Transcripts
1. Introduction: Hello and welcome to ZBrush
Hard Surface Prime, a course focused on
everything hard surface in ZBrush. My name is Pierre. I'm a character artist, a proud girl dad, and
a Chicago native, that's had the pleasure of
Creating coursework and tutorials focused on ZBrush
for more than ten years. This course is designed
for those familiar with ZBrush wanting to do more in
the hard surface department. Inside is an organized, feature-focused collection of the best Hard Surface features, tools and brushes in ZBrush. There's no 20 hour course to
cherry-pick information from. Instead, we dive straight into each tool covering it's location, best use practices and more. So if you're ready, join
me and let's get started.
2. Basic Brushes: Let's get started
and dive straight in with the most
basic of brushes. The clay brush is
great for gradually building form with
repeated strokes. Features a flat top profile
with a limited height that's only adjustable via the
brush menus, depth options. Clay tubes is a
stronger version of the clay brush is high in depth, are also editable via
the brush death options. Try swapping the square
Alpha for a circle one. The dam standard brush is great for sketching
on your model. Creighton panel lines seems, increases as one of my go-to brushes due
to its versatility. The pinch brush is great for hard surface as he can pull
geometry to a single-point, create an edge is
along your mesh, all dependent on
your pen pressure. As the intensity. The inflate brushes.
Your best solution when you need to
simply add volume to a portion of your model or simply bulge out a
section of your mesh. The Move brush is a tool
worthy of mastering. Nudging things in that place is a big part of the digital
sculpting process. And this is the tool to do it. Changing your focal
shelf will affect the fall off of your
brush and its edges, allowing hard edges with a
bowl fall off or soft edges, the steep fall off. In this brief demo, we're going to utilize
symmetry on our brush, as well as this basic
set of brushes to begin sketching out
what would be an asset, perhaps a camera or a drone
in the sci-fi nature. Starting off with
the dam standard brushes, I said before, it makes a great sketching brush as well as drawing out penalize. You will need to
be super accurate. Now this set of brushes aren't for finalize hardest
surface detailing, but more light sketching out your ideas or just
figuring it out placement for
establishing your sculpt and where some of the
elements are gonna go. Just using a bit of
in-flight in here to build that form in the middle. And now to some clay brush, which has the added
bonus of filling in cavities and holes. Bit of the TAM standard
brush along these edges, just trying to add some lines here to make it look
a bit more tech. Inspire. Now with a bit of
smooth brush in here. I'm going to go back to
the dam standard brush. Create a outer ring, hedge that to the clay brush to create a little
bit of a divot, perhaps a LED or some
other type of detail. Now I'm using the Shift key. Click and hold Shift
and drag to make those straight edges very
useful for our surface. Bit of pinch brush just to
make that little divot. Dinner, which is a good
use of the pen brush. And all around. You can see now that
this simple set of brushes are very useful for
higher surface sketching, join me in the next clip, we'll cover some higher
surface brushes.
3. Hard Surface Brushes: Zebra has grown an arsenal
of horror surface brushes. Let's cover a few. The move infinite brush
projects through your mesh, grabbing and moving any and all geometry behind
your brush is best used in profile views with prospective
disabled for accuracy. Tracker buying the move
infinite brush with masking for some
interesting effects. The polish brush
slightly sands down your surface to an
eventual flat plane. Holding the Alt key
on your keyboard while brushing will pull the
surface upward towards you. Switch between both to
suit your polish needs. The age polish brush is a much stronger version
of the polish brush, delivering fast plaintiff
sculpting that will clip its effects as it meets
other hard edges. Also holding the Alt key
will pull a surface upward. Flatten brush produces
planar results like the Polish brushes. Along with the
ability of flattened smoothly across
any kind of edge. The planner brush is great for making somewhat flat areas. Actually flat ZBrush will
average and area under your brush a pool polygon's and rains down
towards this plane. Hold Alt and pool polygon's
upward towards his plane. Planar is a useful but
difficult to master. The trim dynamic brushes and aggressive brush that works fast and offers
quick edge beveling, simulating damage, or just simply decimating the
surface of an area. By default, the layer brushes size is linked to
your tablet pressure. But temporarily disabling
your tablet allows his brush to create simple
and clean double strokes. The chisel brush set features
a collection of brushes well suited for creating a
range of horror surface seems. Remember, holding the Shift key allows you to create
easy straight lines. In this demo, we're going
to turn this fear into a geometric
heart-shaped pendant, like the preview in the corner. Now I'm using the move
infinite depth brush here to shape things out. Now from a three-quarter view, just use an irregular
move, brush. Continue to pull
and push things. It's trying to establish
the base form. Now coming in here
with the polish brush, just a smooth things out. Just to get things a
bit rounder as well. Changing my camera view and
polishing from down below. And the top as well. I'll need it to be
perfectly smooth because I'm going to come in here and make things all facet. Using the trim
dynamic brush here. I'm just tapping around
with a fairly large size. This is a good brush to use to create hammered looking dent. Model, maybe a metal damage. All sorts of tricks with
this brush. So real handy. And now I'm just kinda
reshape as some of these Bye, re, tapping them. Create new shapes. And now has only n here with the flattened brush to
make these a bit sharper. And a continued to
reshape some of these, these poly shapes here. Now to the H polish to make
things even sharper edges. A standard brush for getting things to look
real crisp white. Just move that all
the way around. Take all day. Make a thing that all
nice and sharp with that. Now for the planar brush, I'm just gonna do a
small section here. This just sampling
the area under my brush, pulling everything, arrange upwards,
Nipah, whole all, I'll pull things down. It gets real tricky
when you get in towards edges that meet. Need to have some
serious precision and get really tight results. When you do they
are really sharp. Brush I use a lot,
but when I do, it comes in clutch. So many in here. Shifting between standard
and holding Alt, pulling up, pushing down. That is the planar brush. Now let's move on to
the chisel brushes. I'm just going to perform
some test strokes. Now. The chiseled tip, brush
tip to hold the Shift key. So we can create some
quick straight edges. I'm just going to
run this long edges of our gym pinned in here. And after a while your gemstone will look
something like this. And now we're gonna move
on to the next step. I'm going to use
the layer brush. After disabled has
tablet sensitivity. This will ensure that I maintain a consistent thickness and
depth and my layer brush. And using that Shift
key once again, I'm just tracing shape, an extra little extrusion
for each one here. This set of brushes is a must-have for Horace
or sculpting. Be sure to play around
with each brush to get a feel for it as well as
its results they offer. In the next clip, we will
cover curve brushes. See you there.
4. Curve Brushes: Curve brushes are
amazing additions to your hard surface toolset. Your brushes contain
two kinds of curves. Brushes. You have
surface curve brushes and 3D curve brushes. 3d curve brushes do not work
with sub-division levels. All curve brushes
respond to the size of the brush by typically
changing your breast size, Clicking on the curve to update. You can extend slide, pool and even smoother
curve by clicking on it and holding the Shift
key while dragging. Twist floating sections of
your curve by clicking on it. And x hold the
Control key and drag. When done, click on the
open area to commit. Enabling lazy mouse
will allow you to quickly draw straight lines
while holding the shift key. When done, returned to drawing curves by releasing
the Shift key. Press and hold the space
bar key while drawing with 3D curve brushes to
move your curve around. You can control the depth your 3D curve brushes are
drawing it by using the depth embed options to
control how deep your geometry is embedded
when drawing curves. The curve, flat
snap brush, laser, single-sided strip of polygons. Great for hair cars, Creighton straps, and
use for z smaller. Curves, trap, snap
works in the same way, but with thickness that can be changed with the
size of your brush. Cursor snaps surface
is useful for quick creation of surface
napping segments. With a collection
of editable curves. We showed a drug occurs in the same direction
to avoid twisting. Curved surface works
in a similar fashion. However, without
surface snapping, depending on the camera angle, the brush will loosely follow
the form of your model. Curve to snap. Couldn't be a more descriptive
name for this brush allows the creation of tubes along any surface in respect to
the size of your brush. Curved pinch delivers a
clean and consistent scene on your mesh given
the resolution, simply drawing your mesh and adjust your size
and intensity and click to update. The 0 measure. Guys brush has a nifty
trick allowing you to make several strokes and switch to other curve brushes
to see its effects. Currently, this is the
only current brush that has this functionality. A lot of fun to try
out different curves. Brushes, SES uses. Drawing occurs close
to each other, can be difficult without first committed in
your previous curve. Lowering your curves
snap distance will allow you to make new strokes
near previous strokes. One after the other. Taper the ends of your
strokes by enabling the size option in the curve modifier is
located in the stroke menu. Use the curve graph to control the shape and placement
of the curve. Options to flip the
curve are available, or choose to change a curved transition by
grabbing the curve. Next poll a point off the
graph in back for hard point. Taper on both sides
of your curve. This way, the delete button located on the curve functions
will delete your curve. Alternatively, just
click anywhere on your model to do the sign. Smooth button will apply a value of smoothing set by the curves. Move this slider, click the open circle option on the slider to enable
stronger smoothing. Snapshot will commit your
stroke while keeping your curve active or repeated use of other curve brushes
and features. Frame mass uses
borders, poly groups, increase edges as parameters
for automatically apply and curves to your mesh enabled
the parameters you want. Then click frame mesh
button to place curves. Next, perform a bit of
smoothing, if needed. Deselect and apply your
current brush choice. Size and depth at this point. Then commit one died. Use selection tools to temporarily hide
portions of your mesh, to use the board of perimeter. Uncheck the other parameters, and click the frame mesh
button to apply a curve. Next, apply smoothing if needed. Then apply the curve
brush of your choosing. Enabling the as line button will only allow the creation
of straight line curves. This can be a desired effect. The liquid button will change the extension behavior
of your curve. It allows you to pull in
a portion of your curve, extending a new fluid
path behind you. The elastic button also changes the extension behavior
of your curve, allowing you to
pull on portions of your curve to extend a
straight path behind you. Enabling a bin start
button will allow you to bend the forefront of your
curve when manipulated. The same applies to
the bin in button, allowing you to bend the
end or back of your curve. Enabling both buttons will allow you to bend both
ends of your curve. Play around with these
curve options to get the most of
your curve brushes.
5. Special HS Brushes I: In this segment, we will cover hard surface brushes and
some transpose tips. The transpose tool has a
collection of hidden abilities. Not only can it move
and stretch your model, but also bend and curve
your model by Alt, clicking any other centers,
circles and dragging. Be sure to use mass
on your model to isolate areas you're working
on for extra control. Redraw the transpose tool to change your direction
of influence. You can also clip
your model with the transpose move by dragging your aperture tool and click and dragging the center circle,
touching your model. Use masking in a troll that
area you're working on. The transpose scale tool
has an alternate ability to squash and squish
your model when Alt, clicking and dragging in
the center of circles. Be sure to check
that your tool is centered to produce
uniform edits. Clicking and dragging the
center middle circles allow you to bulge
out your model. Where you place your
Transpose tool on your model as well
as angle is drawn, it affects your results. The transpose rotate tool has
the added ability to twist your model by Alt clicking and dragging the
center middle circle. Control clicking the
white circle will align your camera horizontally
with the viewport. This is helpful for aligning
straight edges and brushes. The bevel flat brush
isn't amazing. Brush allowing quick beveling. A planar objects
made for edge work. Start your stroke on one plane and across an edge
onto another plane. Next, drag your brush back and forth for cross the
edge to bevel it. Holding the Alt key with
the bevel flat brush will allow you to
bevel interior edges. Bevel art brush works much
like the bevel flat brush, however, resulting
in chamfer edges. Dell Arte interior edges holding the Alt key the same as
the bevel flat brush. In order to avoid getting these artifacts
enabled back face masking located in the
auto masking options tucked in the brush menu. Clip curve is a beloved tool for higher surface sculpting. Hold both Control
and Shift keys while clicking and dragging
across your model to clip. Goodbye and with some masking. Alt click while drawing
to change direction. Double-click while drawing
to create hard angle pivots. Keep in mind is does smashed
the excess geometry up to the curve easily giving you a bit more to clean up at times. The knife brush
performs the same way. However, deleting the
excess geometry on one side of Kurt and create new poly
groups along your cut. Control Shift. Spacebar will open the menu menu with the beat radius option. And it's also located inside the brush menu under the
clip brush modifiers. Enabling it with
the knife brush, let you slice and remove section of your model while
holding the Alt key. Knife. Lasso is
another handy way of slicing up your mesh. It can take some time to process depending
on your poly count. All versions of the
knife brush are amazing. However, save often
when using them, because currently
they have a tendency of crashing ZBrush at random. The mesh extrude brushes have found their way
into my favorites. Message through brush
creates flat bevel shapes from your mask drawings made
by holding the Control key. If you don't move your
camera while creating, you can use Control and Alt key to subtract
from your history. Mesh extra prop depth
is a mouthful of a brush that makes circle
extrusions or cuts. If you're holding the Alt key or the height of your
extrusion is determined by your Z intensity at your extrusions by
holding the Shift key. And remember that
adding and subtracting is dependent on not
moving your camera. Mesh project as a
lasso stroke version of the mesh brushes that
snaps to the surface. The thickness is controlled
by your Z Intensity. The mesh brushes are more
than what meets the eye and we will cover them
more in another segment. The topology brush is
another favorite of mine. Simply draw curves
to create a patch of geometry and use Alt click and drag across
Carter's to delete them. The delete all curves
button is located in the curve functions
onto the stroke menu. Once done, click on the
open area to commit and generate a patch of geometry that conforms
to your model. Change your brush size
to change or thickness. In the next clip, we will cover additional hard surface brushes. See you there.
6. Special HS Brushes II: Let's cover some special brushes and then put things into action, creating a rocket ship. The slides brushes, a good
way to create poly groups, as well as slice the polygons on your mesh
for further editing. I am in primitives, gives you that
ability to select and drag out a copy of
selected geometry. This quick access
to assortment of primitives can speed
up your workflow. I am a model kit puts
a large collection of low poly components like nuts and bolts at
your fingertips. Enable the gizmo 3D and scrub through your models to
update the selection. The Z Marla brush is a
complete low poly modeling toolkit built into a brush
with z model or select it, press and hold the
Spacebar key over a specific components to
select from a list of actions and additional
settings to effect where how the polygonal
actions worked. This brush is worth
the course of its own and we will go more in
depth in a later segment. Starting off with a
couple of primitives as cylinder and two cubes here, I'm going to mask
off this top point, invert and then use my gizmo 3D to pull it upwards to create
a bit of a point. Now I'm going to grab
the Z modular brush, hover over an edge
Space bar and select, Insert as well as
multiple edge loops. So now when we click
on the edge and we drag up the right or curving it. And up and down is
adding more sections. I get an area like I release. And I want to add a bevel
right here at this edge here to soften that transition. Now, we're all done with that. Now in order to create that rocky shape bulge to
our body of our ship here, I'm going to drag out
the tramples line and make sure I
have it centered. And next I'm going to go ahead and click the center circle. When pulling upwards a bit more. And now allows me to change
where I placed that bulge. And that's Alt. Click the center circle with
the scale transpose tool. Now with the topology
brush selected, we're just drawing one side of the window frame for
our rocket ship. And now I'm just adding some more sections here
to create the quads, you need to use a topology brush and just clicking a model
to see what it looks like. And if you want and
you can undo and add some more sections and click
the Commit wants done. Now to the z mandala brush, I just want to add a bevel along the edges of
this window frame. And just simply click to
repeat your last action. And that is our window. Now the IMM permanent was Brush. Select the smoothest
sphere I see. And just draw it in
the center there. Rather with their transpose
tool or Gizmo 3D, just take the time to center and scale this sphere and
get it just right. Okay. Now we got that all situated. Zoom out, see how
things are looking. Grabbed the Z modular brush
and add some quick themes. Back to the insert. And what the multiple
edge loops insert. Just click and drag and find the curve and spans you want. And now I'm just simply
clicking on edges to repeat the same input. Now, the IMM model kit, I'm going to add
a bit of detail, but first I'm going
to set up my symmetry in the transform menu. Active asymmetry, y axes
with radial symmetry. Now I'll just click and dragging
with the IMM model kit. Let me just add some
nuts and bolts all around our model here. I'm going to change my
assay for symmetry. So we can add some nuts and bolts around this
window frame isolated. Now you can come into the
Transform menu and hit as pivot or L symmetry,
which stands for local. Drew those nuts out. And since the frame is slightly curved and slightly
bent and we're going to use the trans Pose
tool or Gizmo 3D to rotate. So at the top, nuts and bolts will come
to the surface here. Okay, so I'll set, I'm going to perform
a few more edits to the bottom portion
of our rocket here. I'm going to add a
bit of a bevel here, so it's not a hard edge. The Z Martha brush. Next while hovering over edge, I'll select Insert
single poly loop and insert a loop in here. Now holding the Alt key and
dragging cross Pauli's, I'm sitting there temporary poly group set to single
poly and my target. Now with Q mesh, I'm just clicking dragging. If a whole shift,
I'll get this result. If a whole control, they'll split off
another section of that temporary poly group. Now with that said, I'll set the flat poly groups for target. And I'll just Q mesh this and
insert another poly loop. And I'm just masking out
this area here so I can come in and scale in that
pilot we added. As you can see here, you can use your regular tools such as masking and other tools or Z modular to get the
facts you're looking for. So now I'm the transform and go ahead and activate symmetry. What l, or local
symmetry activated. And I'm working on
those cubes here. Just divide a few times to
get them all nice and smooth. And now I'm using the bevel arc across those planes
to round them. We got those nice and around it. Let's go into the draw menu
and turn off perspective. For our next step. I'm just going to mask the
top portion of these cubes. Performed a bit of a
blur on that mask. Now which are Rotate
Transpose Tool. Control-click the
center circle up top here to rotate that
unmasked portion. So unique waiter,
rotate and control your meshes with
the transpose tool. Going to drag out another
mass selection, blurred it. What my hotkeys and I'm just
shortening the tubes there. Make sure I get them
right into position. And even than them
down a bit here. Now with that done, let's go here and add a bit of smoke using the
mesh extrude brush. I'm just going to try out
drawing out design here. The message through
brushes so fast, you can just undo,
retry your shapes. Just about got what I like. Also remembering I can also edit this as long as I don't
change my camera angle. Two quick. Alright, like that
one a bit better. I'm going to draw
another one here. This time holding Shift
to append a new section. He used my transpose layer
and get it into position. Ultimately. He started to shape on
top of a shape as far as the mask and move away using the space bar
key like I did, you can create a shape
off to the side here. Now just creased my poly groups and divided a couple of times. I know we haven't
covered creases, but that's further
in the course here. And now I'm just posing it to show our rocket lifting
off with our rocket. Now I'm done. I hope you
can see the usefulness in this simple set of brushes and your heart surfaced
workflow and toolset. The next clip,
we'll cover alphas. See you there.
7. Alphas: Alphas are used regularly for Horace surface sculpting,
especially for detailing, creating a stamp Alpha
brushes as simple as selecting the standard brush
and your Alpha choice. Then test your stroke. Next, change your stroke type to drag wrecked. Wants done. Test your stroke.
Last but not least, lower your focal shift. And now test your stroke. Should have a
perfect alpha brush. Located the brushes hard surface alphas and
the light box by clicking the Alpha tab and opening a hard surface
alphas folder. Double-click to load an Alpha. And also note that you can scale a lightbox menu by clicking and dragging
the bottom portion. Use an Alpha Mu to
edit your alpha. Here you can flip and rotate your Alpha and then
modify a sub palette. You can apply noise
to your alpha and control this amount
with this slider. Below that is a blur slider. You can add blur edits to your alpha alone
with noise added. Tile, repeat your Alpha with
both H and V tile sliders. Use the same vowels and both sliders to keep
your Alpha uniform, otherwise, some
stretching will occur. The make 3D sub menu will make your selected Alpha
into a 3D mesh. With the default
settings, click them, make 3D button to
generate a mesh. The sliders in this menu
are Mesh resolution, mesh depth, and mesh smoothness. For example, I will increase
the mesh resolution to 531. Slightly lower is death. And click make 3D. Enabling that the BLS button will make your
mesh double-sided. Make 3D button will
generate meshes. Event with modify edits such
as H and V tile editor. Make 3D is good
for creating fast. And are you meshes
based off your alphas? In the stroke menu is a
repeat and last button. Replenishing your last
stroke in the exact spot. The replay last relative
button will replay your last row wherever
your cursor is located. That just last slider gives
you the same effect with the added ability to adjust
into the negative values. Make two strokes and
zebras who will generate a repeating pattern with
the interpellate button. Before hidden
interpellate button, set your strokes count slider, and then press interpellate. It's important to
remember not to move your camera at all
after the first stroke. Otherwise your
operation will fail. Another cool trick when
interpellate button is in setting a smaller shape
into a bigger one, set up your stroke count,
then have a go ahead. The fastest way to create custom Alphas in
ZBrush is too low, and so divide a circle 3D. Next, draw a mask on your mesh using any masking brush
the way you want. Wants done, invert your mask. Next, navigate to the
defamation sub palette and use inflate to
create some height. Next, open the menu and
click the from mesh button. This will open a new window
showing your mesh has an Alpha center and orient
the Alpha in this window. Set your texture
size at the bottom. Once you're done, click Okay, your new alcohol load
into your current brush. It is now selectable
and your alphas take some time to play
around creating your own Alphas and join
me in the next lesson, we'll discuss DynaMesh
and sculptures.
8. Dynamesh and Sculptris: Non-dimensional sculptures PRO offer dynamic
resolution sculpting. Typically, stretching your
mesh in any way will degrade your poly resolution for future sculpting
purposes and more. However, once the
DynaMesh is activated, ZBrush will quickly generate a new model where evenly
distributed polygons, all while we're changing form. Increase or decrease your
poly count by adjusting a resolution slider and clear
a mask in your viewport. Dynamesh can cut holes as well as merge individual
meshes together. The resolution of
your mesh is directly linked to your ability
to create details. However, one sculpture is promo, is enabled on your brush. You can add geometry locally as you brush
across your mesh. In this demo, we're going
to use DynaMesh to create a stylized Oozie gun. I went ahead and
duplicate it this cube. And I'm stretching
the main cube here. And this will form the
body of our Oozie gun. And a duplicated
piece here that I'm placing will form the handle. I like to keep it
simple with just using primitives, block things out. It's enabled groups
and hit DynaMesh. And this will allow me to
DynaMesh all pushes on my model separately that
are divided by poly groups. Good way to change your resolution without
merging pieces. Now, this duplicated cubed, I'm placed it at the
bottom to form the clip. And I'm just scaling
it from front. And I'm just slimming down
everything handled down. Just trying to get those
portion is roughly. Now with that in place, just go ahead and poly group
that cube and we had placed. And if you guessed it, I'm just gonna go
ahead and clone that control click and drag. And it makes sure that
tool is centered. Scaling outwards. Then we're going to
use this to place. And for what I'm assuming
is the release or locking clip for
the for the club. So I'll just be in
place for that. Okay, have fun. The front view here, I'm just going to mask out the corner which
symmetry enabled. And now I'm just going to
unmask the middle portion here, as well as all of
the back there, as well as a bit of the edge. Now have an inverted my mask. I'm just going to place
my gizmo 3D by clicking. I'm just going to
stretch outwards. Alright, just trying this time we'll control click
and drag to see it. That would have kept
things a bit sharper. Now I'm just hitting these edges with a little bit of smooth. We can trim them down
later to sharpen them up. Now I'm going to this IQ here, duplicating it and placing it near the bottom of the base. And this is going to form the
lower portion of the body. The main body of the OZ
kinda had a slight taper, so I'm just going to
use the Trim brush to just cut away at these portions and form that shape we're
looking for in there. And now from the front, I'm just going to
turn off symmetry, center my gizmo and stretch. And now I'm just gonna
go ahead and turn off my lines so you can see that everyone has
their own poly group. Just turn them back on there. And now from the front view I'm just going to hold control, size up my brush and just tap
and create a circular mask. Invert and just
pull my gizmo 3D. They just form that barrel. I'm just gonna go
ahead and DynaMesh increase my resolution a bit. And DynaMesh. All right, so now I want to addressed these edges here with
a bit of smoothing. Our first, I'm just
going to mask off that barrel poly group it. And now when we DynaMesh, it's his own separate
piece of geometry. So I'm just going to come
in here and smooth mask and I'm just going to look at it from the front view here. Okay, Now from this view, I'm just going to hold Control. Click and drag on the
arrow to drag out a duplicate of that cylinder. Mass, the front portion,
drag to extend. Now I'm just going to
mask to poly group it. Now we have that poly groups just going to come in
from the front view here and draw out a mask
like we did before. Just control click
the sharpen it. And now I'm going
to pull this circle inward just to create
a bit of a edge there. Just hit it with
a bit of smooth. And as we're working
on, I'm just DynaMesh, any two mostly cleanup
resolution issues. But as we begin to sculpt resolution to give
us more detail here. And I'm just using
the IMM brush. I am primitives to
assert this cylinder. And my plan is to use it as the not the handle but the trigger trigger guard,
I guess you call it. And now from the side view here, I'm using the move
infinite brush just made to work from profile
views like, like this. And I'm just pretty much
just shaping it into place. Just paying attention
to the thickness. And it's presses great What
performing little distortion. But you still should monitor it. But there's many ways to
create a trigger like this. This is the first thing that
I just came to my mind. All right. I think we're
just about got that. I'm just going to
center my gizmo 3D. And just then it just
scale it in a bit there. Pull it down. I'm
pretty happy with that. Go back to his base
cube over here. Duplicate. I'm just going
to create a trigger. Just getting into place. Pull the guard down, and just pretty much
size up that trigger. Now, I'm just going
to go back to the move infinite brush could use a combination
of masking. I move the brush. But this brushes
works perfectly. Such an occasion. Another
duplicate of the cube. And this is going to form
what I believe at the site. In the reference image there. I'm just masking off
the lower portion here. And I'm just going to use
a transpose tool that clip things into shape here. We could use a clip
or the trim brushes. Well, no wrong answers. Usually what you
prefer and ZBrush. Okay. And now I'm just going
to scale in that site. From the front here. I'm just going to
mask out a portion of the site what
symmetry enabled. And I'm just going to
use a scale to pull down where she could
just use the Move brush. I mean, the move as well. All right, and then we
have that into place. I'm just going to hide a cube. Delete hidden. I believe we have all
the pieces we need. From that. We're just going to
perform a few more edits to our sculpt here. I'm just stretching out
the main body using the gizmo 3D as well as moving
some things into place. This is where having
your parts polygraph really help as I'm
just control clicking to unmask entire meshes and just performing
these quick edits. And now I'm going
to use the brush to just shorten that part
of the model there. And x, I'm just going
to isolate this base, clip that from the front
to give it a slight bevel. Okay, now I want to
go to the slice brush and Slicer right across the top here I'm going to
try not to slice the body. And what groups turned on at the DynaMesh and knees
are now separate pieces, as you can see, the seams
as I smoothed them. And now with them unmask, I'm just going to stretch
them up a bit more. As you see, DynaMesh
is really handy. And just carving up your mesh. Especially taking
advantage of that. And Groups feature. Just going to switch back
to the clip brush and just add some bubbles
to these these rails. I'm not sure what they are. And to zoom out a bit here. And on the handle, I just want to stress
to outward and get a nice straight edge. And now got that handled. I'm gonna go ahead to
the IMM primitives, grab a capsule shape and just drag that on
and size it up. I'm going to use this to create those two stripes
along the sides. Slight indent. Why extrusions, I guess you'd
call them along the sides. I'm going to just scaling
it down and stretching it. And now I'm just going to just inserted right into
the side there. And we get into place. I'm just going to go
ahead and duplicate it. Control click and dragging. And what I just did, there's something I do often is moving my gizmo to the side
so I can see better. So now with that standard brush, set up a as a alpha brush. I'm just changing
my brush settings. And now I'm gonna go ahead and grab this circle alpha here. And just drag out some dots
to represent our screws. And I'm just pressing shift and one to use replay last relative. He has a great for
just maintaining the same size of
our strokes there. Now, any point in time
along as you don't have subdivision levels,
you can activate. So adopters Pro, I'm
going to use it to create that diamond pattern
on what I'm going to call the barrel cap. Now using that standard
brush that we used to make a alpha brush, I'm just testing out the star
alpha for the resolution. Are sculptors pero
brush is gonna give us. Now loaded up this
diamond Alpha. Tweaking my eyes the intensity. And next I'm going to
turn on symmetry, radial. Pick the right accuracy
as well as my account. And now we're going
to test our stroke. Okay. And next glass tricky
part is the placement. And I'm using shift one to
use the replay last relative. Just going to start over, trap, place those a little bit better. And we're using like
a couple of things here to really get
the most out of this, using the advantage
of the symmetry. The local detailing
of sculpture is pro, as well as ability to DynaMesh
whenever we would need. And here are our results here. As you can see, DynaMesh and sculpt tourists are
incredibly useful, allowing you to change
your resolution at anytime while retaining form is
extremely invaluable. Join me in the next clip, what we will discuss, masking.
9. Masking: Z brushes, brush system allows many ways to
approach masking. One handy tip to view your mass easily is to briefly switch to either the fast or
flat view option located in the render menu. When done, switch
back to preview mode. When editing your masking brush, be sure that hold
the control key. Lawyer focal shift
for harder edges. For simple flat,
consistent brush. Hoping your prefaces menu and locate the tablets up
menu and disabled it. Now you have a straight
edge masking brush. The interpellate feature was great with your
masking brush as well. Be sure your strokes go
in the same direction. Not only does interpellate
create repeating patterns, but transforms from
one shape to another. Replay relative can help
save some time and quick snapping previous strokes as long as you don't
move your camera. Zbrush has a few projection based tools that
don't work well with perspective on excluding
your mass pen brush, all of your masking
brushes do this. To avoid this, simply turn off perspective and use your
masking brushes as intended. The mass curve brushes a
great tool for hard surface sculpting with this natural
clean and sharp mass border. Be sure to try using an additive and
subtractive manner to get the most out of it. The macro menu has a few
handy buttons within. One being the round
corners button. Multiple clicks on
this button will continue to round your corners. Hide your mask while
editing by disabling the view Mask button in
the masking sub palette. The Blur mask button is good
for smoothing sharp mass. The sharpened mask button is
good for doing the inverse. Grow and shrink mass, expand and contract your
borders of your mask. And ultimately
softeners as edges. Mass your last stroke with the
mass change points button. The closed circle option
will mask with soft edges. The open circle option will
mask fully with hard edges. You can edit a closed
circle option and strengthen mass coverage
with repeated clicks of the Boost button
or salting or mass with multiple clicks
of the dilute button. The clay Polish button
works great with masking. Click the clay
Polish button with default settings and watch
any unmatched edges sharpen. You can edit the results of this feature with the settings. Mostly the top
four will suffice, and the last two will
amplify the results. Play around with these
settings to see which kind of quick and dirty horror surface cleanup results you can get. Extraction is a simple
and quick method to generate geometry. The closed circle option
on the smooth slider will smooth your results while
working to maintain form. While the open circle option will smooth more aggressively. Thickness controls the
depth of your extraction. When the double
button is enabled, it will generate a
double-sided extraction. Be sure to click the Set button you have
found the right set. Masking is a big part
of digital sculpting. And zebras has several
different brushes and options to help you
mass more efficiently. Join me in the next clip, we'll talk about poly groups.
10. PolyGroups: Many hard surface features
take advantage of poly groups. The Auto Groups button
randomly distribute polygraphs to each individual
mesh and your sub tool. Regroup by edges, generates polygraphs based off
the edges of your mesh. The slider to the right adjust the thickness of the
polygraph. Edges. Grew by normals is useful for pile of grouping
hard surface models. However, it can be a
hit or miss trial and error experience
switching between open and closed circle options, as well as finding the
right max angle value for the best results. Group Mask, we'll
Paulo group anything currently mask and
invert your mask. Group Mask, clear mask
will pile group anything massed and clear all
mass afterwards. The group change
points button will pop playgroup, your last stroke. Merge similar groups,
will poly group all meshes with the
same poly count. What size brush selected,
hold Control, Alt, and space bar to open a mini
menu and select B radius. Now slices will
produce double cuts with the thickness at
by your own brush size. Note that your polygon
count will determine how long it takes to
process the slices. With their selection
tool active. Click on Apollo
Group to isolate it. And the split section, the split hitting option is now available to split two
separate sub tool. The Group Split button
is the fastest way to separate your polar groups
into separate sub tools. Split to similar parts
will separate meshes with the same poly count
to their own sub tool. As we move further
in the course, you will see that polar groups offers the type of control you want to edit and create
hard surface features. Join me in the next clip
to discuss modifiers.
11. Gizmo 3D and Modifiers: The gizmo 3D has a few hidden features
along with modifiers. By default, your entire mesh moves when using the gizmo 3D. However, editing your
focus shift will saphenous influenced the placement of your Gizmo 3D relative to your
mesh also plays a factor, well how it affects your mesh. This is useful for
smooth form exploration and smoothly manipulating
hard surface meshes. Add a mass to this
setup and you can actually do some
sculpting this way. Perform a quick inflate
or your mesh by control click and drag on the
yellow scaling square. Perform a quick clip by control click and drag the
rectangular or skill handles. Pulling in the
opposite direction, it will clip from the
opposite side of your mesh. This is a fast method of flattening one
side of your mesh. Clicking the gear icon will
open the modifiers menu. On the top row are
editable primitives. Clicking will replace your
mesh while masking everything. First, we'll append
the message to your sub tool instead
of replacing it. Also the placement of your Gizmo 3D is where your
primitive will appear. All modifiers feature
adjustable cones. They act like sliders. The following modifiers are useful for hard surface editing. Beginning with Ben, art modifier will let you Arc your mesh
from a few directions. I recommend hovering
over each cone to read this description at
the bottom of each cube. And slippery explore
pulling on each cone. At anytime you can reset
your edits by clicking the gear icon to open the menu and clicking
the reset button, reset and a modifier
and your edits. When you're happy
with your edits, click the gear icon and
press S up to commit. The deformer modifier
as a 3D grid over your mesh with movable
points to deform your model. Simply click and drag on points to see its
effects on your mesh. For easy viewing and editing, turn off perspective
to move points. Manipulate a cluster of
points by unmasking them. Be aware that you are
currently unable to position your Gizmo 3D when using
the former modifier. The red, blue, and
green calls control your symmetry settings
for each assay. The orange cones at additional points for
adding your match. The symmetry options will only allow you to edit one
side of your mesh, went active. Clearing your mask. We'll de-select your points. You can also scale and rotate
clusters of points as well. The been curve modifier as
points along your meshes, x, y and z axes for stretching,
curving, and more. However, you may need to align your Gizmo to match the
angle of your model. Simply click and hold
the Alt key while positioning to reorient
your Gizmo 3D, be sure to check
positioning from no less than two angles when
repositioning your Gizmo 3D. Restart the band curve modifier. And now with our gizmo 3D
aligned to the object, simply click and drag
on point to bend. The blue cone controls a
smoothing of your bins. The two white cones control the squeeze and
scaling of each point. And lastly, the orange cone controls the twisting
or each point. This modifier allows you to
add additional control points after manipulating for
additional control without resetting your edits. Smooth all is a pretty
useful modifier. Simply pull on the blue cone to see your model smooth all over. Taper is a handy modifier to add a cone tip to any
end of your mesh. Simply pulling on any cone
will show us affects. Switch up the position
of your taper cones by altering the position
of your Gizmo 3D. This will allow you to taper and different angles
than originally set. The twist modifier allows
you to quickly twist your managed by pulling
on either of six cones. At the orienting or Gizmo 3D, you should be set to
use any other modifier. The extender modifiers,
another useful modifier, extend your mesh along its local axes with
the orange cones. Unable symmetry
with the red, blue, and green cones
increase resolution along each axes with
the white cones. I found this particular set of modifiers useful
for hard surface. Do play around with these
and other modifiers. In the next clip, we
will discuss Booleans.
12. Booleans: Zebras has a few different
ways to approach booleans. Let's cover them. Subtract one sub
tool from another. And by placing the
subtractive sub tool under the additive one. Next set sub tool
Boolean mole to subtract and now merged a sub tools together with
the Merge Down button. Lastly, DynaMesh, the
newly merged sub tool. Processing time depends on
the DynaMesh resolution. These are called Boolean
operators and they affect the type of Boolean
process that will take effect. In this example, we will set this rocky texture sub tool
Boolean mode to subtract. First, ensuring that we placed
it under the chest piece. I want to subtract from. Next, merged down
the two pieces. You'll notice that
subtractive meshes always have a white poly groups. At this point,
DynaMesh to process. In order to process the intersect Boolean
operation with DynaMesh, you'll need to open
your DynaMesh sub menu and click the Send button here. Zbrush will leave you with the intersection of
your two meshes. After inserting meshes
into your sub tool, you can set any
visible mesh to be in subtractive piece by opening
the Apollo Group sub menu. Next, locating and clicking the group as
DynaMesh sub button. Your mesh will turn white
as visual confirmation. Now simply DynaMesh normally
to see your results. Hollow out your mesh with
the create shale button. Use Boolean operators
or group as DynaMesh sub to mark
subtractive meshes. Next, set of value
on the thickness, lighter and pressed it creates shell button to
view its results. Live booleans is
a better approach with their sub tool
Boolean mode set, open the render menu and
under your render sub menu, precedent enable the
Live Boolean mode. This will allow you to
preview the effects of your Boolean prior
to processing it. You can move, scale, rotate, and sculpt on a Boolean mesh, no different than
any other sub tool. Also, note, if you solo mode the subtractive
Boolean mesh, you will view it normally. When you are ready to turn your live boolean results
into actual geometry, locate the Boolean tab in
the sub tool sub-menu. Press them, make Boolean
mesh button took a by all visible sub tools alone, which are live Booleans
preview into a single Z2. You will find the new meshes added to your Z tool section. Booleans is a very
intuitive and powerful way to scope hard surface
warms and ZBrush. And the next clip, we will
discuss custom UI and hotkeys. See you there.
13. Custom UI and Hotkeys: Customizing your
interface will put your favorite tools even closer to enable customization with the Enable Customize button
and the prefaces menu. Now whole bulk
Control and Alt keys to click and drag to
move interface buttons. Click and drag anybody or brush to one of
four shelf areas. Zebras offers a great
deal of customization. Even grab that enabled
customization button and place it. When done editing, deactivate the enable customization button and navigate to the
config sub menu. Options too low or
save UI are here. Click save UI to store your
UI setup wherever you want. And click Store config to store your current UI
as your startup UI. When you open up ZBrush, a pop-up message will
appear saying the same. The restore custom UI will reset any changes made to your UI
back to the stored config UI. And restore standard
UI will restore ZBrush to its
standard default UI. Custom menus take your
customization to the next level. Open prefaces and click
Enable, Customize. Next open and custom
UI sub menu and press the Create New Menu
button, give it a name. You can always
change this later. Press Enter to commit, and place your custom
menu at the end. It will hop in
alphabetical order, wants clicked, Open and drag to adopt for
further editing. Just like before,
hold Control and Alt keys while clicking
and dragging and place items into your new menu. Each row of place aisles will align left until
the row is filled. It can be switched around by
dragging over one another. Removed by control, clicking and dragging items
and to your viewport. Organize more with sub pallets
with Enabled Customize, active coping
custom UI sub menu. And at the bottom is
that custom sub palette. Simply Control Alt, click, and drag into custom menu. Now use the same key combo to drag items into your subnet. You note that this suddenly you can't be moved after
placement lives within. So be sure you're happy with your placement or you'll
have to remove everything. Basically, start over. Add as many sub
menu that you like, evenness and then
within each other, give them names by Control, Alt, clicking the title bars
and typing in a name. And then click Enter to commit. Click the title bar to
collapse this sub menu. I stated before, if you want to remove or delete a sub palette, you will need to remove
all of its items within. Then you can remove the soft palate itself,
wants to empty. With Enable Customize, disabled. Use Control Alt Click combo
to assign custom keyboard, hotkey, toothbrushes or menus. When this message appears, press your key or keys
of choice, you brush, we're likely to display a
message to let you know you're hot key or choice is
being used elsewhere. And clicking OK,
we'll replace it. I have simple keyboard letters, hotkey to my most used brushes. And added bonus of hotkey in your custom
menus allows you to bring them up anywhere onscreen
your cursor is located. Wants done editing hotkeys, hoping the hockey sub
palette, click Store, so ZBrush will load them automatically upon
opening in the future, click Save to store hot key config in a
different location. Pressing load allows you
to load custom hot keys and Restore will return all
hot keys to their defaults. At the moment, this is
my custom interface. Often change portions of
speedup tasks as needed. Along with many
custom menus alone, we assign hotkeys, allow me to work full screen for
periods of time. In the next clip,
we will discuss morph targets and
history. Recall. See you there.
14. Morph Target and History Recall: Harness the power of z brushes, undoes and much more. Hoping you are morph
target tab and click store empty to store the current state of your model and to memory. Now sculpt and make
changes to your model. After completing several
strokes and various edits, select your morph target brush. Now brush over your model to restore it to the state
stored into memory. Be sure to try adding your
brushes folk worshiped, as well as the intensity to have an effect over
your transition. You can click the switch
button to jump between your current state and the
state stored in memory. Click the Delete and T button in order to store a
new more Target. Store a morph target. Next, make a couple of
strokes on your mesh. Now returned to the
morph target tab and click the Create
def mesh button. You won't notice
anything at first, but a new Z tool
containing all edits made after storing your morph
target has been generated. Click a pin and select the Z tool label morph diff
to add to your sub tools. This is a great feature. The ability to turn your
strokes and other edits into the fast geometry
is very useful. Trial all sorts of surface
edits you like to split off. You can even carve
into your mesh after storing a morph target and use create div to generate a negative mass
representing a stroke. After appending, you
can then use this as a Boolean mesh if interested. And this example, we store
a morph target already. And I'm going to make
a stroke at the top of this chess piece and
one at the bottom. And the reason being used, the interpellate feature set to one to put a stroke
in the middle. Now with that being done, when to use it, create
def mesh button. It didn't undo
those last strokes. Click pinned, and add those
strokes to our sub tools. The history recall brush works much like
the morph target. The big difference is that the history recall brush
allows you to pick when in your previous history
to store into memory. Simply Control, click a previous history
state to store into memory. Now move forward, returning to your current state and use
the history recall brush. This brush is perfect for realizing a mistake
on your model. Only having done too much
work to undo it all. In his demo, we're going
to continue to ask some preliminary details
to this chess piece here. Just performed a bit
of interpellate there to add that repeating
shape there. Now I'm just using the dam standard
brush along with the Shift key to create
some straight edges. All right, and now
those are set. I'm just using adjust
to pump up that value. Now and go all the
way back and storing a history state.
And back forward. I'm going to grab my
history, recall brush. And keeping in mind
this only works on one side of your mesh, so you have to
deactivate symmetry. I suggest working on
the stage right side of your model will make it
easy to mirror and well, using the x axi, that pretty much sums
up the morph target as well as history
recall brushes. One requires a bit
of planning while the other one can
be used freely. Join me in the next clip, we will discuss mesh brushes.
15. Mesh Brushes: Mesh brushes is a great addition to your heart surface brush set. The mesh brushes have
a large lazy radius, making them a bit
sluggish for me. You can lower your
lazy radius within the stroke menu inside
the lazy mouse tab. Remember control plus shift
while drawing will add to your mesh and Control and Alt while drawing will
subtract from your mesh. Be sure not to move
your camera to retain for additive and
subtractive abilities, you can enable the camera a lot functionality located
here and the draw menu. Once on, you'll be unable
to move your camera. The mesh brushes operate like
projection tools in ZBrush. So be sure to toggle perspective of when using them for accuracy. Not only can you use
any brush feature in combination with the mesh
brushes like repeat last, but also control this output with the mask Mesh Modifiers. Here you have control over your resolution,
smoothness and Bevel. Increasing the resolution
simply as more polys, smoothness rounds
off your corners. And Bevel controls the size of the angle fall off
of your edges. See your edits by
undoing your stroke. Now press the one key to replay. You're a little stroke this
time with new settings. Increasing resolution and Lorene smoothness
create sharper edges. Alternatively,
lowering your bevel can have similar effects. Trial different stroke
types with mesh brushes. Mostly these four here. Curve is a good option
for sharp corners. Just IZ brushes,
other curve brushes. Tap, all wants to
change the direction of your curve and double-tap
to create corners. Circle. Does circles great for cutting holes and previous
mesh brush strokes? Click the Stroke preview to open additional options and
disabled the square option. Now allowing you to make non-uniform shapes while
dragging out your shape. Use the space bar to reposition. Now with the wreck stroke. Click to enable the
square option to create perfect squares from the
center of your stroke. Disabled both square
and centered option is to create
non-uniform rectangles. And your direction of choice. The wreck stroke
combined with an Alpha, will generate instant geometry
and the custom shapes. Combine this with your
ability to add or subtract from a previous stroke to get some serious power. However, the mesh brushes, we live Booleans activated. Your brush behaves differently. Holding the Alt key
while drawing with mesh brushes will now
generate a new sub tool. Instantly set to subtract
and Boolean mode, toggle solo mode to isolate
NC without Live Boolean, don't need to hold
all now to subtract. Simply draw new shapes
with the mesh brush normally to add to the
subtractive Boolean sub tool. The same process goals for
holding the Shift key to generate a new additive
slash union sub tool. With the new union
boolean sub tool created, simply draw shapes as
normal to add more. The ability to move around
your model while adding to your flushed boolean is super useful for higher
surface working. Join me in the next clip, we'll discuss the layer brush.
16. Layer Brush: Let's cover the layer brush
and it's awesome features. The layer brush by default
changes size with pressure. And your preferences menu, open a tablet tab and
disabled the tablet feature. Now your strokes will
stay the same size. Lastly, open your quick
menu to double-click Dynamic to ensure that your brush size
remains the same size. No matter if you're
zoomed in or out. The brush needs a bit
of help going over steep angles to fix that opening your brush menu and
within the auto masking sub palette enabled
back face masking. Now your lab brush is perfect, is natural bevel and clean edges can deliver
one stroke finishes. Holding Shift while using
your layer brush is a great and natural fit
for hard surface work. Try adjusting your
last stroke width, they adjust glass slider. Normal strokes will overlap. However, the layer brush
with a morph target Stuart, will seamlessly
connect together. This scene is from
having back face masking on, which
could be a desire. But be sure to
disabled back face masking on your morph target. Now brushes normal to
maintain consistent height. Typically you'll be using all additive strokes or
all subtractive strokes. Things get a bit Genki
putting them close together. Your layer brush and morph target combo also has
a really cool clipping of fat that is linked to smaller brushstrokes and
countering larger brushstrokes. I will take advantage
of this feature, starting with a
large size stroke. Next, some test strokes
with a smaller brush. Now with the smallest stroke
and make two strokes, one at the top and one at the bottom to use the
interpellate feature. As I said in my stroke count, I'll press to interpolate, to fill in the other strokes all being clipped by the larger
layer of brush stroke. If you're new till
they're brush, I encourage you to
play around with it. Try it normally,
then temporarily disable your tablet to
maintain a consistent height. Next, try storing
the more target to seamlessly joined
your strokes together. That sums up the layer
brush gentleman. In the next clip, we'll discuss
visibility and masking.
17. Visibility and Masking: Control over visibility and masking will speed
up your workflow. Most of the visibility
sub palette requires partially
hidden geometry. Pressing the high DPT button
will hide unmasked Pauli's. And clicking the Show PT
button will unhide everything. Clicking the girl button will expand your visibility
of your mesh. Clicking the shrink button
does the exact opposite. After hiding a
portion of your mesh, click the girl All button
to reveal a complete mesh. Grow to polygraphs will reveal the entire poly group oven
partially hidden portion. The outer ring
button will hi all but a ring around your
partially hidden mesh. From here, use one
of many masking related features like extract. At any time while
working on your model, you can easily mess any of your recent strokes or
surface edits by opening your mass sub
palette and pressing the mass change points
button to mass. More of your recent edits. Go back in your
history steps and control-click the history
points you want to reference. Next, returned to your current
stage in your history. And press the mass
change points, button. Mass change points, closed circle option
creates soft edges, soft and more with the
dilute Mask button or fully masked or sharpen
and with a boost mass. But alternatively,
you can mask with the open circle option to
fully master stroke or edit. Mass by features allow you to match your choice of borders, groups, or creases of your mesh. The group's button enabled mass by feature will place mass where all your groups meet
another high poly models. This can be thin
and hard to see. Initially, used grow
Mask button to expand. The Border button requires your mesh to be
partially hidden. Once done, you can mask the border of the visible
portion of your mesh. Once again, use grow
mass to grow in size. There are multiple methods of applying creases to your mesh. But with the use of
the crease brush, you can quickly place crisps. Can also be hard to
see on your model. But if you zoom in, you can see this dotted line. Enable the crease button option, then press mass by feature
to mass alone your creases. Enable the crease button option. Then press the mass by feature to mass
along your creases. Wants done, use
repeated presses or the girl button to
add some value. Next, we're going to move up in our tool menu and expand
the sub tool palette. Next one and click
the Extract button. And this is a type of
details you can create easily using some of these masked by feature
buttons and draw them. In the next clip, we'll, we'll cover polish
and group loops.
18. Polish and Groups Loops: Polish leaders and
group loops can produce hard edges on your mesh. In Australia, for the
hardest of edges, the Polish sliders is one of the best tools in the arsenal. This cylinder has creases on one side and polar
groups on the other, using the pause
by groove slider. And we'll polish edges between poly groups to find smooth edge. Using the Polish by
features slide and we'll polish both poly
groups, increases. Repeat to further
polish or mesh. The open circle option will process your polish
more aggressively. This fear has poly groups to
demonstrate what happens to your mesh when using either
of the Polish by sliders. Click the repeat to active button to repeat
your elastic deformation. You can see that not only does it create edges on your model, but it also shrinks
it a bit as well. Now we'll hide a few
of these poly groups. Then regroup the size, the same poly group. And then next we'll see what
happens when we polish. What you'll see is
that zebras rounded the areas that had
the same polygraph. Open your light box and
click the brush tab. Next, openness smooth folder and locate the smooth
by groups brush. First, a sample of the
standard smooth brush. Next, undo. Select the smooth
by groups brush. This brush produces
the same effects as a Polish by groups defamation, but with a brush instead. In order to gain access to
the group loops options, we need to add a portion of our mesh to get
things started. With that done. Open
the edge loop tab in your geometry sub palette. Here you have a
group loops button. We have a number of loops, slider and a G polish
slider or Smoothing. Click the group blues button
to create a series of loops around the once visible
portion of your mesh. Control. Click to unmask the center
of the polygraph and manipulate it to view the
clean edge it produces. This demo here we're
going to create a guard rail on the
size for our mic. Here. From the side profile, I'm using the mesh brush with the Lasso mode to draw out general shape
of the guard rail. Making sure not to
change my camera angle. I'm just continuously using this mesh brush to add
and subtract holding the Alt key and occasionally
the space bar to move my mask around
after having drawn, it. Often uses to align with other edges to make sure I have them straight
or parallel. That's looking pretty good. I'm just going to move that
into location and give it a rotate from the front
view here into position. Alright, like that
shape thus far. Let's add a little detail
to this rail here. I'm going go ahead and split
unmasked parts so that the rail is now on
its own sub tool. Now let's do a little
bit of work on this. I'm going to hit
divide the sub-divide and add a bit more geometry. And you can see we have
poly groups on this. I'm going to isolate the poly
groups on the size here. Next, I'm going to
invert my selection and open the
visibility tab here. Click grow a few times my poly frame
and see what we have. And I'm just going to Control
W to poly group that. Now I'm going to
go in here and hit Polish by groups with
the open circle option. And you can see it gave me a slightly rounded
edge on the site. Just undid that real
quick to perform a nother edit before
committing to that is isolated in
the yellow parts. And now I'm shrinking my mask. And now we're gonna
go back up to the edge loops and
quit group loops. But we still have
subdivisions on this model, so we need to remove those. So use group loops. Now I'm going to quit group loops again. And now I'm going
to go ahead and use inflate has given me a
bit of artifact in there. Just because we don't have
the right group selected, we're going to go ahead and control click that
center groups. And now you can see our
nice clean edges there. So before we leave it at that, just go ahead and hit Publish by feature to see
what that looks like. It can be a desired effect. But I want a nice rounded edge. I'm going to grab this
area here, poly group it. And knowing how ZBrush treats groups that are
similar close together. I'm going to pause by
features and will give me a nice rounded, puffy light area there. This is no doubt a secret weapon for horror surface sculptors. Join me in the next lesson
where we will cover 0 measure.
19. ZRemesher: 0 measure of return your high poly models
and to low poly models. At anytime you can use
Z remeasure to convert your high poly mesh into a low poly mesh with
the push of a button. Reasons for using
0 measure would be to improve topology
for sculpting, to convert into a quiet
mesh or rebuild clean, hard surface base meshes. Save an image by opening the Transform menu and
clicking the Snapshot button. Next slide over
your mesh and undo. Enabling legacy 2018 setting will process your
topology differently. Alternatively,
holding the Alt key, win precedent Z
remeasure button. We'll give you a third method of distributing your topology. Moving forward, we will focus on these 0 measure settings here. What symmetry enabled 0
measure will generate symmetrical topology even if
your mesh isn't symmetrical. Also, tiny symmetry off. We'll do the exact opposite
TO generated topology. 0 mesh, partially hidden
portions of your mesh by Control Shift clicking to isolate and click
0 mesh to process. When done, your
whole model will be revealed with the
new topology intact. If he's move at the edges, you can see the seam stitch
in both old and new topology. Enabling the key groups
button will keep the exact poly groups and their colors after 0
meshing your model. Another example of key groups. This time we'll
more poly groups. When done ZBrush will retain the shape and placement
of poly groups. If given enough resolution. Smooth groups will smooth
your Apollo Group edges. By default, the slider is
set to max and produces cleaner results with the
slider set to 0 or all. The new topology will have
no smoothing apply to your poly groups resulting in a rougher but closer to
the original mesh. I've marked the pink pilot group and the same with creases. Give priority to your
creases and when you enable the keep creases button
areas mark what creases will be given extra detail and poly flow to retain
creased edges. Default settings will produce
these results on this mesh, enabling the detect edges
button and will produce slightly better
topology along with creased poly groups
generated from detect edges. The target polygon
count slider sets your intended poly
count for 0 measure. Do know the ZBrush will
do his best to hit this number measured
in thousands, as well as retained for the current poly count can be seen on your title
bar located here. At the 0 meshing
with the target of 5 thousand zebras felt it was too low to retain most of his form instead
gave me nine K mesh. However, if you undo and hold the Alt Q impressions
that you remeasure, you will generate a mesh that is closer to your target count. These buttons will place her poly count slider
as poly count presets. The first one is half. Enabling this button before
0 meshing will generate a mesh with roughly half of
your current poly count. The same button when enabled, will generate a mesh with similar poly count to
your original mesh. Low poly models, 100
thousand polys or less can use a double button to increase your poly count and by two when D remeshing the
dapp button when enabled, we'll prioritize
better topology for retaining form over
your poly count target. Combined with
adaptive size slider, you can tell ZBrush how much it should ignore your
poly count. Target. Setting in a slide or
200 gives the brush full control to generate his
best guess at good topology, even with the poly
count target set to 88 thousand to reprocess. So your master is frugal
with the poly count, resulting in the almost 2
thousand poly count model. In this example on the left is a model 0 mesh with
the default settings. Knowing the right is the
same original mesh with curves being drawn using a
Z remeasure guides brush. The brushes for drawing
curves that show the layout of your poly
groups of your new topology. Once done, you can use the
curves strength slider to tell ZBrush how strict
issue follow the curves. Then 0 mesh to see as a result. And this is while I'm drawing some wacky unusual guidelines in order to see its results. Once the Romesh was done, you can tell they're
ZBrush will follow these curves pretty closely if given a high value on
the curve strength slider. At the 0 mashing your model. Lawyers smooth groove
slider and 0 mesh again, sometimes it's produced slightly better topology on your model. Next, opening
herself tool palette and expand the project tab. Inside is project all
and project history. In order to use Project history, we need to go back and
undo history and hold the Control key
to click to store a history point and back again. Now click the project
history button to project your details. Subdivides your model and repeat the process of pressing and
project history button. This is how you build or rebuild your subdivision
levels within ZBrush. That wraps up 0 measure. It is your bridge
to the world of low poly editing as ZBrush. Join me in the next clip, what we will cover Z modular.
20. ZModeler P1: Create low poly meshes
using a smaller brush. With your smaller brush, active, hovering over edges. Points, or polygons
will highlight them. Holding the space
bar key will open the corresponding palettes for each highlighted component. The pallets are split
into three sections. The top or your actions, the middle are your targets, and the bottom Margaret
modifiers or extra options. Altogether, they form
a custom polystyrene. Zbrush will use the default or last action target and modify our combo settings used for each component until
they are changed again. When hovering over components, zebras displays and
small white text, a current action
linked to your brush. Holding the Alt key, click and drag to paint temporary poly groups
or selections. These allow you to
mark all Pauli's. You want to edit what they
extrude action currently set. Alternatively, you can
use the target section of your palate to apply actions
to multiple polygons. With Apollo Group
all target set. Your actions will be applied to polygons with the
same poly group. When applicable, finding
the right target can save you some time. Z Marla is worthy of
an entire course. However, we will cover
a few common actions and settings with
each component, starting with the
polygon actions, with the bridge action selected, change your target from
connected polys, two polys. Now simply click the first poly, then the next to connect. Continue clicking on sets of
policies in order to repeat. The delete action
is pretty simple. One select it, click to delete the Pauli's
you want to remove. With the extrude action, you can push in pool polygon's, try Alt, clicking the setup temporary poly
groups to extrude. The interaction will create a
polygon within the polygon. Switch from center in border to border only
in the modifiers. Now you're insects will
create hole in the center. Now switch to the
center only setting. This will create an open
border around your polygons. Change from inset region to
SSH Polly to see us affects, even with multiple
poly is being edited, they're processed as
individual polys compared to the inside region
of setting that manipulates all selected
polys as a group. With the Apollo Group
Action selected. Simply click to apply
new poly groups. Click hold and press the alt key to switch between
Poly Group colors. Click hold and press the Shift key to copy
a polygraph color. Next click to paste it. Also be sure to use
temporary poly groups to apply to multiple polys. With the Q mesh action selected. With one-click, you have the
ability to extrude polys in combination with snapping
emerging two adjacent Pauli's. Q mesh will connect to Pauli's varying in size similar
to the bridge action. In addition to extruding, holding the shift key will
pull the poly instead. And holding the Control key will duplicate and offset the Pauli. You can definitely get
a lot done with Q mesh. Now wanted to edge
actions starting with devil wants selected, your brush will babble any edges or poly
loops on your model. With a bridge edge
action selected. You can bridge between two
edges by clicking on one edge, then another to connect. Opening your Palin
and switch or target from edges to two holes. Now you can connect two holes by clicking on a single
edge of each pole. Press and hold. Now move your cursor left and
right to control the elevation and up and down and control
your resolution. The clothes action
works the same as Close Holes, button and ZBrush. Simply click an edge
to cap your whole, hoping your palate and switch
or target to convex whole. Next click and hold. Sliding your cursor left and
right to control elevation. And up and down and
control resolution. With Extrude edge. Actually select it. You can click and drag to
extrude and connect edges. Extra features are
highlighted in small text under your cursor. While extruding the edge, press the alt key to
extra, all connected. Your points will connect
emirs with nearby points. Press the Shift key wants to change your extrusion direction. Press the Shift key a second
time for another direction, and a third press will return
to your original direction. You could bill out meshes with Edge Extrusion if you like. What the answer action selected, you can now insert edge
loops on your mesh. Hoping your palate. That's what your target
to multiple edge loops. Now when you click and drag, you will create multiple
loops along your model. The slight edge option is
pretty straightforward. Quick and dry edges in
order to slide them around. The spin edge action will
rotate your age by clicking. Holes may appear depending on the resolution of your mesh. Now onto some point actions, starting with the move. Once elected, you can now individually move points
around on your mesh. With a slash mesh,
action is selected. You can slice through polys by clicking and dragging
across your model, or by clicking on
individual points. Open your palette
and select a do not crease option for
crease free slicing. The split action will
create edge loops around your points,
great in circles. Open your palate and
switch your target to ring to create rounder circles
may using triangles. The stitch action will merge two points together
simply by clicking on two adjacent points that will merge to the location
or the last point. Hoping your palette and change
or modify or to mid point. And now you're merged points
we'll meet in the middle. In the next clip, we
will demo a creation of a grenade was Z
modular and more.
21. ZModeler P2: In this clip, we'll create
a grenade using Z modular. Will start the project
off with a sphere. Here. I'm going to use the modifiers to append
a sphere 3D primitive. Next, I'm just going
to lower my spans, 29 on one side and seven. And the other. Next, more alarms going to
stretch things out a bit. Business scale handles
my selection tools to hide the caps. And L z molar. I'm going to use insert loop to delete loops
holding the Alt key. Next one to use masking to
unmask the top portion. And just use my gizmo 3D to
manipulate these points, which is one of the great
features of Z modelers or ability to use your
normal sculpting tips, tricks, and methods
to edit points. On top of useless
Z modular itself. I got the top white. Now I'm gonna go to Slide and
then select complete loops. I'm just repositioning needs to get them more square-like. We all. Now to inset, I'm going to set the inset
target to all polys. And then I'm also
going to select and say each Pauli for
the modifiers. Now we've inserted every
polyester visible. I'm selecting extrude
and Pauline group all. And I extrude it every poly
group with the same color. Next one add a bit of a taper
TDS extruded squares here. So I can go to the scale action. And next I'm going
to go ahead and select the pilot group, all and polygons center. And just kill those. That's pretty much
the body of RNA here. So far. We're going to work on the
neck of the grenade here, starting from the top, I use insert loop
inside a loop up top. Now on unmasking
and polygons in it. I'm going to sit in my gizmo 3D. He was one of my
favorite feature which is Control click and drag. To perform manual extrusions, is fast and alternative method to use an easy
modular extrusion. Next one, when I drag
out a mass to poly group that top selection
of polygons here. Bit of a clip with my
transpose selection tool to isolate these polygons and
poly group. I answer a loop. Now unmasked this
Poly Group Center, my gizmo 3D Control click and drag to extrude
that set of polys. Now we have that extra. I'm gonna do the same
on this set of polys. Just create the kind of the
top cap of our grenade here. Pulling up bottom portion down a bit and just
manipulating a few things, trying to get a bit
of a taper front end. Okay, Now that we've
got that all set, go ahead and unmasked. It's probably here and use
my transpose to clip it. Next, we'll move on and grabbed the slide action for the edges
and slide this loop down. Instead, I'm just slide this set of edges down here
using my masking. That's what going to Alt
click and drag to paint a temp polygraph, an
extruded outward. See how things look
from underneath here. It looks like insert, place a loop and another
extrusion downward. And now from here, I'm going to extend
this clip or handle using Control click and drag
to extrude the rest of it. I only use insert loops to play some more loops along the span. And now my move infinite brush. I'm just going to
edit this curve. Alright, I like the
way that's come out. Now what most of the
grenade flushed out now, we'll add a few more details. Just masked off everything, and I'm open up the modifiers
to append a ringing 3D. Just going to rotate it 90
degrees, scale it upward. And just placed this
pin or ring safety pin, I believe is called
interposition. Think I don't need
any of these cones, but to just thicken it up a bit. Alright, and I just
control click and drag to duplicate another
handy feature, other control click
and drag combo. And I'm just placing
this into position and using the scale
handles to widen it. I'm going to unmask
this section here and just pull it backwards
using my gizmo 3D. Just going to zoom out and
see how things look up. From here. We'll navigate to
the geometry tab and sub-divide just to show what it looks like we're subdivision. Now grenades in need of some
support edges in order to maintain its shape
and the hard areas. Use an insert loops, place them at the edges like so. Hidden sub-divide. You can see the difference. Okay? That wraps up the
creation of our grenade. However, there are
a few more tips and tricks about z smaller
I'm going to cover. After performing the
action on your mesh, simply click to repeat
the last action. This can speed up
your workflow when modelling z modulo worse
with symmetry activated, choose your axes of choice. Model away on
symmetrical meshes. Use temp poly groups
to do even more. If needed. The modeler will even work
on partially hidden meshes. Model on flipped or reverse side of your mesh with
z modular as well. The slides of brushes, the only way to cut through your mesh. When combined with z modular, you can quickly poly group in place loops and
edges interactively. Using Z bottler
on sub tools with high poly meshes will result
in a drop in performance. To resolve this issue, simply split your low poly
mesh into a separate sub tool. Wants done, all will
work as normal. The topology brush is perfect for generating custom geometry. For use with z modular. Use cursor, lay out
your poly flow, then click to create. Once done, you have
polygons ready for interacting with D modeler. Opening your brush
tab and lightbox. Next, open up z modular folder and double-click to select
the Z mala topology brush. This variant of the Z MATLAB
brush has snapping enabled. Click and pull to extrude edges, snapping to visible sub tools. Click and hold the Alt key to extrude a row or ring of edges. Move points around and
snap together by pressing the Shift key as likely the best way to reach top
or your models by hand. And ZBrush. Marla is a very versatile
and useful addition to hard surfacing
tools within ZBrush. At the next clip, we
will cover penalties.
22. Panel Loops and More: Tiger poly groups and to bevel
panels with panel loops. Panel loops is located
in the geometry, so palate under edge loop tab. These are settings. You need at least two polar
groups to use pen loops. Use a size brush or any other method or poly
group and your mesh. When done, navigate to the panel loop section and press panelists button
to generate panels. Apply smooth into your mesh
and you'll see is still one solid piece enabled panel moose double option to turn your poly groups and to
complete shell panels. Apply smooth wildness segments showing that they are
now individual shells. Use your selection tool, longer pen a loose to
create all sorts of shapes. Panelists is a very
versatile feature. Use it to create
bevel edge segments from single-sided meshes. Disabled the double
option in order to enable the Enter button
option for penalty BS. Zbrush will perform a sort
of inset on each poly group. Also tried to switch our selection tool to generate
some interesting results. The pin feature is one
of my favorite pen. A loose options wants to enable, press the pen and lose button. And ZBrush will generate a new panel Shell base off any visible
polygraphs on screen. Also be sure to try to pin feature using your
selection tools. Sending that
thickness is usually a trial and error
sort of affair. Very small thickness
values usually works fine. However, as he did overextend the thickness, whereas
overlapping edges, one way to resolve
overlapping edges would be to use the Polish by features deformation to clean things up. This method will smooth everything for more
accuracy around edges. Use the mass by features option with only poly
groups selected. Inverse your mask. And now apply polish by features
to clean up your edges. The polish slider
controls the smoothing apply to your mesh and
the penalties process. The effects on your
edges can be subtle depending on the poly
count of your model. Then ignore Groups
button when enabled will apply penalties to
your visible geometry. Ignoring your poly groups. The regroup panels
button when enabled, we'll regroup the panel portions with the same poly group. The regroup loops
button when enabled, and we'll regroup
the loops portion with the same poly group. The bevel slider controls the
bevel size of your panels. Higher values
create overlapping. So use polish deformations
to clean up edges. The elevation slider controls the direction ZBrush expand your thickness of your panels. A value of 100 will
produce a very inflated it look a value of 0. We're produce less inflation and a value of negative 100 and
will produce no escalation. The bevel profile graph controls
the shape of your loops. The number of points used, nice or roughly correspond
with a number of loops use with a total of four
points on the graph. I was at the loop slider
to a value of three. Next, I will isolate
a portion of the mesh and clay panel loose with
the following settings. Next I will isolate a portion of the mesh and click pen and loose with the
following settings. Zoomed in, you can see the same profile shape
along the edges. Simply click and
drag on the curve to place new points and
reshape your profile. Though this graph has a
total of eight points. We can get by with one
less loop if needed. I'll select my
loops and set it to seven and click the
pen loose degenerate. Once again, when zoomed in, you can see the
same bevel profile along the edges of your loops. The delete loops button works together with the angle slider. Zbrush will delete
poly loops that are below this set angle value. Ultimately, the
higher the value, the more loose that
will be deleted. This is helpful for
quick poly reduction. On the left is a delete loops, and on the right is a line, whoops, align where
similar to delete loops. And this results on the left is the partial
option for delete loops. And on the right is
the Groups option for delete loops that
wraps up panel loops. In the next clip, who
will discuss devil pro?
23. Bevel Pro: Bevel your polygraphs
with bevel Pro. The mesh on-screen was
made using Booleans and it's one solid mesh as
seen here, by smoothing. However, sometimes
trying to open bevel pro might display a message saying that your mesh isn't watertight. One simple way to
resolve this is by opening the Modify Topology tab. Click on the Close Holes button. Now you should have no
trouble opening bell pro. The new bevel Pro window has saved low and reset
buttons along the top, I suggest clicking
the reset button before getting started. Your edges are marked
in three dotted lines. Blue represents your
poly group edges. Red represents the amount
of bevel being applied. And pink is the
offset of the bevel. The Polish by group slider worst the same as the defamation, my smoothing or
poly group edges. Occasionally you might find
gaps along your edges. In order to fix this, press the fixed edges button
to attempt to resolve this. This doesn't help as a likely more than two polygraphs
along this edge. Enabling the auto apply option will remove the color edges, giving you a preview of your
final results of your bevel. Enabling the preview edges
option will show you the low poly cage
controlling your bevels. The bevel amount slider controls
the size of your bevels. The bevel smoothness slider
will smooth your bevels. You'll want to keep the sharp
said anyone at all times. Additionally, not only
can you process bevels, but Schaeffer edges as well. Enabled to create
smooth, rounded edges, enabled a low poly
option to improve the results on low poly models. The mesh edge
resolution slider will produce smoother edges.
When you increase. The mesh, offset amount controls the range
of your bevel cage. When done editing, click the Okay button to
process your bevels. And they will poly frame
and you'll see that your bowels are
also poly grouped. Inside double Pro, the advanced
options would generate your bevels and chamfers
into separate substance. The smooth connection
options moves the edges of your
chamfer results. Triangulate bevel
junctions will smooth the corners of your
mesh. When done. Click Okay button. Then view your newly
generated sub tools. This first sub tool is for
the inner bevels like this. And the other sub tool is for the main outer
bubbles like this. Poly frame with Live Boolean has a different look
when enabled a view your bevel by using solo mole or disabling live Booleans preview
within the render menu. Some artifacts can appear on
your Live Boolean preview. The best way to clean
up the straight edges is to use polished by
features defamation, just smooth out the edges. Also masking portions
of your mesh will apply bevels to the unmasked
portions inside bevel profile. That wraps up bevel pro. Give it a shot on your next
horror surface creation. And the next clip, we
will cover creases.
24. Crease: Creasing as a good way to retain or create hard
edges on her mesh. When two edge loops are
placed close together, they will maintain a hard edge in that location and
then subdivided. Alternatively, place
increases. We'll do the same. Pressing the crease button in combination with
the angle slider, will place creases on your mesh. These thin dotted lines
are your creases. Now when subdividing your
edges will stay very sharp. The sea tolerance
slider will crease edge loops equal to or
higher than the angle set. This can be useful
increasing only the edges. Your mesh has certain angles. Additionally,
pressing that crease all button will crease
every polygon on your mesh. Use selection tool to isolate
portions of your model and increase visible borders with the increased button on crease, all visible policies would
increase All button. You may also place creases
on all visible polygraphs. By pressing that
crease PG button. You can also remove creases by polygraphs with the
increased PG button. Tell zebras to ignore creasing after reaching a certain
subdivision level. I said in the crease
level slider, with every polygon now creased and setting
the value of two on the crease level slider and start dividing
up to three times. You will see our creases
remain the same until our third press other
side divide button. You can also increase edges
using Z modular edge actions. Here you will find
the crease action along with different
ways to apply it. With the default target set, you can apply creases
to individual edges. Alt clicking will remove Cresus. The edge loop complete target is likely the preferred
way to apply creasing. You can also apply creasing
using the crease modifier, the single blue cones as the angle for
automatic creasing. It's pretty much the
interactive version of the sea tolerance slider. The crease brush is always
available to you for quick interactive
crease placement along your model is best used
with perspective disabled. Under the crease buttons
are bevel options. Using the bevel
width slider will replace your increases
with bevels. Click to enable the
width button in order to maintain consistent,
evenly spaced levels. The resolution slider and
we'll subdivide your bowels. Alternatively, using
the bevel width slider without creases does nothing. However, control
click and drag on the slider in order to instantly
bevel your poly groups. This feature is very handy. Next time you're using a knife brush to
cut up your model. Try Control clicking
the bevel width slider, SES or results, that
wraps up creases. In the next clip, we will
cover dynamic subdivisions.
25. Dynamic Subdivision: Preview your model
subdivided and much more with
Dynamics subdivision. Dynamics subdivision
allows you to toggle on and off a subdivided
preview of your sub tool. The queue gray slider will apply a grid style of
subdivision to your mesh. The covers slider below
controls are results of your bevel or chamfer
enabled options. You can enable both
options if you desire. The constant button will keep your bevel and chamfers
size is consistent. Smooth subdivision is a normal
method of subdivision and flat sub divisible sub-divide as normal without any
smoothing, apply. These settings while useful, aren't critical to use
in dynamics sub div. Dynamic subdivision
with all settings off, but smooth sub divs will display small handles
around your mesh. The real beauty of
dynamic subjects is how well it works
with creasing. Select the Z modular
crease action along with your
target of choice. And simply click to apply
creased edges along your mesh. Using a smaller brush
with Dynamics hub does can be a bit frustrating
when selecting edges. Triad increases or edges
would it turned off? When done, simply enabled the dynamic sub div button to preview your subdivided
increased edges. Another good way to apply
creases to your mesh is to open the crease section and apply
creases via decrease button. Now which are mashed crease uses the mandala crease action to Alt click and remove
creases to smooth edges. And the center of the settings
is the thickness slider, slippery slide to control the virtual thickness
of your mesh. The segment slider
as extra segments of geometry along your
thickness of your mesh. The post sub div
button will visually change the look of
your thickness edge. The smoothness slider
controls the amount of smoothing applied to
the thickness edges. The offset slider controls the direction your
thickness is created. In this demo, we're going
to use a combination of dynamic cell division along with z Moller to
perform some edits. Dynamic subdivisions enabled. I prefer to work with just smooth sub divs
set to two or higher. Since this piece has
poly groups laid out, I'm going to click the
crease polygraphs button in order to apply. Creases alone are
probably groups here. So now I'm going to come in
and along this edge here, I'm going to create a
temporary poly group, but my Z modular brush. Next I'll use Q mesh to
extrude the outward. Now right along the base of
this extruded shape here, I'm going to switch
to the crease, demolished brush,
and just click on edges here to make
them nice and sharp. After this, I'll do the same for the corners to make
them nice and sharp. The ability to quickly
change your age types and zebras and extremely useful
for higher surface work. Join me in the next clip. What we will cover thick skin.
26. Thick Skin: Thick skins debt plateau is useful for hard
surface sculpting. This is a standard
stroke for comparison. Enabled thick skin on
your tool palette. Now when you stroke, your model will look something like this. Sitting the thickness
slider sets of virtual cage on your mesh. This creates a natural
clipping effect depending on your brush size and Z intensity. Depending on your
brush, you choose. Its size as the
intensity will affect how fast your brush
will begin to clip. The following brushes work
well with tics can enable Alt clicking while dragging
with the Move brush will create a fast and
easy circle shade, bevel or inset effect. Sculpting with a inflate
brush with thick skin enable offers a nice
gradual effect. Imm brush is like chiseled shapes works well
with thick skin enabled. With a curve standard
brush, hold, shift and click and drag on the curve to extrude
your stroke. To move in the
opposite direction. Switch your brush to z sub and do the same to
insert your stroke. Thick skin enabled on
your scribe brush turns your brush into a sort
of taper bevel brush. After utilizing one
thickness value, you can lower your
thickness and brush again. When using multiple values, you can always go
down but not up. Experiment with x going along
with these brushes to add hard surface details and
more to your creations. In the next clip,
we'll cover stage.
27. Stager: Stage or allows you
to switch or a sub tool between two positions, instantly jump between
two custom positions with the stage or feature. Inside is only two buttons, home stage and target stage. Click Home stage to
store current location, rotation and size of mesh. Then placed in a
new position along with a change of size
and rotation if desires. Wants done positioning
the target stage button to store your second position. In order to switch
between both stages, click the switch stage button. Any changes may, will carry over when you switch
between your positions. Many of the pieces
of this project on screen have stage or positions, such as the head and
even his weapon as well. Stage is extremely valuable for working or
symmetrical models. While quickly checking
how they look poles. The base mesh for the
shield has stayed. Your position is also two
things to avoid doing. Apple Store and
stage or positions are not rotating your mesh. And this will screw up your essay positions or
even skew your model. The same applies to moving your entire model at the
store and positions. Simply don't do it. The stage your offers
the ability to copy Stuart positions from my shield
to this handle sub tool. Simply press the Copy button. Next, select the
handle and press the Paste button in stage
or to adopt positions. Splinting sub tool with stage or positions will retain
their stage of positions. After the split. This piece of armor has stored
positions and stage I will mask off a portion and split
mass points to separate. Notice that the stage of
positions are still active. This is helpful when placing
editing multiple pieces. Join me in the next
clip while we cover some plug-ins useful
for heart surgery.
28. HS Plugins: Zebras has a useful set of plug-ins for hard
surface editing. Reduce your poly count and maintain form with
decimation master. Decimation Master
is a popular and incredibly useful
to ZBrush users. Settings include
freeze border for maintaining position
of your open edges. Keep UVs for maintaining UVs. Using key poly paint for keeping your poly
paint information. Along with poly paint white slider that allows
you to prioritize your poly paint info over
geometric and fall below that. Preprocess current will process your current sub tool,
pre-process all. We'll do all your sub tools. This will when you're more comfortable with
decimation master, the current sub tool has
over 790 thousand Pauli's. Press pre-process current. This will take longer depending
on your meshes density. Once done, you have many options for
decimating your model. Decimation master
settings consists of several methods of
reducing your poly count. The first slide, it says
that percentage to reduce by the second slider
sets a poly count. And the third sets of
value by 0 points. Below the decimate buttons are poly count presets
to choose from. Along with a custom
poly count slider. Choose from any
of these methods, then press the decimate
current button. Once done, your
poly count will be reduced and your mesh
converted it to triangles. Mass intersecting models
with intersection master. Intersection master requires
a watertight meshes. So prestige Close Holes
button to prep your mesh. Wants done at a nor intersect meshes within your
single sub tool. Use your Transpose Tool or Gizmo 3D to ensure that
they are embedded. Once done, click the
single button in the intersection master
plug-in to perform masking. Once again, the time to process depends on your poly
council of your meshes. Once finished, use your selection tools
are high meshes to reveal the mass created on
all intersecting meshes. This can be used along with masking options to
sculpt on your meshes. Drought or poly groups.
Will Apollo Group ID? In order to use poly group it? Solo view of sub tool, I select the paintbrush. Next, stroke your model with the color white to
set your base color. Next, select black and began to tracing your edges to
draw your poly groups. Try using a PG paintbrush
variant included. Also hold Shift to
trace straight edges. Sped up to show
the entire process of tracing entire
sculptor sub tool. This process is
still fairly quick, simple, and very accurate. Switch to the color white
to erase your black lines. Or simply undo your
last stroke and repeat as I do poly group, it will only read poly
paint to set poly groups. Meaning you can
offset your lives for better angles and
straight or poly groups. After awhile can fill a bit similar to the very
top. We'll process. The rear of this piece
won't be seen and will be left as one large polygraph. When done, returned to the Poly Group menu and choose from two options for
generating poly groups. So that probably
group it from paint and allow time for
ZBrush to process. When finished, enabled
poly frame to see your poly groups and you should
see something like this. Disabled Polypanel,
your sub tool, as well as switch back
to the color white and view your polygraphs
in full glory. If we step back and
choose the border option, D brush will poly group your
poly painted lines as well? Zebras does so much
with polygraphs. And this is your ticket
to generate and clean hard edge meshes and
controlling their edges. In the next clip, we will
conclude the course.
29. Conclusion: Conclusion. Congratulations on
completing the course. I do hope you found this
information useful, continued to
explore, experiment, and combine features
that fit your needs. Be sure to follow me on YouTube and social
media to keep up with future courses and additional
content until next time. Happy sculpting.