'm going to press Control drag here, just so that it recalculates and add some more points
that we can work with. Now that that is, now
that that's down, I'm gonna select
the standard brush, which is this sort
of line brush here. But I'm gonna hold Alt so that it does the
inverse effect. So it does the indenting. I'm going to indent the, the separation here just to make it look
like it's pinched, like this is where I want
the rope to be later. Go back to the Move
brush and I'm just going to pull up the move up the, the center of this to give it more thinner
appearance so that it's not looking like a big blob because this
is supposed to be a sec, so there is not supposed
to be a thick material. But this is 3D printing and 3D printing
miniatures at this scale, you have to think about thicknesses as
well in a different way. So things might
not be realistic, but if you're printing
at such a small scale, sometimes you really
do need to thicken stuff up just so
that it will print successfully or not be too thin that it will be
too easily to break. Especially if you're gonna be
handling these miniatures. With that said, I also
don't like the bottom of this post because if I
glue this onto the base, that's going to be a
pretty weak point. So what I'm gonna
do is I want to add more supports, more. Maybe like a cross down here to sort of show that
this is a wooden, wooden cross that's
on a wooden base, like some sort of cross. So we'll add that later as well. But for now let's continue refining the body and the head. I'm gonna make the head
a little bit smaller. So whenever I, whenever
you see the gizmo up, this is just me
answering the move mode just to manipulate it a bit. I'm just gonna make a little
bit smaller the head, move it forward a
little bit as well. And so I'm gonna do the
same thing that I did down here with this part of the body, with the head as well
because I imagine that it's a sec that's also tied off. I'm going to press
Control again to bring up the masking rectangle, controlling and clicking
on the canvas to inverse, bringing up the gizmo
again and moving it down. I'm going to hold Alt and
click the center button here just so that the gizmo is
centered in our selection. When I scale it out,
it goes outwards, F from that point of origin rather than from
up here where it was. I'm not gonna go
quite that much, maybe a little bit like this. Control drag to make
clear the mask. Excuse me. And control drag
again to recalculate the DynaMesh to add points where there
were no points before. Now again with the
standard brush, I'm gonna go around and hold
Alt to indent this area. Because we were working in quite a low resolution DynaMesh. You see that we've,
we've sort of gotten this freely texture for free. In the case of what we're
working on, this fits. But if you wanted a
smooth texture here, then you would've had to raise the resolution of your DynaMesh, but for now, it's works for us. This texture is a happy
accident, I guess. Just going to get the
Move brush again and just move the parts down, making sure that it's sort of folding where I want it to fall. Maybe a little bit more
down here in the front. Just pulling it down, holding Shift to smooth
it out. Pulling it out. We did smooth out a lot of that texture there,
but that's okay. We can always bring it
back, sculpted back in. I'm just going to use the
Move brush now just to further move in where I
want the pinch to be. And move down the sort
of extra sec flaps or extra bit of material
from the the head sec. That's looking good. I'm just
going to smooth that out. Actually, will add that
texture back in later. I'm going to press Control and drag on the canvas
again to recalculate. And that should be good for now. Yeah. Pretty happy with that. Like I said, I imagine
these pinched areas here. I'm gonna add a circle of rope to make it look
like it's tied by rope. Here. We're going to just continue. I'm going to pinch it a
little bit more, actually. Smooth it. Alright? Now I'm going to take
the standard brush. Then I'm going to go
around the around the where the arms are coming out just to make
it look like it's a whole. Because this looks
kind of unrealistic. There's no there's no indication of how these two
shapes are related. It's just like one
coming out of the other. It's very, very fake looking. I'm gonna use a standard
brush to draw along the edge. Gonna make the brush
a little bit bigger. Along the edge of where the
Wouldn't arms are coming out. And continue with the I'm going to hide the
head tool by clicking, by selecting the
head and clicking the little eye icon
here to hide it. Now when we select the body, you see the head is hidden. Because I just want
to see the top of the it's the top here
where it meets the arm. I'm just pulling up material around where the
arms are coming up. Control drag again
to recalculate. Use the Move tool. As you've noticed,
we've only been using like the standard brush
and then move brush, very basic stuff here. Just slowly manipulating the sub tools that
we've put down, like the initial
block out just to make it what we want
it to look like. And we're just working with
general shapes for now because everything is still
quite low resolution. We're just slowly,
slowly refining. And you don't want
to go too high, too quick with the resolution because it becomes
difficult to work with. The fewer points you
have in a sub tool, the easier it is to manipulate, the quicker it will go as well. Let's show the head again, clicking the i icon. So now we see that the, we can see the material
coming out from underneath. Going to select the
head and move that up. As you can see, once we
manipulate one part, it's sort of covered that part. So I go back and forth
just to make sure that everything works as it should. There we go. Now we have some sort of semblance of what we're looking after or what we're looking for. It's going to move that up. So that is the SEC and the head. I'm pretty happy with that. Before we move on, remember to save your work. Save as save. Do you want to
replace? Yes, I do.
15. Project: Wooden base & arms: Okay, so let's move on to
refining the post and the arms. Go about building a
base for this thing, like I mentioned in
the previous video. So basically everything
that this and this will be made of is going
to be wooden, right? So we can get away with creating One wooden plank and
duplicating it across to create sort of pretend
like we're a carpenter and craft a sort of a wooden
base for this thing as well. We're going to block
in some more shapes. So even if you're past the
initial block in phase, nothing is stopping
you from adding more sub tools as you go along
to block and more stuff. The initial block in is just to sort of give you
a starting point, but you can always
add more stuff. For the base. I'm gonna insert a cube. And then I'm going to bring
up the gizmo and flatten it along the Y and the X to create
like a flat plank thing. I'm just going to move it
up here above the base. That might shorten it so
that it's about that. The idea here maybe
is that I could, I'd want this to
possibly be able to stand without being
glued onto a base. So just have a sort of
standalone prop that I can have. Decorate my scene. Or what have you whenever
you see might have for, for target dummy Minnie. So I'm just gonna make
some like a cross. Basically. Once I have one plank down here, make it a little bit thinner. I'm gonna duplicate
it. From the top. I'll rotate it 90 degrees. Now we have a cross. Yeah. That's pretty much it. And like I said, it's all
gonna be made of wood. So I'm thinking we will make one sort of wooden
plank texture. I'll show you how to do that. And then basically just make
everything look like wood. Let's get into that. On the right here. I'm
going to click solo to isolate the view of
just one sub tool. This button will take
whatever sub tool you have selected and let you work on it without seeing
any of the other sub tools. Very useful if you
want to work on just one sub tool without having everything
else in the way. Here's the main sort of plank post sub tool
that goes up and down. I'm thinking I'm just
going to take this and turn it all into a plank. Then duplicate it
to make the arms. What I like to do when creating wooden texture is make
use of thick skin. I'll show you how
to do that now. First, we wanted to
enable DynaMesh to turn this poly mesh sub
tool into DynaMesh. Then I'm not too fussed about the resolution
of it. Maybe. Yeah, I'll heighten
the resolution. So up until now, we haven't really messed around with the resolution because we're not really that sort
of detailing phase yet, but because this is going
to be a wooden plank and it's gonna be we're not, we're not gonna we're
gonna black reuse it. It'll, I'll take it now
to the final look of it. I'm going to raise
the resolution of the sub tool to, let's try 500. Then I'm going to
recalculate the there we go. That should be okay. Then let's turn on thick skin. Down here on my UI, I have a button that says thick skin and a slider
next to it, a thickness. So when you activate fixed skin, the slider will activate and lets you determine thickness. I'll go over what that
means in a second. But I'll show you
where to find that if you're not using my UI, you can go in the tool palette. Down here is thick skin. The thickness. Basically
what thick-skinned does, I'll give a brief demonstration, is whenever you are using
brushes on the sub tool, the thickness of the
thick skin sort of limits how far above or below the
sub tool you can work with. So for example, let's
alternate thick-skinned off. And then I'm just going to use the Move brush to move
the points outwards. I can move this out
infinitely as much as I want. It says no limit to how far I can move the points
on this mesh. But if I have thick
skin activated. And I set it to,
for example, 21. When I use the Move
brush and I try move it, and I try move the
points of this sub tool. I can't move it more
than 21 thickness away from the original point. When I use the Move
brush now it's sort of stops at a point. When I create wood texture, I like to set a thick skin
to however deep I wanted. This limits how far you
can go with the sub tool. Then I'd like to take the Damian standard brush or dam
standard group brush, which is like a
sharp drawing brush. And I just basically draw on wooden texture on the
what happened just there. Sorry, I accidentally
press space bar and I changed the focal
shift of the brush. If you ever want to reset your brush to whatever
the default is, you can go to the brush menu, scroll down to the very bottom
of it, the brush pallet. And at the very bottom you see reset current brush that
just resets brushes in case you messed around
with the settings and want to get it
back to the default. Anyway, I have fixed
skin activated at six. That looks about
right, you know, like the unit circle relatives. So it's more, instead
of always knowing exactly what thickness
you want to make stuff fat or what resolution
you want to use DynaMesh. It can be relative to the
size of the sub tool. So it's always trial
and error for me. If you find that it's
too low resolution, you can raise it and lower
it according to taste. With thick skin active, you don't have to worry about
going too deep or too high. Depending on what
you want to do. Here, you can just freely draw in a wooden texture with
the Damian standard brush. There are definitely
faster ways to do this, but I like making. I guess it's a stylistic choice. How you choose to texture
objects or your sculptures, miniatures like it's all
personal preference. And everyone has their own style and way of doing things. For me. This is what I do. And just basically some lines. I think a lot about how
if I'm going to paint this miniature and let's say
apply a dark wash on it. Basically, I'm just
thinking about making deep grooves where
the wash the dark wash can settle because you get a lot of mileage
out of using a wash when painting minis and this
is the primary way I do it. So that's also considered when working on miniatures is like, what are you
gonna do with it? That's telling you to
think about basically, you spend as much
or as little time on this stuff as you want. Of course, the more time you
spend on things like this, the more detail you can make it. The less time, the less detail. But just make some
vertical lines. Go down. Maybe add like not that
you would draw around. Another thing I
want to point out is that I'm using a mouse. I'm just using a regular, let me show you regular
mouse for all this. Whereas normally I'd be using a stylus on a drawing
tablet to show you. But I just want
to point out that you can do all
this with a mouse. As an absolute beginner, I imagine that you might not have invested in
a drawing tablet. Maybe this is something
you'll do in the future, but for now it's like you
want to try, try something. Just try it as
cheaply as possible before committing to making
a purchase like that. Just drawing on some
wooden texture, making it look like wood. Another thing you can
do is you can hold Shift to just draw
straight groups. So if I click and hold Shift, now this red line appears. If I could just and then
if I let go of Shift, it'll just draw
that straight line. So click shift and then have a straight
line, let go shift. And that's just to It gives some grooves
on the side of the m on the side
of the plank here. Do it again here. Because basically you
just want to break, break up the flat, large flat surfaces because
it's not very realistic. And then when you're printing
at such a small-scale, you really going heavy on details is a lot.
You're gonna get. It's gonna show up a lot more. Being subtle about things is, is a 3D printing something that's gonna
be two centimeters tall. It's not very not really
worth the worth the time because the the product you'll get at the end
won't do it justice. It's a complete other
thing if you're sculpting for video game
characters or animation, where it's going
to be so closely scrutinized and high
detail like on the screen. But here we're just
making a wooden plank. That's gonna be like this toll. So context matters.
With that done. I'm going to duplicate
it and then rotate it 90 degrees from
the center there. Move it up and make
the arms out of it. Now that we've replaced
basically what the arm are, we can select the
sub tool that we use to block in where the arms
we're just click Delete here, just to delete the sub tool. Now we have wooden wooden post. An arms will do the
same for the base here. But maybe something
a little different. Lu, we got to think about
how this is constructed in a way and sort of gives some indication for
how it's put together. I'm thinking we'll
we'll add some sort of support brackets and
maybe some nails as well. Just to quickly indicate
how this is put together. I'm going to duplicate
one of these, one of the sub tools.
I'll take this one here. I'll rotate this 90 degrees
so it's vertical. Like this. I'll make it a
little bit shorter. And then I'll just
put it in here. Now we can make use of
the clipping brushes. I'll turn on DynaMesh
for this piece here. Turn on symmetry with x. But this time, instead of being symmetrical on the
x-axis, Let's pick z. So it's symmetrical from
the front to the back of this and turn off the r. We
can keep the x symmetry, so x and z activated. Again, it's up here in the Transform palette activates
symmetry than x and z. We can use the
Control Shift key. Then select the clip curve
brush up here or wall. While holding Control and Shift, you can click the brush, brush icon up here and then
select the clip curve brush. Then let's draw just
a 45 degree angle here like that, like so. There we go. Just a quick
clipped triangle shape. Now if we isolate it, you'll see that there's some points that have
clipped down. This way. To get rid of this, we can clip the bottom like so. And then like so. Just make sure you're
clipping again just to remind you what the clipping brush does is
it takes all the points from one side of the curve
and flattens it down. So when you make like, for example, if we go back
to this initial cut here, which we did a 45-degree, all the points that
were above that On that side made a if you can. It's not visible from
the side because this is like just 1 wide. This will cause problems for us. If we clip that down
and in on itself. We can see, we can eliminate it. And then when we recalculate
our DynaMesh by control, clicking and dragging
on our canvas. We make those points disappear. Or essentially, now
that we have that, maybe I'll click the
top here just to give it a little
bit of an angle. Like so. And then now I can duplicate this sub tool,
clicking duplicate. And now with the gizmo, I'm going to rotate
it along the x. Turn off symmetry first, and then rotate it
along the X 90 degrees. Then I'll, let's make that
a bit thinner as well, just so that it's not going
past the initial plank there. There's some sort of indication for how this thing is built and how it's supporting itself. So that's nice. Let's drive some
nails into this. And to do that, I'm basically going to
use thick skin again. But this time I'll
show you that, for example, thick skin enabled. We can use the Move brush. While holding Alt. We can make it so that the move function will be
perpendicular to the surface. I'll show you that quickly. Let's take this initial, this first one here. First, I'll turn off symmetry. The x. So it's only going to be
symmetrical on the z. So the front and back. I'm going to raise
the resolution of the DynaMesh to around the same as what this was around four hundred and five hundred. Let's look at it. Re-calculate. Yes. Then now we're going to
activate thick skin at 20. Let's try that. I'm going to use the Move brush. I'm gonna hold Alt and
I'm gonna click and drag. And what this does is it
will pull the points up perpendicular to the
surface of the mesh. And this creates this
circular protrusion, which I like to do
when creating sort of rivets or sort of
shaped like this. I like using thick skin to quickly pull out a
shape like that. That looks okay. This is all this is again, just sort of up to you like what you
want to do with this. You can construct the completely
different base as well. Like if, if you feel like This
doesn't look quite right. In fact now that I'm looking at, it doesn't look quite
right to me either. So maybe we'll
change it like this. This is, this is all part of why concepts or reference
is very important, is because if you don't, then you'll just be playing
around in 3D and wasting, or maybe not wasting, but spending
unnecessary amount of time trying to figure out
the design within 3D, which is fine too. You can't do that if you
want. It's up to you. But I'm going to undo
everything up until this point. I'm going to clip curve
again, Control Shift. Cut that part. I'm gonna do the
same down this way. What I'm thinking now
is that instead of a a wedge type bracket, maybe I'm thinking this is a metal a metal bracket
with nails driven on both the sides and have
these two parts being wooden and not texture this part so that I can paint it to look like metal instead. Pretty happy with that. I'll make that a bit larger
by bringing up the gizmo, moving it up, recalculate
the DynaMesh, and then I'm just
going to smooth it out with the Shift key. Do the same with this one. Clip curve. Turn on symmetry
along the x this time because it's facing
the other way. Raise the resolution. There we go. A bit
bigger but thinner. Now I'm thinking that this
might not be accurate for the the time it's
supposed to be created. But yeah, you can do
whatever you want. Again, this is
this is not an art to this is merely a technical course showing
you the processes. What I hope to achieve is to give you a good understanding of being able to apply what you've learned
in all sorts of manners. You don't have to be making a target dummy using the information you've
learned from this course. But of course, following
along on a step-by-step together on a tutorial
is always going to be a lot simpler than coming
up with your own thing, especially if you're new. But anyway, let's go back to
activating thick skin again, using the Move brush
to do the same thing. Applying couple of couple
of rivets or nails. There we go. Very
nice, quick and dirty. Same on these little ones. Let's just do one in the center. Fixed skin active. Then just smooth it out a
bit with the Shift key. Now let's work on the making
these things look wooden. I'm gonna do the same thing as I did with the post and arms. Go solo, activate
DynaMesh. What? Race? A resolution a bit. Reapply the DynaMesh turn on thick skin at
about six, was it? Take the dam standard brush, make our brush a bit smaller and just draw on some
wooden texture. I only have to do one side because the other side is
going to be facing the floor. So it's not necessary. Just going to draw some grooves. Hold shift when clicking so that you can
bring up this line. Let go. Hold Shift. Hold Shift. Like go, light, go. Whoops. Now I am just
showing you quickly. But when it comes to 3D, when it comes to a
whole art in general, you get what you
put in time-wise. If you want to make this look a lot better than what I am doing, you can always just
spend more time. And that's what it's
all about really. But for the purposes
of this demonstration, I'm just want to keep things
quite brief so that I can show you the entire process without being too
long and boring. Because doing, if I were to show you start to finish of how I
make for example, that scare crow minutes
for that I did. That's gonna be like a six hour long video or
eight hour long video and doing stuff that long?
I don't I don't know. I don't think it's
very helpful for someone just learning because it's gonna be too long
and boring, I think. But maybe not like, it's all dependent on
how you prefer to learn. Everyone's different
in that regard. Me personally, I do prefer sort of shorter content
snippets and stuff. When it comes to
learning ZBrush, the best thing I've found
for my personal journey, like when learning
is that I like to take on projects, do
different projects. So it's more like you decided
what you want to make first and then try making it. And if you run into any issues, you should look up how to solve that particular issue
then and there. So it's like, let's say you're
making a figure of a guy. You want him to wear
chain mail armor, but you don't know how to
do chain mail and ZBrush. If you just google how
to chain mail ZBrush, you're gonna get a ton of different tutorials
showing you how to do it. But what's important is
knowing what to search for. Having a basic understanding of the program so that you know enough to be able to do things. So that when you look at those
tutorials are videos like you know how to apply
what they're showing you. Anyway. That's the base and arms. End. Of course, remember
to save your work. Save as target dummy. Yes. Alright.
16. Project: Avoiding voids: Now before we continue, I just want to make a quick
video to talk about voids. Something that I'm
naturally inclined to do now that I've been sculpting
for 3D printing for awhile, is to avoid creating
voids in my models. What I mean by that is
when you have a shape, Let's say for example, this head shape and
this body shape, right? If I make, if I move the inside of this shape up
and then the edge of it down. This connects down. If I were to close the
gap only along the edges. This is an extreme example, but let's see, I try
closing the gap, but I managed to miss
this little gap here. What that is is there's
a void now between these two sub tools and later when we export
for 3D printing, that void will manifest itself when we make our slices
in our slicing software. And it won't print like a
little air pocket in there. And that can cause
troubles later on for your 3D printing
in a resin gets trapped in there and it
might not work as intended. Basically, you want
to be conscious about avoiding creating
these sort of voids. That's something I do
automatically without thinking, is I always create shapes
and make sure that they're fully within each
other and not creating avoid. Another example of
that is down here, when I created the brackets, for example, if we
take solo mode, you see it's all one piece. You both of these. And it's all connected
in it and it goes deeper into the
into the sub tool. I can show this to you by
clicking this icon here. Activate edit opacity. So this makes
subtotals transparent. As you can see. This is fully nestled into the
sub tools surrounding it, so it's completely in the woods. If instead I created a
bracket, for example, that was only I'm going to
duplicate this just to make, make an example out of it. I'm going to take
this delete hidden. Let's say I made
a bracket That's just just the size
of the bracket. And then I put it I put it on the wood exactly on
the edge like this. As you can see, because there's texture on this wood grain
that goes underneath. There's a tiny void
there now that will, when 3D printing, it
won't print any material, they're creating a void. And this can cause issues. So I just wanted to make this quick video
in-between just to make, make sure that you're conscious
of not creating voids. And some of the steps I
take to, for example, creating brackets that are just like one large
piece like this. Part of this is so
that I am sure that there's no voids being created between
these two sub tools. Just made a, just want
to make a quick note. Just to illustrate the
point of voids, I guess.
17. Project: The helmet: Okay, Let's go and make a helmet for this guy to
where this little dummy. To do that, Let's start off by bringing in a sub
tool to work on. Because we already
have a head shape. Here. Let's just duplicate
the head sub tool. Select the head, and
click Duplicate. Now, let's select
just the top half using the select Rectangle
brush by holding Control and Shift and clicking up here or up here in the brush menu to select the select
Rectangle brush. And let's just select
the top half of the hip. This will make the bottom
half not visible or hidden. So now we can click the Delete Hidden button up
here to delete those points. This button can be found in your tool palette within
the geometry menu. Modify Topology and
here delete hidden. So when you click that, now those points are deleted. Now when we recalculate the
DynaMesh by holding Control, clicking and dragging
on the canvas. We now close those points and added have this sort
of Half Dome mesh. Let's make the head
visible again. Just to we didn't
delete the header. We just duplicated it and got
the half and turn the half, top half of the head
into its own sub tool. Now let's, let's click
the Solo button here. Solo mode just to work on this helmet thing independently. So we don't see the
other stuff in the way. Okay? The first thing I want to do is I
want to make this, this sub tool symmetrical
in four quadrants. So the x and the z, right? So symmetry is already active on it. I
just turn on the z. And as you can see now if I'm moving my master and it's not quite symmetrical already, what we can do is
we can make use of the mirror and weld
function so that it creates symmetry along these, along the axis that you
define this button here, mirror and weld that can also be found in Modify Topology, same as where Delete Hidden was. On the top of this button, you can see the little XYZ. Let's click the X and the Z
so that they're highlighted. This tells ZBrush that we want to mirror and weld
along the x and z-axis. When I click this, you see the shape changed. It's sort of mirror and welded the points so that it's now completely symmetrical
on these four quadrants. So along the x and
z, now that we know, now we can work with a sort of a shape that is symmetrical
on four quadrants. And my idea was this is
I'm just going to create a simple sort of
rounded helmet. Maybe. The idea with this
is that I want to make a line down the center
and then sort of a rim. And maybe like a thinner sort of partition or section
around the side. Make the quadrants. And I'll add some rivets. And maybe an extra
sub tool here along the front just as a
protrusion like something for the like a nose guard, just a very simple helmet. The first thing I
want to do is make this just a little bit bigger. So I'm going to clear the mask. I just made click W
to get the gizmo up. Now I'm gonna hold Alt and
click this button here. And this center is it. It says since center to
unmasked mesh center, right? Because we have the
z symmetry active, it will center itself on one of these four quadrants,
which is fine. Because when we move the
center yellow box here, it'll scale on all sides
equally, which is what we want. We just want to make it
a little bit bigger. I'm just gonna click
and drag that, make it slightly larger. Now I want to sort
of clean this up and raise the resolution a bit. So let's do that now. I'm going to raise
the resolution to around 470 or whatever. Maybe 500 will see total
trial, trial and error here. Don't really know. I'm gonna take the
clip curve brush by holding Control Shift. I'm just going to
flatten the bottom here. And then hold Shift to
smooth it out and then control click drag to
recalculate the DynaMesh. That should be okay. Let's
have a look at it. Good size. Now let's make use of masking. To get the masking
brush you hold control. And by default it's the mask
pen tool which lets you brush on a mask. But
that's not what we want. Let's Control click
and drag to clear the mask and just look at it
straight on from the side. Now when you hold Control
and click and drag, you get the masking rectangle. We've used this to a recalculate the DynaMesh when we
click it off the canvas. But when you click
it on to a sub tool that will mask the
sub tool right? Now with the rim masked. I'm also going to mask. Let's take it one
step at a time. Now the rim around is masked. I'm going to Control click on the canvas to inverse that mask. Now I'm going to click
the gizmo tool again. But this time I'm
going to hold control while clicking and dragging
on the yellow box. This does what? This does like an inflate function and sort of inflates the points outwards. The same can be found here in the deformation menu
and our tool palette. Down here you can see
a inflate slider. This lets you inflate and
deflate points as well. But you can also hold
Control and click and drag on the yellow box here. I'm gonna inflate it
out just a bit to create a rim to this helmet
that might clear the mask. Then again, recalculate
the DynaMesh. Now I'm gonna hold shift
and smooth it out. I don't like that. I'm
going to undo that. I want smooth it out just yet. It's too low resolution too. Preserve that edge. So I'm gonna keep it
like that for now. Let's have a look at it. Now I am going to, let's, let's make
that a sharper edge. I don't like how it
curves down this way. So I'm gonna take the
clip curve again, Control Shift and just
click the bottom of this. Just to give it that
sharp edge again. Then I'm going to mask, select the bottom
half around the rim. Control-click too. Inverse the selection. Bring up the gizmo again. I'm just going to move
that down just a bit. Now, let's recalculate
the DynaMesh. Then let's smooth that out. By holding shift. There we go. The final position of the helmet isn't quite
where I want it to be, but we still want to
work on it in symmetry, so I won't move it
quite just yet. Let's continue working
on it and solo mode. Let's take the masking
rectangle again. And this time let's take a
section out of the center. Then. Let's make another
masking rectangle. But this time let's hold Alt to unmask the points that it
went over the rim there. So now we've only got the
top half dome here, masked. Again. Let's click Control, click
to get the inverse of that. Get the gizmo up hold
control to inflate it outwards and create a
bit of a raised thing. Their control drag to
unmask, outweight Control Z. Before I unmask this, I'm gonna move the
points down with the Move brush just so that it intersects like that. And then Control click, Control drag, and then
let's control drag. Apply the DynaMesh again, and let's press
Shift to smooth it. If you find that it's smoothing
a little bit too much, your resolution might be low. So I'm going to undo this. Before I reapply the DynaMesh, I'm gonna raise the resolution
to 1000 and try again. Now on our press
the smooth brush. It's smooth a lot slower because there are a lot
more points to work with. Yeah, I'm pretty
happy with that. Now. Let's add some
rivets around. I'll do the same way we did the rivet or nails on the
brackets, so the bottom there. So let's use the
thick skin again and turn off symmetry or weight. Keep it on but turnoff the, the, I don't know, Let's keep the
symmetry on actually. And make sure that your cursor is just
like in the center, so that it's just
1 instead of two, like you see here
when it comes off. So this shows you that you're
sort of in the center of the sub tool with thick skin activated
and then move brush. You can hold Alt
to pull out shape perpendicular to the
surface of the mesh. And just continue doing that. Going up the sub tool. I'm just going to redo
that just to make sure it's the same size. Just change the brush size. If you have a larger brush
size, it'll be larger. Did you have a
smaller brush size? It will be smaller, so
just change the size to one that you're happy with. Just try it and see. It looks pretty good. And
just add some rivets. I'm gonna try just smooth
those out with the Shift key. It looks a lot better with
its smooth out a bit. See what that looks like. All right, I'm pretty
happy with that. Then let's bring it in another sub tool up to
R sub tool menu here. Let's click Insert and bring
in like a little cube. It's a pretty big cube. Let's move that up and
make it a lot smaller. Let's bring it out to the
front here and make it let's make nose guard for this helmet. Something like that. Get a bit shorter. Move it up. There you go. Make it a bit thinner. I'm
gonna hold Alt and click the green arrow just to move the center of
the gizmo tool up, but not the sub tool. And then I'm gonna move
it up here so that when I rotate it from like when I let
go of Alt and I rotate it, it'll rotate and pivot
from that point. Basically, I want to try
get rid of this overhang. So I'm gonna rotate
it down so that it's intersecting
with the sub tool, the face up till here below it. This is subject to change later because we're
going to move the entire helmet anyway
and we'll do that now. Actually, this is gonna be the first time we merge a sub
tool with another sub tool. Make sure that the cube
sub tool that we created is right below where
the helmet is. With the helmet selected, you can click merge
and merge down, which will merge
the the sub tool that you have selected with the sub tool you have below it. So we're merging the helmet
with the nose guard. I'm gonna merge down
and click Okay. Now this is one sub tool. I'm going to turn on poly frame here just so that you can see that we just merged it, but this one is
DynaMesh enabled. This one isn't, and there are different
poly groups as well. One thing we can do quickly
is to just control drag, to fuse these two
objects together. And now they should be one. Let's turn off symmetry. By clicking X. Press W to open the gizmo, hold Alt and click
this to center it. Now we can move the
entire helmet freely. I want to move it forward down. I'm going to rotate
it up slightly. Let's move it back to eliminate
this sort of overhang. What I'll do is I'll
actually just move it with the Move brush. Let's turn the
symmetry on again, but turn deactivate x so
that it's only symmetrical. The mean, the activate z, so it's only
symmetrical on the x. Let's move that down this way. There we go. Now I don't like how
how sharp that edges. So I'm going to smooth
it out a little bit. And I'm also going to
use the flattened brush to go around and
flatten this edge. Just to give it
more of a, I guess, hammered metal
appearance rather than a perfectly perfectly
square cube. That's what the flattened brush. There we go. What I'm going to make
that helmet a bit bigger, actually, oversized. Make sure you avoid creating
these little voids here. So let's, let me show
you another technique. Once you have it or
you want it to be. You can take the Move brush
and enable back face mask. This option can be frowned
in your brush pallet. Under auto masking,
back face mask. What this does is it will, it makes it so that your
brushes won't affect the opposite side of the surface
that you click and drag. Practically if I turn off back face mask here and I
use the Move brush, I can show you that if
I move this sub tool, it will move the entire
everywhere, the brush effects. But if I have back
face mask enabled, if I click and drag down, you see how it closed. It only move the points
that are that way. And it won't move
any of the points that are on that side. And same goes for if I click and drag on the
opposite direction, it'll move all those points, but it won't move the
points on this side. It masks or treats the
backside of your object as, as if it was masked. That's what back face mask. Thus, this is perfect for
pulling down sub tools and closing holes without
affecting the rest of it. I'm going to turn
that off now and fudge around with this shape here just to make sure
I'm happy with it. There you go. We have a helmet. Again. If you want to
spend more time to make things look a lot
better, you can bet. For the purposes of
this demonstration, I'm just going to make
it pretty simple helmet. And of course, you know,
go out and look for reference of some nice helmets if you want to try copy that. But it's all about
adding in sub tools, simple shapes to do what you want to do
and then make use of some masking or some of the other brushes to pull
out the shapes you want. And of course, don't
forget to save your work. Save as yes.
18. Project: The sword: Okay, So next up, let's make the sword. Because the sword, You know, what I'm gonna do is I'm
gonna show you how to make a separate sub tool
or a separate tool. Just reincorporate it. So what you can do
with the sword here, for example, is, let's merge it down so that the sword and the
hilt is one piece. I'm going to merge down, make sure that the hilt
is below the sort. And click the Merge Down button. With that merged, let's
click on make poly mesh 3D. And that creates a new tool from that sub tool
that we had selected. Now that's its own tool. Let's open the gizmo,
the Move tool, hold Alt and click this button to center
it on the sub tool. Click the home button to bring it in the
center of the world. Let's, let's make a sword out
of this using this sub tool that we have here as more of size reference rather
than the actual sword. Let's bring in a new
sub tool to work on and use this just as
reference for the size, the rough size we want. So let's do this in parts. So let's make the
handle, the hilt, and the blade as three
parts on this new tool. So we can have three
sub tools in this tool. Let's start with the handle. Let's insert a cylinder. Insert cylinder. Let's scale this down so
that it's the right size. Let's keep it. Now it's basically
invisible so we can hide the or let's make, let's make, click the Transparent
button here to make the, so that we can see the cylinder
underneath the sub tool. And let's just use
the gizmo to scale it along the y-axis to make it
just a little bit longer. Let's make it that long. It goes into the hilt. And just to make sure that
the shapes are intersecting. Let's hide the main sort. Let's turn on symmetry by
pressing X on our keyboard. But let's go. Let's click the y symmetry, uncheck the x, and
click radial symmetry. So now we're affecting
trying to be symmetrical inner radius
around the y-axis. Let's activate DynaMesh, raise the resolution to five
hundred and six hundred. And let's apply that. Let's smooth, smooth along. To make it just a bit smoother. Now with the Move
brush activated, we can start manipulating
the shape of this. I'm going to pull
the bottom down to make sort of a pump
will type shape, smoothing and moving as I go. Pretty happy with that. Take the dam standard
brush and just draw a. If you find that it's
doing it a bit too deep. Let's press space bar to bring up this sort of brush menu. Let's lower the Z intensity
down to, let's say ten. And try that. And it's quite soft. So let's raise it to 17. I'm happy with that. Let's draw that group there. Then. Now let's draw pattern. Again. This is going
to be so small that it's not really perceptible
like the texture of this. But what you can consider is when you apply a layer of paint, it will settle in these areas. So that's what I'm thinking
of when I'm making textures, is you've got to consider the scale you're
printing at and what's, how much is worth texturing. And this all comes with
practice because you'll know yourself when you start sculpting and printing
your own sculpts, like what is necessary
amount of detail. But I'm just thinking about
like when you paint this, like where does the sort of wash settle when
you paint, right? That's the handle done
using the radial symmetry. So it's pretty simple,
straightforward. Next, let's make a hilt
by inserting a cube. Let's zoom out. If you're ever too zoomed in on an object, you can still have access to your camera
functions by clicking, holding Alt and
clicking and letting go of Alt on the outside border. Outside this gray border, you can still have access
to your camera functions, even if you're so zoomed
in on the sub tool. Let's make this cube that
we just inserted small. Let's bring up that sword
again as reference. So let's make, make it the
same height and width here. And make it the same
width in this way. Let's hide the sort again. There we can have, we can start making
a helped for this, Let's turn on symmetry in
the x and z so that we are affecting basically
all four corners. At the same time. Let's activate DynaMesh,
raise the resolution. 500. Supply that
let's have a look. It's kind of overkill,
but That's fine for now. Control Shift to bring
up the clipping brushes. And let's select the
clip curve again. Let's cut the corners to sort
of make that sort of thing. And then now let's, let's use the clip curve
to make a curve. So hold Control Shift and click and drag so
that you see the line. Then you can let go
of Control Shift. Then you can tap Alt at a point to sort of anchor point on this line where you
want it to start curving. So I'm going to move
in from the edge here. If at any point you want
to move the origin at all, you can hold space and, and move the origin
of the curve, like Go space to lock it. Then you can, like I said, you can press Alt to
anchor a curved points. So I'll go in, press Alt. And now you see it's
curving the line. So let's, let's make
something like that. Something like that shape.
Pretty happy with that. Let's sort of curve. Let's clip that edge as well. Let's give everything
a quick smoothing. Then. Reapply the DynaMesh. There we have a simple hilt. I'm gonna move it a bit,
just warp it up so that it's not quite so straight. Just to give it some character. Again, everything is dealers choice when it comes
to this type of thing, It's all up to your art history on how you
want to make things look. If you want things to look better than what I'm doing here, then it's just a matter
of spending more time. Now let's make a blade. For this, we'll just insert
a simple cube again and make it the same size as the
reference sword we have here. Let's turn on the transparency and make the blade
the same size. Here. Make sure that you
go into the hill two-bit so that you're
making sure you're avoiding voids by
intersecting the sub tools. Now, blades are a kind of tricky in the sense that making things come
to a point is kinda hard. I'll, I'll show you
an example here. If I turn on symmetry
in the x and z, turn on DynaMesh here, Let's raise the
resolution to 700. Have a look at it. Let's say I used
a flattened brush to flatten along the edge here. It gets kind of weird
with ZBrush when you want to bring this edge in on itself. For example, let's
use the Move brush. It becomes impossibly thin here. What I like to do when
making a blade is you go, you go past where
the angle should be. And then I use the mirror and weld function to
create the blade. So to do that, normally i'll, I'll turn off. I'll only work on one
side of the sort. I'll turn off the
symmetry and only work on one's face
with the x symmetry. Let's turn on the DynaMesh. Quite a high resolution. I'll start by, I'll start by doing the edge,
the edge of the blade. We can do with the x. Then. What I do here is I will
mirror and weld the shape. Mirror and weld
along the x and z. The reason I don't clip with the X and Z is because if you clip
pass the center, it'll create like a thin, thin layer of points that
are just impulsively thin. And it's easy to miss and
it causes problems later. So this way with the
mirror and weld function, it's sort of takes care
of that automatically. Now it's a matter of sort
of flattening it or, or now you can turn the x
and z on and play with it. All right, so now, now I can flatten the edge actually
slightly because I don't like having things come to a point like that
when 3D printing, it's good to have
a little bit of Palantir edge like this
will look sharp on a mini, but not, it doesn't need to
be super sharpen the program. I'm going to make it a
little wider to white. Let's go just a little wider. I'm going to make I'm
gonna make it thinner. So one thing I can do is I can
just clip curve like this. Now, let's make the
point of the sword. Doing the point of the sword. It's kind of finicky. One thing you can do is let's extend the tip little bit by making it
a little bit longer. How long did we
want to make this? Not too long. Okay. So never mind. Let us just make
the tip right here. Again with the clip. Just cut the corner off. Then now there's three
cuts you have to make. One is you got to line
up the the tip of this cut here to the center, roughly from the center
of the middle here. You can clip into
where that edge was. Then now we want
to create a line that goes from the center of the tip across the center here, down to that point there. We want to shave oldest
material off the corners. And to do that, it's kinda
finicky because you go to, if you want to make use
of the clip curve for, for doing this, you've got to
line everything up, right? I got to see that
point and that point and makes sure the line goes
across the middle of there. It doesn't have to be exact. But lining it up and just making one slice or one clip like this, like that should give you
that kind of a shape. That's a very sort of
fantastical looking sword. But again, like there's more
than one way to skin a cat. And when it comes
to making blades, I've seen a lot of people do a lot of different techniques. I don't know if you've noticed, but my approach to sculpting is very sort of free form, free-flowing, and kind of just as long as it looks
right, It's, it's okay. In the case of 3D printing, that is fine because we
don't really need to worry about correct
topology or anything like that because the east
things won't get animated, they won't get textured or, or anything of the sort. So That's why you can be a little bit more free or when your end result
is 3D printing. I think I'm going to make the
handle a bit smaller here. Just to fit the
rest of the sort. Like that. I'm going to make
the hilt a bit more interesting on a
pull-up the sides. Just a bit more of an
interesting shape. Take the flattened brush and just flatten the
edges so that it's not that it's not a
crisp edge like that. Just smooth everything. I'm going to add a bit of a. You're going to
duplicate the blade. Duplicate. Use to select Rectangle,
blush, brush, control, click, and just select the
bottom. Delete hidden. Reapply the DynaMesh, bring
up the gizmo hold control and inflate it with the
the yellow box. And then control click
and drag or you apply the DynaMesh and I'm
just going to clip I'm just going to clip the
top of that to bring it down. There we go. There's a simple sword because we've made all
this on a separate tool. What we can do now is with
the if this is hidden, the placeholder
sword that we had, we can click the Merge Visible
button so that all this will become its own
sub tool that we can then insert into
our original model. So I'm gonna click Merge
Visible down here. That'll merge all these
sub tools together. Then now you see up here
on the tool palette, we have the sword
as a separate tool. Now we can go back to
our dummy model here. We can insert that merged sorted sub tool and
it'll pop up here. It should be the right size. So all we have to
do is just move it up to where it should be. There we go. We have a sword. Now we can delete
the placeholder or original blocked in soared sub tool here
I can delete that. That's done. Remember to save
your work before moving on. Save as target dummy. Yes.
19. Project: Using booleans: Just quickly, I thought I'd
make a short in-between video just to illustrate the
point that there's more than one way to do
something in ZBrush. I thought that I would make
another sword blade with a different technique just
so that you know that there's multiple ways
to do something. And it all comes down
to personal preference. For me the way I sculpt as
quite sort of quick and dirty. In my, in my mind, I have this mentality of as
long as the shapes, right? It's okay with me.
But some people might want to have
a cleaner approach or a more precise approach. Something you can do
with making blades is make use of Booleans. So that's also something
new that we can learn. So I'm just going to click, I'm just going to
click the Tool Menu here and click a cube. Make poly mesh 3D. Then let's make this
smaller and longer. I'm gonna turn this
into a DynaMesh. What I'm gonna do
now is make use of Booleans to cut out the
shape of the blade. So let's make this
a little bit wider. And think of this sort of like a metal blank that
we want to cut. Put an edge on it. One thing we can do
is use booleans. And what booleans is it's
sort of like you use a shape to subtract or
add to another shape. I'll just quickly
give an example here. If I insert another cube, the Boolean functions can be found within the sub tool menu. On the particular sub tool, these circles here, they correspond to add,
subtract, and multiply. If I subtract and I turn on up here on the
top-left Live Boolean. You'll see that the queue by inserted is subtracting
from the sub tool above it. So it's creating the shape. If I move that cube out, you can see that it's
creating a space. What multiply does is it takes the sort of the Venn diagram, it like the intersecting points and turns that into a shape. But what we want to
do is we want to subtract what we can
use with this cube. This Boolean cube is we can
subtract an edge from it. If I, if I rotate it
at a 45 degree angle, I know that I'll have
a 45-degree angle on this side that I can
subtract, or this side, I'm going to hold Alt and
reset the orientation so that it's that the gizmo is reset. Let me turn off live Boolean so you see what their
shape is doing. I just rotated the cube 45 degrees just to get
an angle on one side. Then I held Alt to
reset the gizmo so that it's back in the
world orientation, like left and right. Now I can just move this along. If I show the Live
Boolean function now I have a blank with
an edge, right? What I can do is I
can duplicate that. Also make it a subtract. I can now rotate it 45 degrees in the other direction,
for example. Then reset the orientation
and then move this up to create this looking shape. Or maybe I'll just go
halfway like that. Now we have this
sort of a shape. To apply the Boolean. What we can do is either merge everything
down and DynaMesh, or we can click this button. Because I created a
separate sub tool at all. The functions are within
this one sub tool. I can go down to Boolean within the
sub tool palette and make Boolean mesh. When I press this, it will create a new
sub tool or a new tool up here that is only that
shape we just created. As you can see, it's merged
everything together and created the shape
that we've cut out. What I'm trying to get at is
if you can look at the shape and think of it as
one-quarter of a sword blade. What I can then do is use the
mirror and weld function. We've been using mirror
and weld across the x. Or let's make sure
it's in the center. I'm going to move the gizmo like that and put that in the
center of the world. Mirror and weld x 1 second. Let me DynaMesh first
before I mirror and weld DynaMesh mirror and weld x. Then now we have this
half blade shape and then mirror and
weld Z as well. Move that across
and center that in the world so that we can mirror across the z-axis as well. Oh, sorry. Down here. Put it in the center
of the world. And then z. Z. I've been looking at it
from the wrong angle. There we go. Orientations
weird sometimes. Now we have sort of a
similar shape we had. It's a bit bulky, but I just
wanted to quickly show you, like if you want things to look, right, you spend more
time to refine it. But what I can do is I can just make this all thinner, like so. There we go, using Booleans
just to quickly show you that there are more than one
way to do something.
20. Project: The shield: Okay, so let's continue
working on our target than me. The next thing I felt we'd
make is the B field here. Similar to the sort. What I'm gonna do
is I'll work on it on a separate tool and
then I'll bring it in. So to do that with that sub tool that
we blocked out selected, we can press on
make poly mesh 3D. Then now it's its own tool. I'm going to press W
to get the gizmo up. I'm gonna hold Alt and click the center icon to center it. And then I'm gonna
click on the home just so that it's
in the center of this new this new sort of tool. Again similar to
the sort we're just going to use this as a
size reference really. So we know that it's gonna
be the correct size. Not completely necessary
to do it this way, but it's just a lot easier
to just move in to the, to the original sub tool later. Let's create or insert
a, another cylinder. What I imagined for this shield, I'm thinking it's gonna be just a regular
wooden shield with similar to the helmet
will do something like a rim and some rivets, maybe just to give it
some stylistic cohesion can be plausible
that it's made by the same people are taking, taking inspiration from
the helmet will do the similar sort of
this pattern basically. Maybe are around the
rim and maybe one sort of circle in the center. So let us, Let's do that. The first thing
I'm gonna do with this new sphere is
turn on DynaMesh. Let's raise the resolution. I'm going to undo
that, raise it to 500 ish, and then DynaMesh. Then I'm going to select
the inside of this sphere. What I'm gonna do is
I'm going to, I'm going to turn on
radial symmetry. Let's press X to activate symmetry and then
click the R here. And again, it's found here
on the Transform palette. If you aren't using my UI. And then I'm gonna change the direction to
Z and turn off x. So now we have this, now we're working symmetrically
around this shield. I'm just going to mask
by holding Control. I'm going to mask out
the center just roughly. I'm not gonna worry about the backside too much
because we can just mirror and weld the backside because the masking
doesn't really, doesn't affect the it doesn't go through
the model very well. As you can see, it's slightly
masked on the backside. This is because if
a model, if, if, if a sub tools too thin and you mask one
side with the pen tool, it'll mass the backside as well. We can hold Control
and click back face mask so that it doesn't
affect the backside as well. But like I said, we're just not going
to worry about that because we'll use the
mirror and weld function. What I want to do here is I want to invert selection
we just made by holding Control and
clicking that I mask out the the rim or the edge of this. Now what I can do is I am going to look at it from the side and open the gizmo. And I'm just going
to slightly move in. Move in the right. I'm gonna, I'm gonna make
the original cylinder we put in invisible so
that we can work on this. I'm going to move in
this part of the shield, clear the mask,
reapply the DynaMesh. Then I'm gonna mirror
and weld on the z. So I'm gonna turn off x and
press on z. We are in weld. Now it should be on both sides. What I'm thinking here is
that this will be the rim. Let's move this up. I'm gonna hold shift
and smooth out this this sort of geometry looking shape
out of, out of the way. It looks a bit smoother. There we go. Now I'm going to insert
another cylinder. Again, just rotate
it 90 degrees, make it smaller, make it flat. This one's gonna
be thinking like, I'm thinking like this going
to look like a butler. Just like a dome,
like shape here. I'm going to turn
on DynaMesh again. For this one, turn on
radial symmetry on Z, same as the shield. So we get this. I'm going to smooth it out. Then I'm gonna use the
Move brush to just pull out the center
of it a little bit. There we go, smooth
it out some more. And yet something like that. Looks good. Maybe a bit too, up their
scale that back a little bit. Then I want to maybe put some maybe wood texture like
some grain up and down. I'm going to turn off.
I'm going to select the main shield here again. Turn off radial symmetry. That it's only along
the z here so that we get the front and back
of the the shield. And I'm gonna do the
same thing we did with the wooden planks. How we textured that using the dam standard
brush and thick skin. I'm going to put this down to six or seven. See
what that looks like. Something like that. Can do a couple of
vertical stripes. Let's hold the Shift
so that they are quite straight. There we go. Click hold shift and drag, and then let go of
Shift to draw the line. Click hold shift and drag. I'm thinking like these will be the separation of the board. Let's do the back side. Then. Then maybe add some extra
texture on top of that. I am going to reapply
the DynaMesh and then reactivate thick skin so
that I can go a little bit deeper on these groups. I'm gonna go down
again over it once more so that these groups
a little deeper, deeper. Then I'm going to then
I'm going to go over the in-between parts with a smaller brush size and just
draw on some wood texture. Again. If you want
this to look better, you spend more time. It's all about spending
time, you know, when when making
something more detailed or just when making
anything look better. Told that time spent. Drawing. There we go. The back side, I guess
we'll texture as well. Then I am going to add
rivets with thick skin away. Now let's reapply
the DynaMesh first. Redo thick skin, but raise
it to a higher number. Let's make it 12. Let's see what this looks like with
the move breaths, with the Move brush, selected, hold and holding Alt, we're pulling stuff out like
we did with the helmet. I'm thinking this rim is
slightly too too small, too thin around the edge, so let's make that
a bit thicker. To do this, let's turn
off the skin for now. I'm going to turn off symmetry. Let's turn off symmetry. Bring the gizmo in. First. I got to mask the
center of this. So let's hold
control and click on the brush here and use
the mask perfect circle. I'm brush. Lets us mask. Circle. When you click and drag, it'll bring up a circle. And then you can hold
space to move that circle. Then let go space when
you're happy where it is. So we're going to put this
roughly in the center. It doesn't have to be too
accurate as long as it masks past the inner circle
of this border. Because what we can do now
is with the gizmo open, we can scale from the the yellow square to extend
everything outwards equally. Now I've made that
a little bit wider. Let's see what that looks like. Go back to the mass pen
tool, reapplied DynaMesh. And that looks good. Now let's do what we
were originally going to do and open the sorry, I just noticed that we're looking at this thing backwards,
but it doesn't matter. We can just flip it later because we're working
in symmetry anyway. So let's turn on symmetry again, but this time on z radial. Now let's add some rivets. So thick skin on at
about 20, I think. It's hard to get the
sliders, but 21 is fine. While holding Alt,
we are pulling out. With the Move brush
selected holding Alt pulls out the points perpendicular to the surface and with thick skin on
its sort of limits it. So it makes these sort
of rivet looking shapes. You know what, I'm
happy with that many. So it doesn't have
to be like too much. Reapply the DynaMesh by
clicking and dragging. And let's smooth it up. I'm
pretty happy with that. Now we can move this
sub tool into our, into our into our target dummy. Let's go back to the
shield we just made, and then click on Merge Visible. Make sure that the original sort of blank sphere isn't visible. So that when you merge visible, it's only the shield we created
and these sort of metal, a dome here in the center Merge Visible and now it's
its own sub tool here. What we can do is we can go
back to our target dummy. We can insert that merged
shield we created. And now we can move that up
to where it's supposed to be. And like I mentioned before,
we did it backwards, but we can just use the gizmo to rotate it 180 degrees in the
other direction. I'm holding Alt and clicking
the orientation to reset it. And then just going to
move it into position. There we go. We have a shield.
Now we can delete the delete the other sub tool that we use to
block out the shield, the other cylinder, we
can just delete that. Delete. Okay. So we're coming along nicely. And don't forget
to save your work. I'm going to remind
you at the end of every video because it is that important and you should get in the
habit of doing it.
21. Project: Head & Body pt.2: Now we are done with most
of the separate parts here. And as you can see,
the head and body is sort of lagging behind. So like I mentioned at the
beginning, I don't take, always take things to the end. You bringing up the details like all over the
model gradually. So after you work on one part, you go back to another part and then go back to that apart. So it's not always like
a linear progression, but you just sort of bring everything up
as we go. In this video. We'll finish finish up
on the head and body. I mentioned that I
wanted to add rope around the neck
and the base here, I'll show you how to do that. Going to make this look more
like it is afraid hole. Maybe add some
details and give it a texture and maybe add
some straw as well, like out of the arm holes
on the bottom here just to indicate that it's
filled with straw. So let's do that. Let's
start with adding rope. So I have a rope
brush that I created. If I open my lightbox
and go to brush, I have a brush that I made rope. I made this brush
following tutorial. If you want to make
your own rope brush, I recommend you sort of find just Google how to make
a rope brush in ZBrush. And you'll find a lot
of articles or videos showing you how to do different
making different brushes. But if you want to use mine, I'll leave it in the resources
section of this lesson. So you can just
download this brush. To load a brush into ZBrush. All you have to do is
go to the brush pallet up here and click Load brush, and then just select
the wherever, wherever you saved the
the brushy downloaded. So if you download
my this rope brush, just click on that and
it should come up. What this rope brush is, is it's a curve brush. We haven't used
curved brushes yet, but I didn't mention it briefly
and the brushes section. But basically what a
curved brushes is, you draw out a line
first and then it applies the shape of the brush. It's a bit finicky to use, getting used to curves and such. But let's give it a go. So I'm going to Control Z
with the with the head, with the head the
sub tool selected. I'm just going to turn
off symmetry for now. Then I'm gonna click and drag
the curve around its neck. And we can do this in steps. Let's go into solo mode, just so that we
isolate the head. And so we can work more freely. So I'm gonna start
from the beginning here in the center and just drag along the head
around the neck. If you find that the rope
is too big or too small, It's all dependent on
the size of your brush. If I make my brush larger and I continue drawing this curve, you will see that this, you'll see that the size, maybe it doesn't like it,
but let me start over. So if I'm brushes really big, you'll see that the, the size
of the rope is really big. What we can do is before
we draw the curve, make the brush size
smaller, give it a test. And if you liked this
size, keep it that way. But if you don't, you can undo, increase the size of your brush and draw some gonna make it a bit smaller and start drawing
a curve around the neck. What you can do here is
you can extend the curve by going back and waiting. If you look closer, wait for seeing this red
line up here next to the, you see how it snaps
this red line. That means that you
are going to extend the line of that curve. If you start drawing
somewhere else, it'll make a new curve and
that's not what we want. We want to extend
this first curve. So wait until you snap, then continue, then snap. And then now we're
going to close off the curve by going
to the end here. Now it's closed off
and it's going to be slightly constricted.
But it doesn't matter. Now we have a rope. What we can do is
just click off on the sub tool somewhere
just to sort of get rid of the curve that we
drew and say that we're happy with the
shape of this rope. And then now because the When using the curved brush, it'll mask the sub
tool you're working on and unmask the the, the curve you drew in. So while this is still
masked before we clear it, we can split unmasked
points, this button here. Or you can find this button in within the sub tool
menu under Split, split on mass points. What we're doing, what
we just did there. If we turn off solo mode, we
can see the rope is here. That is, we just created a separate sub tool for it so that it's not
connected to the head, but it's a separate sub tool. I'm just going to bring up
the gizmo and make this a bit larger just so that it
just so that it doesn't, I'm going to center it
the hold Alt center and then make it a bit larger. I went the gizmo hold
control and scale outwards. This does what's called
an inflict function. And basically what
I'm looking for is I just want to
inflate it so that the sections of the rope
are touching each other. Just so it doesn't
create any voids. I'm gonna go back
to drawing mode, press Q, have a look around. And then I'm just going
to use the Move brush to sort of move it in place. So I'm gonna make the brush
quite large so that it Moves. Doesn't just move
one part of it, but a lot of it
just going to move around the rope there. Now, I'm going to I'm gonna
make that a bit larger. Just fiddle around
with it until you're happy with the
placement and the size. And it's a bit blocky. Now Texture wise, what
we can do is we can sub-divide the geometry
to make it smoother. To do that, we go into geometry. Here. You can press on divide
or Control D as short key, but we can press divide. That it essentially
doubles the amount of points and makes it smoother. We can do this a
couple of times. So divide again,
make it smoother. Then what I like to
do is delete lower. Then reapply the DynaMesh. So we're going to make
this like maybe 500. And then click and drag. Now fused all the
parts of it as well. Because originally the brush was two separate strands that
twisted around itself. But because we DynaMesh it, we can look at it now and
see that it's fused here. So if I undo the DynaMesh, you can see that
it's that it's still two shapes not quite
fuse together. After the DynaMesh it is fused. Going to move that back. Just gonna do the
same down here. For the, for the
bottom part of this. Select my rope brush again. If you want to find
it, just press B. If you've already
loaded at once, it should be at the very
bottom of your brush menu. So pressing B brings that up, or clicking up here. Get the rope brush in there, make it a similar size
to the rope up there. Select the body, turn off
symmetry and start drawing. It's too big, so I'll
make the brush smaller. Two small, make it bigger. Like that. Drove around the curve. Brushes they take
getting used to definitely is learning curve when it comes to using these. But you'll get the
hang of it eventually. Now that's now that's connected. I'm going to click
off, split unmasked, select the rope, centered, the gizmo, make it bigger, inflate by holding Control. Let me make it a bit
smaller. Actually. What I'll do is I'll shrink the, the the sack inside it so that it looks
like it's more pinched. Going to have a look at it. Solo sub-divided control, D, be inflated a bit more, holding control.
Then DynaMesh. Go. I'm gonna select the body. Turn on symmetry
again, like we had. I must select the
standard brush. While holding Alt. I'm going to indent
around the rope here. So just going to
pinch it in slightly, make it look like it's
tied tied on there. Basically, I'm going to just
rotate this down slightly, just going to use the
Move brush, just moving, moving stuff around,
nudging it in place, just make it look the
way I want it to look. Now, the size difference
is a little bit. It's a bit larger here,
but it doesn't matter. It looks fine. Now, maybe. Let's start detailing
the head and body. The head and body are
quite low resolution, so I'm going to raise the
resolution with the head selected 500 or so. Reapply that turn
on symmetry again. Just give it a quick
smooth all around. What I'm thinking is
I'm going to add maybe some details around
where it's tied off. So as you can imagine, the first sack is being
tied off at one end. It's going to create a bunch of creases with the
standard brush on. I'm gonna draw sort of peaks
and valleys with this. So I'm gonna draw down once
with the standard brush. I'm gonna hold Alt to do the inverse and draw
one line next to it. And then I'm going to hold that. I'm going to click
and drag normally. And then hold Alt and
click and drag normally. It's creating this sort
of rippling up and down. Sort of ripples in the fabric. Going to hold Alt normal, ALT, normal, hold Alt normal. Then same for above here I'm just going
to make some creases, make the brush a bit smaller. Just regular away. So hold Alt regular, hold Alt, regular,
hold Alt regular. It's very simple. Just alternating between holding Alt and just a regular stroke, width, the width,
this standard brush. And it creates this, this look. And use the Move
brush to drag it down so that it stretches it
out a little bit more, just in these parts
here and sort of tucked in behind the rope. So it looks like it's coming from behind it instead
of through it. Just going to drag it down. Hold Shift, smooth it out
a little bit on top here. Let me drag in the
bottom parts as well. Just adding some details. Another thing I
thought I would add is give it some eyes, I guess, maybe make some buttons
to insert here. What we can do is I can show you how to
make an insert brush. So before we continue, let's just save
our work quickly. And then I'm just
going to quickly make a new poly mesh here. I'm going to make a cylinder. The cylinder here,
make a poly mesh 3D. Going to make a quick
sort of button shape. I'm going to do the same
processes as we made the shield. I'm just going to make
this make a little button. So I'm going to turn
on DynaMesh quickly. Going to just smooth out. Turn on radial symmetry. I'm going to flatten
it a little bit. Hold control to
select the center. Move it in. And this time I only need
one side to look like a button basically because
it's gonna be like on the ice. What I can do here
is I can turn off the hour or turn down the
radial count to four. Now I get these four
holes. Thick skin. It's quite low resolution, but it doesn't matter. Now I'm going to
insert a ring shape. I guess. Make it smaller,
make it thicker. And then just add them sort of as what you would consider
like the stitching. I'm gonna make it
a bit compressed there and I'm gonna hold
control and inflate by holding Control and clicking the yellow box just so
that there's no small, tiny voids within this thing. Going to make it
just a bit smaller. I'm just going to
quickly show you how to make an
insert brush slow. If you've taken the time to sort of create a shape of some kind. Like, like I have here with this with this with this button. By the way, like
how I'm duplicating the shape is if you're
in the gizmo mode, you can hold Control
and move your sub tool, and this will create
a duplicate of it. But it's all within
the same sub tool. As you can see here. It's all, it's all
the same sub tool. If I solo that it's just
created duplicates. So that now what I want to do
is I'm just going to merge, merge these two shapes down. Merged down. What I'm going to do now is show you how to add a shape to a brush. Using the insert multi
mesh primitives brush. This brush is already set to add shapes or add the add sub tools into an existing sub tool. So we can sort of look at this menu up here
or shapes available to add. We can add a shape
that we created, which is this one right here. So looking at this
shape from head-on, what we can do is we can go
into the brush pallet here. And then underneath, like
where the brushes are. While you have the Insert Multimedia primitives
brush, active. You can go, you can
click from mesh. So append mesh to brush means add the current mesh we
have selected to the brush. Now you can see the
button is up here. So we can now use this. Go back to our dummy here. Symmetry is active. So
when we click and drag, we're sort of adding two
little buttons as eyes, but they're a bit too big. So I'm going to just do that. And now we can get the gizmo up to adjust the positioning of it. One thing I wanna do is
I just want to make it thicker along the z. I'm going to select.
One thing you can find. If you find that some of the functions
you want to do when it comes to gizmo and
symmetry is weird. It's because it's
using the symmetry of the world instead of the
symmetry of the object. So there's a button here, local symmetry which takes, which only considers
the symmetry of the object or the sub
tool that you have selected or the unmasked
points that you have selected. That same button can be found in the Transform
palette under here, local symmetry. With
that activated. Now, the functions like
scaling and stuff, we'll only consider
the symmetry of the local object that you have selected instead of the
entire world symmetry. I'm gonna just make
that thicker along the z and then move
it down along the z. Now it's got two button eyes. Because in certain multimap does something similar to
the curved brushes, it'll mask off the original sub tool that
you're working on. So while, while the
head is still masked, I'm going to click split
on mass points so that the button eyes that
we insert it with the brush and the head are
two separate sub tools here. Now, I'm going to turn
off local symmetry just to go back to normal. I'm gonna select
the standard brush and I'm going to just work
on the head a little bit, add some more creases just
so that it looks like it's a sack instead of
a super smooth balloon. I imagine that because the helmet is sort of
weighing down on it, I'm gonna use a standard
brush to draw around. Just to add a bit of a
bulge around the base here. Hold Shift to smooth. I'm going to give it some
bulging around under the eyes. Can use the Move brush to move, sort of compress it
down a little bit. I think I'm going to change the position of the eyes here. Just move that down. I'm not a fan of the way
this looks at the moment. I'm gonna remove one. I actually seems like it should
be missing an I. I'm gonna turn off symmetry. I'm just going to select hold Control Shift to bring
up the select brushes. And I'm going to just select one eye and
delete the other one. So delete hidden because
selecting essentially. I shows all the points you
want selected and hides them. What happened? I lost my sub tool. If at any point you sort of move the camera and you
lose your sub tool, you can always just
exit edit mode and then redraw your sub tool and then enter edit mode again, just so that you have it back. It happens sometimes. Accidentally create a folder. There. Doesn't matter.
Now we're back here. Here I can, what I want
to do is select the head again when you use the dam
standard brush just to draw a little x here for where
the other I used to be. So it says a bit of
an extra detail. Now, symmetry is not on. I'm just going to move, push and pull it a
little bit so that it's not quite so Symmetrical. Symmetrical symmetry is good for when you're
working on stuff, but it's always good
idea to break symmetry. Start working on
the model out of symmetry just to give it more, make it look like
it's more real than sort of a computer-generated
thing because nothing in the real-world is complete,
completely symmetrical. Just going to nudge it
around a little bit. Let's give it just a weird
sort of asymmetrical mouth. Just going to draw in with
the dam standard brush here. A couple of strokes, just make it deeper.
Standard brush. Just sort of pull up the
surface a little bit. After you've just drawn
a little mouth shape. Then I'm going to use the
let me use the clay brush to just add some stitching detail. Just going to do a
couple of strokes over. Just to add stitch like
appearance, reapply the DynaMesh, and then reuse the dam
standard to sort of exaggerate the the areas where
the stitches come out. When printing at
such a small scale, it's almost more beneficial to just overdo certain details because when you print them, there'll be there'll be good. But because if you're too
subtle with certain things, they just won't show
up very nicely. And it helps with thinking
of like painting. Where you want the how are you going to paint it
or where you want the wash to settle,
stuff like that. Here I'm going to pull down
the bottom of the shape, but I want to preserve the top. So I'm gonna turn on
the back face mask, which we've done previously
with the Move brush. And just pull that down
just so that it creates. Again, just for 3D printing
in mind, you know, just making sure that
it's going to be easy. Alright. Now let's do the
same with the body. First things first, let's
raise the resolution of it. Reapply the DynaMesh. Smooth it out a bit. I'm gonna do the same
thing with here, down here, using
the standard brush, just going to alternate. Drawing, holding. Regular, regular, regular. I'll very simple. As you, as you work more and
more in ZBrush, you'll, you'll find different techniques to achieve different looks. This thing with
the standard brush and just pinching in and out. I've found works really
well for creating this sort of creased point here. As you, as you get more experienced doing
different things, you'll, you'll find your
own ways of doing things. Your own ways you'd like
to do things as well. And also depends on sort of the final look you
want to achieve. My work is very much, a lot more stylized than some of the other
sculptors out there. And when it comes
to making minis, because I prefer it's like
sort of more stylized, bulky shapes rather
than realism. Like when it comes to making
miniatures at this scale. Because I don't, I don't think realism translates
very well when you're printing something
that's two centimeters, three centimeters tall,
you lose a lot of detail. But to each their own. Let's make the arm holes look a bit more like they are holes. So let me use this snake
hook brush to pull up at a smaller size to sort of pull up that
it is more aggressive. Pull up these sort
of jaggedy edges. Or phrase, I'm going to turn
off the symmetry actually so that the left and right
side doesn't look the same. I'm going to do
them independently. I'm just going to pull
out some jag ease. Same on the other side. I'm just going to pull out. Yeah. Like if you want to make this look better,
you spend more time. And I keep saying
that, but it is, it is That's all it is really. It's just time. Of course there is
skill involved, but lot of it is time for this. So I'm just going to use this
dam standard brush to draw in and hold Alt to
pull out the opposite. So I'm gonna draw in
while holding Alt, sort of the edge of the fabric
so that it's more sharp. Instead of looking
like a rounded shape. Now I'm going to just regularly
drill in on the creases. So with the dam standard brush, I am drawing regularly, holding Alt for the edges here. I'm gonna pull that in soon because that's not
going to print very nicely where it's like unnecessary
amount of space there. But for now let me just
throw in a sharp edge. It's going to take the Move
brush and just move that in. There we go. That
looks a lot nicer. Let me do the same on this side. Broke symmetry because it
just makes it look a lot. I guess. More interesting. Symmetry does have
a way of making things look fake, unnatural. Not that I'm saying this looks super real, but you
know what I mean? Breaking symmetry also has that handmade quality to it
rather than made by computer. Because nothing nothing
is symmetrical. I think I've already
said that, but but yeah, I'm gonna reapply the
DynaMesh real quick just to recalculate and get
more points to work with. But yeah, happy with that. Looks like a frayed edge. Let us what else am I gonna do? Want to add some stitching
along the side here? I'm going to turn on
symmetry for this one because we can just
have the same. I'm just going to, oh,
one thing I can show you is how to redo a stroke. Let's say I have the dam
standard brush selected. I've got symmetry on, so it's gonna do the same
thing on this side. But what I want to do is make one continuous stroke
from here to here. And once you make one
continuous stroke, you can press without doing, make sure you don't
do anything else just after that one stroke, press one on your keyboard. And what one does is it
Read does your last stroke? If I press one now, you see that it
went a bit deeper. If I press one again,
a little deeper, going to press it
a couple of times, just to make this sort
of deep groove here. Then again, I'll use the, use the clay brush
to just draw in some stitches. Very simply. Just to add some extra
interest to the middle. Just a couple of stitches
along this side. I'll reapply the DynaMesh, go back to the dam
standard brush. I'm just going to
exaggerate those stitches. Now there's a lot of
ways to do stitches. I'm showing you a very
simple, quick and dirty way, but you can download stuff
like a stitch brushes, or If you look in your
lightbox by default, you can find the stitches. Stitches somewhere here. Where is it stitches there? Stitch. By default, you should
have these in your ZBrush. So I could, for example,
click this one. And this is a curve that
add stitches to your model. You see very, very nicely. You can raise the Z Intensity a bit to make it more intense. Let's make it a bit bigger. You could do that as well.
In fact, let's do that. Let's undo everything
we did here. Just use the default sort of stitch brush that
comes with ZBrush. To find the stage brush, you got a lightbox
go up here to brush. Then find the stitch folder. Stitch, whereas
Stitch, open that. And let's select this stitch one CBP brush and then just
draw that along the side. I'm gonna do one stroke. And then I'll do the
same technique by pressing one on the keyboard.
I'll redo the stroke. Doesn't work so well
with this brush. I guess we'll have to
raise the intensity. So Z intensity up just
to make it deeper. Because you've got to consider
that where 3D printing and this brush maybe wasn't made with that
consideration in mind, but you want a thicker details when your 3D printing something. Yeah, that's one way to do it. What else was I going to do? Give everything a texture. I'm going to give everything
sort of this cloth texture. So before we
continue, let's save as and let's go down to noise. Whereas it or
surface, yeah, noise. Okay, so click within
your tool palette, scroll down and click
on the surface menu. Then you can click on lightbox noise makers to
open up the lightbox. And you should have
a noise that looks something like this one here. This one will make her wait. No, this one here. Noise 50. This one will make
like sort of this pattern. If I double-click
that, I hide Lightbox, you'll see that it's turned our body second to this
weaved mesh thing. What we can do now
is we can edit the noise and change
the scale of it. We can make the noise scale
smaller. Not that one. Whereas it this one, yeah. Plug-in scale make that smaller. Then you can see that it's
made the texture smaller. So it's not going to look like this at all when we're,
when we're done with it. Because when we
apply, apply to mesh, you can see that it's sort of not as detailed
as it was before, but there's still something
when you 3D print this, it'll, it'll give a rough sort of indication to
the surface noise, but a lot of these
creases in details might be too small for
your printer to recognize, but it'll do something, but it won't all be there. So that's just one
way to add texture to your objects and there's
different noises you can add. Like there's just a rough
sort of rock texture. But I'll do the same here. Again with that same noise. Whereas it here. Highlight box. Again, we edit, change the plugin scale down. We can zoom in on the preview here to see roughly what
it's gonna look like. I'm going to make
it a bit smaller. Press Okay, roughly
the same size, they're applied a mesh. And then just reapply
the DynaMesh. There. We have just some rough sort of texture just to give it more
interests when we print it. Okay. Everything looks a bit
dark now because the noise applied to a color,
to everything. But we can just go back into the color here and
go back to white. Just that everything
looks a lot brighter. What else? Let's add some. Hey, let's, let's add a couple
of sub tools here. I'm going to insert a sphere. I'm just going to
make this small and tuck it under the bottom here. Basically I just want some
material to work with. I'm gonna make sort
of move it around. Just that I have something
sticking out the bottom of this of this sac here. With this, I'm just going to
use this snake hook brush. And I'm just going to
pull out some strands. Just pull out some thin strands. What we're gonna do
with these strands who are going to inflate them so that they're more
friendly to 3D printing. Let's pull out
some wild strands. Turn off symmetry
if you want to have more interest in it. But I'm just going
to just pull out some some wild shapes here. Just so it looks like hey is
sticking out of the bottom. Once I'm happy with
that, I'll bring up the gizmo and hold
Control and scale up so that it
inflates the strands. We're going to apply DynaMesh. Raise the resolution. Then just use the Move
brush to move it in place. What I'm gonna do here is I'm gonna use the Move brush with the back face mask on to just thicken those strands
further and sort of merge them in place with the, with the, with the post here. If you, for example, look how this overhang is. I'm going to use the move with the back face mask and
just drag that down into into the post so
that it's just one shape. This is purely for
3D printing in mind. Back face mask on. Let me use the brush to independently inflate
some of these strands. I kind of regret doing this in symmetry because it kind
of looks a bit weird. But you get the idea. Just some strands there. Yeah. I mean, that's the
bulk of the work done. Remember to save your work.
22. Project: Adding details: Okay, So I'm thinking
that this is going to be the final video before we go through the process of
getting this ready for exporting as an STL to 3D
print as a final sketch. As a final step, I'm thinking that we're just
gonna do some final touches, adding details here and there. Just making it look the
way we want it to look. Maybe break the symmetry a bit
to add some more interest. So let's get into it. The first thing I want
to do is I want to go and take care of these edges
of the bottom of the sac, the body here, and the
bottom of the head here. It's all symmetrical.
So we're going to break some of
that symmetry up. And I'm going to
mess around with these edges so that they look
a little bit more frayed. I'm gonna use the
Trim lasso tool here, hold Control Shift. And I like this brush to just trim little cuts and
groups into things. So you can see that it, it does that basically
you hold Control and Shift to make use
of these brushes. Then you'll just slice
in a little curve. And you'll do that. And we'll just do this
a couple of places. I'll, I'll do this for
adding chips on swords and, and chips on things. It's just a quick and
easy way to add some. Here's a good example of
something that went wrong. If you use the trim that lasso brush in the
wrong direction, it'll trim everything except
what you want to trim. Here. If I go from if
I go counterclockwise, it'll do what I wanted to, but if I go clockwise
with the trim, it'll only preserve that part. So it depends on which
side you're working on. So if you manage to
do it the wrong way, just press Control Z to undo
and do it the right way. I'm just going to add
some notches here. Then I want to sharpen
the edge a bit here. I'm going to use the
dam standard brush and just hold Alt and just sharpen this edge because it's a bit too
rounded at the moment. I'm just going to hold Alt
and draw along the edge here. Also will be adding
some wear and tear. This, this is a target dummy, so it should have
some indication of it being cut up and shot
out with arrows. Maybe we might, might
add some arrows. I noticed that there are a
few holes here from when we just reapply the DynaMesh on the after we've
added the noise, I didn't reapply the DynaMesh. But when you do it'll
close all the holes. Make sure this is a
solid shape again. But anyway, the bottom
of that is done. I like how it's sharpened up the edge and added
a few notches. Brooke symmetry. I'm not too keen on the way the stitching
look at actually, especially since after we
added the texture on it. I'm going to flatten this out using the flattened
brush and I'm gonna redo them so that they
protrude a bit more. And I'm going to
deepen the deepen the mouth hole with the
dam standard brush. Just going to draw it in again. And then hold Alt to
pull out and sharpen. You want some thick
some deep cuts in here. Then what I'm gonna do is
I'm gonna insert a couple of cylinders Basically,
just for stitching. I'm going to take the
cylinder that we inserted, rotate it that way, make it thinner and smaller. Move it up to the face. Bring it out. Just going to make it small and flatten it out a little bit. Just to make a sort
of a stitch shape. I'm going to turn on DynaMesh
and I'm going to smooth it out just so that
it's a bit rounded. And what I'm gonna do here
is I'm gonna move it in place in the first one. Make use of the rotation,
they get it right. You can have bit smaller. There we go. Then while I'm, while I have it selected, I'm gonna hold control and move. And what this does is
it will duplicate, duplicate the sub tool can
move this one in place. Just rotate it around, hold control with
the gizmo uphold control and move it to
duplicate it again. Keep going. I'll Control,
duplicate it again. Rotate it in place, move it in. I just wanted more definition
with these stitches basically just to make sure
that they will print out. Okay. Go back to the head and I'll use the standard brush to indent here by holding Alt. There we go. Make sure it's visible. Quick and dirty way of getting that to
look like stitches. Use the Move brush
on it just to sort of the back face mask is on. This can be a bit finicky like
if you've managed to leave the back face mask on the Move brush doesn't work
the way you want it to. About time spent,
spend some time. I'm going to fix the
little I X here. Just make that a
little bit deeper. Hold Alt. There we go. Let me add a cut on
the side of its head. It's going to use the
dam standard brush to make all these cuts just going to drag once, press one on my keyboard to redo the stroke so
it's a bit deeper. But I'm gonna hold Alt and
just sharpen up these edges. Be looking like a tear
for the metal parts. I'm just going to just going
to add some scratches. We can use the chisel
brush for this. Actually. I'm going to go into the brush
menu and press on chisel, which is up here. I'm going to pick a
quite a sharp chisel. This one maybe gets smaller. This one. Maybe this one. Just pick C, which
one you like best. And then I'm gonna
turn off symmetry and just draw a couple of
scratches in on his head, on his helmet. Maybe some chips. Yeah, maybe some chips. I'll use the Trim trim lasso brush again. Just to cut in some
chips like that. What you can do is like before this step right, is
quite destructive, like we're breaking symmetry and adding wear and tear lucky you might not want all of
them that have the same. What you can do is you
can save this file as a separate file or
a separate tool. Maybe call it like
Target dummy weathered. And then you'll have the
on weathered version and the weathered version or the detailed version
as a separate tool. You can have both. We can do different things
for the different dummies. Going to I'm just
gonna go around, just add details and like
this is do what you want. Basically. Make it your own. Spend more time than
I am with this stuff. Because the more time you spend, the better a little look. Just going to add some tears here with the dam
standard brush. My interest. This is by far the
step that you can spend basically forever
on adding details, constantly everywhere, just
more and more details. You can spend as much time
as your as you desire. Any. I just again, I'm simply using the same brush for all
this with the dam standard. I'm just drawing in a line, pressing one on my keyboard
if I want to make it deeper. And then holding Alt to sort of Redefined the edges there
to make it look like it's torn into the
material basically. I mentioned we can add arrows. What can we do here? Like I can just, let's save, let's save our work. Let's call this
target dummy final, just because we've added
a bunch of weathering to it in the cylinder. Let's make poly mesh 3D. Make DynaMesh. And I'm just going to
make a very quick, quick sort of arrow, right? So just a cylinder here
that I'm going to add some, what's it called?
Some flexing too. Let's just add a cube.
Make it thinner. Do that, get the clip curve out. Something like this,
maybe mirror and weld x. You know, very,
very simple stuff. Let's mirror this along the z. Add a couple of grooves. I turn on DynaMesh for X and Z. Just a big point of using older everything
we've already learned. Like, I'm not doing
anything new here, but you can apply it in a infinite number of ways
to get what you want. I like the desired
results you want. So here we have a
simple arrow shape. And now we can take
this merge visible. Now we have this
merged sub tool here. Go back to our target dummy and just insert that tool
we just created. So now we have a bunch of arrows that we can
stick in all over. Anywhere we want. It's going to make
that a bit smaller. It's, realistically, it
should be a lot smaller, but this is 3D
printing miniatures. So a lot of the size of things
tend to get exaggerated. Just for better, for better. Printing. Better. What's it called? What's the word I'm looking for? Better recognition or just come out so that it
comes out a lot clear. When you're printing
at a small-scale. Let's add a couple
of arrows here. I'll hold Control to Duplicate. Rotate it around differently. Maybe I'll add one on the head. Where it's where it's other
I was maybe next to it. Like this. You don't have to add these
arrows if you don't want, but you can do
whatever you want. This is the power I would
like you to feel is complete control of the freedom of being able to do
whatever you want. Like being able to, like the
whole beauty of being able to sculpt your own minis is that you have the
ideas in your head, just make the need to
make them a reality in being able to do that
feels, feels wonderful. It's a great feeling. I'm going to go back and
you use a standard brush to sort of pull out. So it looks like it's
the material rather than just digitally
attached to it. Bulge it out a bit. Do the same for the
one in the head. Select the bulge it out a bit. What else do I want to do? Well, yeah. Maybe some. Like right now the sword
and the shield isn't really attached to
the arms in any way. So I was thinking
that I could make. That something make something
that attaches that. So one thing I don't want to be completely
straight up and down, so I'm going to add little
bit of angle to it. Move it out, angled backwards
a little bit like this. Make sure. It's like Eden, partly in the arm as well. So it's not just
floating in mid air. It doesn't matter
if it's clipping in a little bit, that's fine. To be expected. I was thinking how to
add like some sort of a, sort of a bracket here. So what I want to do is I can show you the
extract function. I'm going to duplicate the sort. And then I'm going to
select the arm and I'm going to duplicate the arm. And then I'm going
to use this button here on the right while holding Shift to move the
arm all the way down to the bottom in order. And I'm going to move
one of the sorts all the way down to
the bottom as well. Basically, I moved
the duplicated sword and the duplicated
arm sub tool all the way to the bottom of
the sub tool menu. And this is because
I just want to merge them together, merge down. So I merged the
arm and the sword. And there we have it. Our first crash. This happens. How
much did we save? And this is why it's
important to save your work. Sometimes the brush crash, crashes and hopefully
the quick save function saved us because apart
from saving ourselves, often as ZBrush
also saves for us. Now and then, let's
see if the quick save. If the quick save saved us. So let's go to the latest
quick save recovered document. Which one would this be? Let's try this one. No. Not document. Recovered project. Let's open this. It appears that the
quick save saved us. Fortunately before the crash, ZBrush manage to
save our project. But that doesn't always happen. So that's why we need
to save our work. And this is a good time to
save As and save our work. Now that now that that is done after we've merged the
arm and the sword together. Basically what I'm
after is I'm only after sort of a section here. The reason I merged it is
because I want a shape that contours with the the, the arm board and the
handle, this sort. Basically what I'm gonna
do is I'm gonna get the select Rectangle
tool and just select this pretty much. I'm going to go at an angle and select it just so that
it's more interesting. When a select like that. If I go solo mode, you'll see that we
created this shape here. If I DynaMesh that,
what do I get? Oh, wait, delete hidden
first and then DynaMesh. Not quite what I wanted, but we can work with this. I'm going to select de-select the back part there
because I don't need that. I'm going to delete the hidden. Then I'm going to
take the Move brush, select back face mask. And I'm going to
pull out the back of this just that it's thicker. It's going to look a
bit Genki and weird, but let's just DynaMesh
that and smooth it all out. It's a bit too high
resolution actually, so I'm going to lower the resolution and DynaMesh
that. There we go. Basically I've
just after a shape that will contour the Do this, do this type of effect
basically, as you can see, it's sort of shape that contours around the handle and
the the arm plank thing. So there's more than
one way to skin a cat. There's a lot of ways
you could get the shape, but that's just how
I chose to do it. From here, I'm just going to manipulate it a
bit, thicken it up. Raise it a bit. I have back face mask turned
on with the Move brush. This is so that I
am preserving the, if I go on transparent mode, you see that it's already, It's partway inside the arm. This is again, just
to avoid making a void and creating
problems when 3D printing. I'm just after sort of what I'm imagining here is maybe some sort of
metal bracket holder things. So it's like a metal piece nailed down at both ends just
to hold the sword in place. How I got the gizmo here. If I go into move mode, you can see that the gizmo is
like all the way over here. If I wanted to put that onto
the sub tool somewhere, I can just hold Alt and click
on the sub tool somewhere. Just to get it in view. I'm holding Alt to move the
gizmo so that it's giving me the up and down so that it's relative to the angle
that I made this shape up. Because when I press the
scale on that angle, I want to just make everything
a little bit wider. Then maybe a little
bit wider this way. Rotate it a bit. Go back to the Move brush, turn off back face mask. I'm just going to move this in. Now I can raise the
resolution of this shape. Dynamesh, smooth it out. I'm gonna use the pinch brush to just make the edge
a bit sharper. I'm going to lower
the Z intensity of the brush. There we go. Just give it a sharp edge, make it look like it's metal. This might be a leather strap actually that's sort of tied. That's sort of strapping
this sword to the hand, sorry. Brain fart there. Let's do the riveting
thing. We've been doing. Thick skin, bring it up to 21, and then hold Alt with
the Move brush to create that sort of effect. You go ply the DynaMesh, give it a quick smooth. Now that's sword looks like
it's attached to the arm. Let's do the same
with the shield. For this, let's just
insert a sub tool. Let's just insert a cylinder
and play with that. But before I do that,
I'm going to just select the shield and maybe rotate it a bit so it's not
straight up and down. Just move it up this
way. It's fine. Select the cylinder. I'm just going to make again more than one way
to do something. So for here I'm just going
to make some sort of a strep thing out of a cylinder using the gizmo to manipulate the shape
of the primitive. Then using the Move brush to just sort of
pull it in place. Turned DynaMesh on, smooth it. Very simple stuff. But even with simple techniques and tools like we're
not using a lot of z brushes capabilities here
we were using very little. The grand scheme of things
we're using maybe less than I'm just pulling a
number out of my butt here, but less than 10% of
ZBrush is functions we're using and we're able to
create something like this. And of course, there's a
lot of steps you could have taken that made
things a lot faster, but it's good to get comfortable with the
basics first before learning what every brush does or how to do every function in
ZBrush and a lot of it we don't need to know
because a lot of it is for applications that
aren't used to us, like in ZBrush, you can do
stuff like gravity simulations and all sorts of stuff that
I've never had to use four. Because that's not
what I use ZBrush for. What I'm doing here
is I'm just going to move the shield back so that it doesn't make a void between
the shield and the arm. It's going to clip a bit here on this side, but that's fine. It's better and
better at that than having a void here
in the center. Another thing I can do
is select the arm with the Move brush and the
back face mask selected. I can just move it. Move it. Why isn't it moving? Weirds, not doing
what I wanted to. Let's turn off back face
mask. What's happening? As ZBrush does some weird stuff. Sometimes I'll even I
know what it's doing. So I'm going to
I'm just going to duplicate this arm
and see if that fixes the issue. No, it doesn't. I'm suspecting that because this was a recovered
sub tool that there are some issues because of
the crash that we just had. So I'm just gonna save this. And then just restarted
ZBrush and open it again. I'm just going to close ZBrush. If you're ever experiencing
issues with ZBrush, sometimes it is just a case of turning it off and
on again with a lot of with with a lot of electronics or programs and stuff sometimes just rebooting, restarting just fixes the issue. Let's open our target
dummy STL, the final one. Go back into edit mode. Let's see if the Move
brush works on this arm. No, it still doesn't. Very strange. I just reapplied the DynaMesh and now it started
working again, so I just control drag them. Yeah. I don't know. Sometimes ZBrush just
does weird things. But yeah, Move brush and
the back face mask enabled. So what I want to do here
is I want to pull the arm into the shield a bit so that there's no voids created here. Just slightly, just so make sure that there are no
holes around the edge. Let's go back to the
strep we were working on. I don't want it to be
visible from the front here. So from the side I'm
just going to use the clip curve to clip it in. Now it's not visible, they're only on the back. I'm just going to
reapply DynaMesh. I'm just going to mess
around with this. Just so I just said until
I'm happy with the shape, basically, I'm just
going to pull it up. I'm going to use the
standard brush to, while holding Alt to just make a little groove
here in the center. Make it look more like a sort of cloth or leather
strap, I guess. Instead of being quite so bulky, then just manipulate it
around. I'm happy with that. So I'm gonna just
going to add some tabs here and add some, I guess nails or something. Something to indicate that
it is in place there. Again, fixed going on around 20. Just hold Alt with the
Move brush just to add a, just to add a little
something here. Like that. Reapply DynaMesh, give
it a quick smooth all over. Pretty happy with that. Now let's see. I
don't like the edges of older wooden planks
being so stripe. I'm just going to go around
using the flattened brush and just sort of break
some of these corners. Because even a wooden board is not always going to be
super perfect like this. Especially if not, if
it's supposed to be a worn down target dummy. I'm just going to go around
and flatten the corners. Flattened the edges
in certain parts, just give it a once-over,
all over the place. Just using the flattened brush. Just to make it
more interesting. Give it some give it some
interest, some details. Maybe even use the Trim, Trim lifestyle like we've been
using to make some chips. Some chips in the wood. Maybe a trip there. Maybe a chip here. As you can imagine,
like someone's striking this target dummy from the top might be chipping the arm here between
the sort and the head. Like that. Same
thing here. Maybe. If it sort of, if you hit
the top of the shield, Let's chip the shield. And sort of glides
down, hits the arm. Just imagine imagine
what it would be like. Going to add a few more
chips along with shield. Maybe some scratches as well. Again, with the chisel brush. Same thing we did
with the helmet. Make it smaller. Yeah. Let's add some scratches. Like it depends on what look
you're going for as well. You can try different brushes, see if they do better. Sort of scratches. Basically you're after just your desired effect
with certain things. You can even download different brushes so
you don't have to rely on what comes with C brush. You can look online for
different brushes to download for different
effects and uses. I'm sure there's
a lot of scratch and chip brushes that you can use to do this type
of weathering work. But for this simple tutorial
or this simple course, we're just going to be
using what ZBrush gives us. Now that top part is done. Going to flatten it some more. The wooden parts here. Like so. Then I'm just going to flatten the wooden base as well
like parts of here. And another thing I wanted
to do is cut a groove here to show that these
are two separate pieces. So let's do that now. What I'm gonna do is
I'm gonna go back to our sub tool menu. Select one of these feet. Both of them do the same thing that we did
with the hand and sort. And let's move them both the
sub tools to the bottom of the sub tool menu by
holding Shift and clicking the Move down button. Select the top one, merged down. Okay, Then now I'm going to DynaMesh these together
so that they become one. Now that they are
one, I'm going to use the dam standard
go solo mode here. What I wanna do
is I want to make a symmetry with the x and z and do like this,
this type of shape. Basically, I'm
gonna hold shift to get a straight line and then just do that at a
45-degree angle. If I go just to give an indication that these
are four pieces of wood that come
together to make this. Then just gonna do that twice, actually, start over,
hold shift away. Now click hold Shift, make a line, let go, and then press one on my
keyboard and do it again. And again. There we go. That should be good.
I'm happy with that. Now the flattened brush again, so I'm gonna flatten
the edges same as we did with the arms, just to make it look
more realistic. I'm going to take
symmetry off and just do this a little bit
all over the place. It's going to flatten
the edges, the corners, the the sharpness out
of it just so that it's actually like a
worn-out piece of wood. Not going to worry
about the bottom edges because that'll be unseen. Again. If you want
this to look better, you spend more time than I am. That's how it's done. Let me try thing. What else needs doing? Just gonna have a quick look
at the model after this and just assess what I
feel like needs doing. Now we are done with. Let's have a look
at the model here. I'm pretty happy with that, like it's coming
together quite nicely. These last few steps, adding
details and interests of the model really
did, do a lot to it. I think the sword, The sword
needs some scratches on it, some scratches and some chips. Then I'm pretty much
going to call this done. Exciting stuff.
Coming to an end. This is my first course, so hopefully it was a good one. Hopefully you enjoyed
it. Hopefully you've found a lot of help. Gotten use out of it. Just going to turn on
DynaMesh for the sword. Heightened the resolution a bit. Dynamesh. Please. I would appreciate you
to leave a review. Let me know what you thought, how I could improve. If you have any
questions as well, feel free to leave
them in the lesson here and then I'll be more than happy to answer questions
as they come across. I'm sure you've already
done that, but yeah. Definitely love to hear
from you guys here how I did use the chisel brush. That's some scratches. There we go. I'm just haphazardly adding scratches more to the
front that anything because I'm just imagining where it would likely be struck. Another thing I want to
do before I finish is I just want to add a little bit more asymmetry with the arms. I just want to tweak
everything here slightly. So basically I'm going
to select the sword, move it all the way to the
bottom by holding Shift. Select this, move it all
the way to the bottom. Select the arm, move it all the way to the bottom
holding Shift. Select the shield, move it
all the way to the bottom. Select this back part, move
it all the way at the bottom. And basically I want to merge
all this stuff together. So I'm gonna merge from
the sword downwards. Let's merge down. I'm going to press always, okay, so that I don't
get that pop-up. Merged down, merged
down, Merge Down. Now, all this is merged. If I center this here, you can see that I've
merged the arms, right? So basically all I
want to do is move the gizmo here to the
center of the body. And I just want to slightly, just very slightly rotated
upwards like this, just to give it more
more interest, I guess. But because of that, we
sort of messed around with the placement
of the body parts. So I'm just gonna
use the Move brush to just move the
arm hole up here, up this way slightly and then
move this arm hold down. I just wanted to give it just a quick just to just to make it a little
bit more interesting, just nothing looks good when it's like
straight like that. I just want to make the arm come out come at an angle like this. I'll just adjust the head
part here and move that down. And then move that
up. There we go. I'm ready to call this done before I leave you because we emerged
all this together. If you ever want to
sort of unmerged parts after you've merged them. You can see that if we
turn on poly frame thing, you can see that there are, they're made of
different poly groups. Trimming using the
trim dynamic brush also creates new poly groups. This will cause problems
if we want to split. But basically if we go
to the Poly Group menu, down here, poly groups
in our tool palette, we can click Auto Groups. What this does is
it auto groups, the DynaMesh parts that we've
made to its own groups. And if you ever want to split these sub tools that
we merged here, if you don't want, if you
don't want the sword and the shield and the
arms together anymore. What we can do is we
can split groups, so we can split group, split here, auto groups
and groups split. These can be found
here on my UI, but auto groups can be found in the Poly Groups menu to group up stuff together and group
split to split them apart. So I'll press that now just
to show you as you can see, The Shield and like the buckle of the shield
is also separated, but we can merge
them, doesn't matter. But all this stuff
is now separated into its own poly groups again. So I merged it temporarily
just to move them altogether. But if you want to
split them again, that's how you do them. Now. It's done. I'm pretty happy with
it. It looks good. Now it's just onto getting it ready for 3D printing and that'll be covered
in the next video. Before we move on though, remember, save your work. And this is going to call
this target dummy final. Save. Yes.
23. Project: Exporting: Okay, So now the
final step is to just export this as an STL
ready for 3D printing. So basically, it's purely just a couple of technical steps
left to do here. What we want to do is the basic
idea is to merge this all as one object so that we
can export it as an STL. We're gonna do something
called decimation to lower the amount of points in the entire
model just to lower the file size because right now this is quite a
high resolution model. Here you can see the total
points at 4.7 million. We want this closer
to 200 thousand. If you want a file size
of around 20 megabytes. So let us go through the process of combining all this and
turning it into an STL file. So how do we do this? The
first thing you want to do is make visible everything
you want to merge. For example, I want this
model here to be one piece, but I don't want to
include the base. I'm going to select
the bass sub tool. Click the eye icon
here just to hide it, and then click on
another sub tool that's part of the model. Now it's just this sub tool. Now what I'm gonna do is
I'm going to merge visible. Merge, merge visible. Now I created a new tool of all those sub tools
merged together into one sub tool, one piece. Now I'm going to go back
to the original tool here and make that
base visible again. And I still want this base
because it is going to be our, what we're going to use as a size reference because
we've already made it a 25 millimeter base from the beginning
of this project. So that should stay that
should stay the same. I'm going to reinsert that
base here into this sub tool. Now, what we have compared
to our working tool, I guess the model
that we worked on. Now we have another
tool here with a 25 millimeter base and a single sub tool of the entire
model that we worked on. I'm gonna save this. I'm just going to save as
target dummy, merged, I guess. Make sure the location of the saved file is where
you want it to be. I'm just gonna save it
on my desktop for now. But you save it
into your folder, but you want it to be so
target dummy, emerged. Save. Now, this is not
quite merged ship. If we turn on the
poly frame mode, it's still all different parts. What I want to do now is I
want to select everything. With that sub tool selected, I'm going to control
click the canvas to mask these mountain case. I'm gonna control
click and drag, and then, and then
control-click. If you have parts
that are automatic, that means it's just
they were masked from previously to unmask
and read mask, just click and drag and
control-click to mask everything. Now I'm going to
press Control W. Now if we look in
the poly frame mode, it's all one poly group. But now I want to
DynaMesh all this together and to preserve as
much detail as possible, I'm going to max
out the resolution. This is overkill,
but it's better to overkill them than to break it. So as long as the
active points are above or around 4 million, it should preserve
as much detail. So if I click DynaMesh now, it's going to go about DynaMesh in this entire
model that we created. And make sure you max out
the resolution beforehand. We lost some points slightly, but that's okay because
what this did was it. Remember when I talked about
fusing objects together, how instead of having two pieces that are with
intersecting points, my DynaMesh, it creates
it into one piece. What I can show you here, I'm gonna illustrate this by using the select Rectangle Tool. I'm gonna slice half the
model that I'm going to turn on display properties. I'm going to turn
on doubles so that we see the inside of the model. Here's what happened.
If I undo the DynaMesh. Let's see. Here we see this
is before I DynaMesh it. You see how there's this
plank inside the body. Basically all the sub
tools are still intact. So the oldest stuff is
intersecting shapes, but we want to create one
sort of unified skin. When we DynaMesh everything,
max resolution, DynaMesh. Now when I look
inside the model, I'll show you once
it's done calculating. You'll see that before we saw the whole plank
inside the body. Now that Planck's disappeared
because it's ended here, because it's only
skins the object. So this is all one sort
of watertight vessel. It's hard to explain. But
basically what we turned many different objects that are intersecting into one
singular hollow object. Basically. Another reason we turn on display properties and double is to check for voids. If we've done everything right, we shouldn't have any
voids in our model. We can double-check
using the perfect. Perfect example is we do have a void because
I want to show you how we can solve or fixed voids. So here's, I'll show you
the void we created. It's very subtle,
but I'm going to select only in this part. If you look here, you see these, this void right here. How it comes inside. That is because
there is a hole here between the rope and the
head that we created. See that hole there, which created a void
inside the model. How do we fix this? Now we can simply just take
the Move brush and turn on back face mask from the
inside of the model. Like what we're doing here using the rectangle select tool and turning on display
properties double. We see this void here. What we can do with
the Move brush and back face mask selected as we can just drag it across
so that it closes. That hole. Will do
the same down here. We'll drag it upwards
to close that hole. And then maybe close
this whole close that hole. That hole. Basically I'm just collapsing in this void Onto the
opposite wall. So what I do now is I'll read reapply the DynaMesh
control click drag. And what should happen is
when I look back here now, those voids should be gone. Mostly. There's one left here. Let's drag here. Let
me clean this one up. Let's reapply and have a look. Yeah. Clean. No more voids
around the rope there. Let's check the other side. Pretty clean. Clean enough. Let's
check down the bottom. On slight void here. There's a bit of an extra
normally, you know, when you've done
everything right, you shouldn't need to take
care of boids, but voids. Always good to
double-check though. Once everything is
DynaMesh together, this is all 1111 sub tool that is just one sort
of unified skin. What we do now is we go to the Z plugin menu and click
on decimation master. For something of this size, I'll usually do between a
150 to 250 thousand points. But let's click 250 thousand
just to preserve details. So before I click that button, I'm just gonna show
you the the lines. So this is what a dynamic
model looks like. You see if I zoom
in all the tiny, tiny, teeny-tiny points, right? There's 3.6 million points here. But we're gonna try turn
that 3.6 million into only 250 thousand by using
the decimation master. Now of course, this is
going to kill some detail, but it's necessary to have a manageable file size
is that we do this step. So I'm gonna click 250 thousand. And with that sub tool
selected, I'm gonna, I'm gonna show the poly
frame here just to show you the effect
of what happens, it's gonna take some
time to calculate. Zbrush will analyze the mesh and basically what
it's thinking. It's trying to preserve as much detail while putting
as few points as possible. So it's going to find the
areas that are flat and put fewer points
there and then find the more detailed areas
and put more points there. Basically, it's going to
reconfigure where the points are to the desired number we selected there in
the decimation master. So I pressed on 250 thousand. But you can apply on the
slider your own custom values. When I make smaller stuff or
less detailed stuff, I can, I can bring that
all the way down to 20 thousand points just to make much smaller file
sizes for us to work with. When exporting the STL. Just click that
button and give it some time to calculate
its processing. Now, 75% 80%. Let's see. There we go. As you can see, like I
said, the flat areas. It's sort of took all
the points out of there because it
doesn't need those points to make details. It really concentrated the
points where it needs to go. Turn on poly frame and you see that it looks pretty
much the same. So we've preserved quite
a bit of detail still. But instead of 3.6
million points, we have 250 thousand
points, which is perfect. What do we do now? Now
we just export to STL. And to do that, we use in Z plugin, the 3D print Hub menu. In Z plugin, we've only
used three stuff so far. We've learned how to
use the scale master to make something
a certain size. Before we start working, we use decimation to bring down the number
of points on our model. And then now we're going
to use 3D print hub to export STLs. Important note here is
I want you to select the base for this trend. Go to Z plugin,
updates, size ratios, and it should be
25225 millimeters. This is what we set it up. This is just a double
check and confirm. We say yes to that. Make sure you don't select the model now because
then it'll print, it'll export and those
dimensions just so keep the base selected and
click Export to STL. That's pretty much it. So choose where you
want to export it. I'm just going to do
the desktop real quick. I'm gonna call it target dummy. Um, it doesn't matter
what you save it as because what you
do here is you click, Use the sub tool name
as the file name. So it's gonna be cold
target, dummy, merged. But just so we
know, that's done. One quirk I just want
to show you with ZBrush is the fact that the orientation of the
export might be wrong. So ZBrush is up and
down is the y-axis. But for example, if you are
using cheap to box like I do, then the up and
down is the z-axis. So what you can do
here is you can rotate the model in ZBrush
before exporting it. Here I can press the gizmo tool and I
can click this button here just to make it move all
sub tools within the tool. Together. I can rotate
90 degrees out this way so that it's up
and down along the z. So I'm going to
export this one as well just to show
you the difference. So this one is the rotated one. I'm gonna export STL, the desktop as well. I'm going to just rename
it something different. Target dummy rotated. Yes. Now we're done. Now. We have successfully saved an
STL file over our model. What I'm gonna do now
is we're going to open these files and I'm gonna show you what
they look like in cheeto box just as an example. Just quickly, let me
find these files. Go to my desktop.
Desktop. Here we go. I'm going to open the here you
can see my desktop folder. Here's the target
dummy that we saved. You see how it's lying down and here's the one
that's standing up. So that's the difference of rotating it before
you export it. So we'll just open both of
these just to show you. This just depends on your
slicing software. I guess. There we go. Let's go Open File. Target, dummy. That one. No. It's happened to become its two millimeters tall
for some reason. And I know exactly why. This is because we didn't update the size ratios
when we rotate it. There's something we got to do. After you rotate it
in the 3D print hub, you have to click Update
size ratios again, just because now it's
25252 instead of 25225. Do that before you export it. And then call this rotated. Yes. Yes. Okay. Now it should
work as intended. Let's open the lying down one. Open file, the standing up one. There we go. There we have
our two models that we made. So this is just like if you want to export
it standing up, you have to rotate
it beforehand, but you don't have to because
even the lying down one, slicing software is there already capable of doing
functions like rotating. So there I just rotated
it up so it doesn't, it doesn't really matter. Let's delete one of these. There we have it. 3d model that we made, ready to slice and
ready to 3D print. If you've been 3D
printing for a while, you should know how to support
models and export them. So I won't go over that here, but there we go. Our first, our first 3D model. So yeah, that's it
for this course. I'll make a separate video
just to sign off, I guess. I'll see you in the next one.
24. Final Words: And yeah, that's it. Thanks so much for becoming
a student of this course. Hopefully it was what you expected and that you
learn a lot from it. But of course, I might
have missed some things. So please, if you feel
like you still have some questions that you feel haven't been
answered properly, then please just comment thumbs and I'll be more than
happy to answer questions. If I see the same
question popping up, I might add extra videos to explain things
further because even though I tried to make
sure I covered everything, I may have missed some things or gone a bit too quick
and with certain things. So yeah, don't hesitate to ask and please, please
leave feedback. So I know how to improve
for future courses. This is the first time I've
done anything like this. So hopefully it's a
good first start, especially for those of you that have never used ZBrush before. And it was a very simple,
easy first project. And hopefully you guys
have been able to 3D print your very first miniature from this course and I
would love to see them. Please send them
to me or tag me on Instagram or, or whatever. And I'd love to see it. Of course, also joined the
Discord group I created. If you want to share, share some images of
what you're working on. I asked for feedback and help. More than happy to sort
of start a community surrounding these courses that I would like to start making. So, yeah, definitely
check that out. I'll leave a link somewhere either in this
lesson or you might get one upon joining
becoming a student. And the welcome note, I guess, and also put in the
completion notes. So thanks again and
happy easy brushing. I guess. Hopefully you continue on this journey
and continue to improve. And hopefully this was a
good first step for you. Thanks so much. Have a nice day.