ZBrush: Tips and Tricks to Optimize Your 3D Modeling Process | Raul Passos | Skillshare

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ZBrush: Tips and Tricks to Optimize Your 3D Modeling Process

teacher avatar Raul Passos

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Overview

      1:06

    • 2.

      How to Delete Unused "Tools" Quickly

      1:59

    • 3.

      XPose Time Setting for Multi-Part Model Presentation

      1:12

    • 4.

      Creating Thickness in a Single-Sided Mesh

      1:54

    • 5.

      Adjusting Gizmo's Orientation to "World" Coordinates

      1:08

    • 6.

      Quickly Mask/Unmask by Polygroup

      0:36

    • 7.

      Using the History of a Subtool to Make the Timelapse

      0:46

    • 8.

      Creating Custom Menus

      3:48

    • 9.

      High-Precision Noise Scale Control

      2:04

    • 10.

      Alternative to the Standard 3D Cube

      2:40

    • 11.

      Using Deformers Within the Transpose Option

      1:58

    • 12.

      Using Mirror in "Subtool Master" Plugin

      2:18

    • 13.

      Boolean Parts Without Applying Dynamesh

      2:25

    • 14.

      Noise Application Using UV

      2:10

    • 15.

      Changing Gizmo Size

      1:24

    • 16.

      Using Tick Skin to Create Uniform Surfaces

      2:04

    • 17.

      Prevent Dynamesh from Destroying Very Thin Areas of Your Mesh

      1:38

    • 18.

      Creating Multiple Insert Meshes with the Same Size

      2:15

    • 19.

      Inverted Morph Target

      2:00

    • 20.

      Mesh Creation only with the Difference of Morph Target

      2:58

    • 21.

      Creating a new Polygroup After Using Clip Curve

      1:21

    • 22.

      Creating Precise Polygroups with Slice Curve

      1:47

    • 23.

      Quickly Switching Visibility Between Different Polygrups

      1:08

    • 24.

      Hide and Show all Subtools or Materials

      1:09

    • 25.

      Control the Amount of Items that can be Stored in History

      1:00

    • 26.

      Model Rotation with CamView

      0:52

    • 27.

      Using Unify to Equalize Subtool Size

      1:39

    • 28.

      Thumbnail Size Setting

      1:13

    • 29.

      See Fine Details of Your Model

      0:54

    • 30.

      Use of "Dynamic Solo" to Lighten the Movement of Subtools

      1:01

    • 31.

      See fine Mesh Details of Materials

      1:41

    • 32.

      Identification of the Material Being Used in a Certain Part of the Tool

      2:22

    • 33.

      Transparent Materials in ZBrush

      3:31

    • 34.

      Better Fit the Insert Mesh Over Another Object

      2:17

    • 35.

      Using the Chisel Brush

      2:12

    • 36.

      Using the Morph Brush for Better Modeling Detail

      2:03

    • 37.

      Use ZProject Brush to "Replicate" Parts of Other Subtools

      2:48

    • 38.

      Setting the Smooth Brush so that it also Works on the Edges of the Meshes

      1:52

    • 39.

      Using the Dam Standard Brush with Different Variations

      2:02

    • 40.

      Differences between Clip Curve and Trim Curve Brushes

      4:42

    • 41.

      Make Precise Cuts on Hard Surface

      1:45

    • 42.

      More Accurately Generate Polygroups from a Mask

      2:21

    • 43.

      Use the Brush to Smooth Areas with Areas with a Higher Number of Polygons

      2:05

    • 44.

      Limiting the Origin of a Curve Brush

      1:17

    • 45.

      Creating Curve Brushes

      1:48

    • 46.

      Make Straps Around an Object Automatically

      1:07

    • 47.

      Repetition of the Last Action in an Absolute or Relative Way

      1:11

    • 48.

      Faster UV Generation

      2:04

    • 49.

      More Precise Definition in Creating Seams When Generating UVs

      2:55

    • 50.

      Creating UVs by Polygroups

      1:08

    • 51.

      Repositioning UVs to Suit Texture Needs

      1:39

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About This Class

ZBrush is an excellent tool for working with 3D modeling.

The purpose of these tips and tricks was precisely to take advantage of this tool's capacity even more. This course will explore features and functionality often overlooked or unknown by modelers.

The tips presented here involve all levels, where some of them will help beginners and others may be suitable even for advanced users.

English is not my native language, but if you have any questions about the tips and tricks, don't hesitate to send them to me. As soon as possible I will answer your questions.

 

The tips and tricks presented here involve the most diverse subjects of the ZBrush tool.

 

The topics covered involve, for example: configuration, meshes, polygroups, viewport, material, brushes and UV.

 

This course can be followed without ZBrush installed, however it is highly recommended that you have it installed. The course will demonstrate all the tips presented, however, the use of them during the course will help to establish and get used to the use of these tips and tricks presented.

 

An additional exercise during the course, to improve learning, is to mentally imagine how each tip and trick could be applied in a real situation. This will further reinforce the learning.

 

The course was developed in version 2022 of ZBrush, however, most of the tips are also applicable to previous versions of ZBrush.

Meet Your Teacher

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Raul Passos

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Level: All Levels

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Transcripts

1. Overview: Zbrush is an excellent tool for working with 3D modeling. The purpose of these tips and tricks was precisely to take advantage of these tools capacity even more. This course we will explore features and functionality of the overload that are unknown by modellers. The chips present here involve all levels where some of them will help beginners and orders may be suitable even for advanced users. English is not my native language, but if you have any questions about the tips and tricks, del x isn't ready to send. Then to me, as soon as possible, I will answer your questions. The chips and tricks here involves the most diverse subjects of zebras to covert invoked. For example, configuration, masses, poly groups, viewport, material, bridges and UV. 2. How to Delete Unused "Tools" Quickly: I want to delete and use it to quickly. I'm going to create an example of ads on our tools. We can happiness very often when you're working on a big project. Like polymers 3D. 3d. We can see so many tools here. Polymers 3D. 3d. Their normal process is usually quite slow. As you need to delete the soup dose should be able to delete it. Now, I will go to the macro Calvin delete and select the tools. Tools will be deleted. I will select my main tool, macro. Delete selected twos. Okay? Yes. You only have the two correctly selected. It is always important that you have a big cup before doing this operation, right. 3. XPose Time Setting for Multi-Part Model Presentation: Exposed time-saving for Moot part model presentation. You can use ex-post present projects that have multiple parts. We can click Shift X to activate expos. And shift checks again to deactivate ex-post. Sit tight, sit up time off. Expos can be configured in the preferences interface. Menu. Preferences interface, expose duration. I can set it for 1 second. Tx shifts it acts again on one side. 4. Creating Thickness in a Single-Sided Mesh : Create and techniques in a single side mask quickly with the panel. I would take an example. I use a plane 3D display and has no thickness. Gateway will be a good example for us to demonstrate how to create thickness for the geometry. As a looping groups. We can configuring the tube thickness of the mesh. Set it for 0.05. I can click the pen no loops. Seed that will be created with rounded edges. We'll want to do this step and turn the settings so the corners are not rounded. You need to set the Polish option to 0. If you do what enters through your mesh. Now just click on the panel, looks better and we will have the desired taking this for diminished, right. 5. Adjusting Gizmo's Orientation to "World" Coordinates: Justin gizmos, orientation to the world coordinates. See that when I take the opposite of the gizmos, rotate along with it. If you want to put it back in the exact position of the word coordinates. Voting in move, escape. Date, you can go to the option, apple, the gizmo. And with out-breath creep towards Jews, these each position here, alt press and gizmo orientations is in the position. This is very useful when you need to make a precise rotation of certain axis. Attempt to do this process manually is much more time consuming. 6. Quickly Mask/Unmask by Polygroup: We can mask or unmasked bipolar group. If you are in transpose mode. When you click through and click on a super group or water polar groups will be mask. I'll throw week. You can click Control Y to leave all the selected. Mask it again so that there's no masking. These. Bolivar. 7. Using the History of a Subtool to Make the Timelapse: Using the history of a subito to make the time elapsing. If you restore a Tsugi tools history, you can use later to create a time-lapse. See, this type of requiring is very useful for when you want to present the creation of your browser to detain or should they order people? F history for war, history? Here. This was a simple change where they go. Here it is. It was just to understand how they function. Like t functionality works. Alright. 8. Creating Custom Menus: Create and custom menus. You have to use birth and reposition configuration in hotkeys configuration. One of the feature, features with men do not know is the possibility of creating custom menus. These menus can be accessed at it, like the last minute. I'll do a small example with the two Bertillon configuration. To do this, you must go the preferences keystone uy, and you may know first you must enable, enable customize so that you can add a new menu. Preferences. Fi enabled customize. Now I will go to Kusto UI. Create, new menu. Now I can see my menu. Here. I click and I can see now all you have to do is add buttons. It will be better if you leave your new menu on the side to make it easier to place the new burritos took place new vertexs. To here. Now, I need to go to the Preferences. Config, disabled, enabled customize. I will select some burgers to demonstrate to you. Now, I will select a button to move to my menu. And I will click on Plot, click and move. Saved us. And I will move export to fill out and move. Now I can see two buttons from my menu. Now I need to disable, enable, customize. You can easily, as is possible in their water minerals and short keys, or use Control Alt to access it. Now, I will click on Control. Click on my menu and rewatch. I will click, Okay, in this case, you can select all their keys, but I will select going throughout a reassigned. Okay. Now, when I click Control eyes, I can see my menu here. This type of Menno prevents you from, from leaving your screen with the buttons is scattered all over the place. 9. High-Precision Noise Scale Control: High precision noises k, you're comfortable. When you go to apply noise to your mesh, you often need very little control. Phase noise. And I have it here. I will apply noise scale. I can see the change very drastically. In some cases you need to use a cell toe control to change it. To make this control just go a little above these lighter. Go nasal, either a row, it. Clicking name. You use, sea ice is lighter. We will appear. Click on it and we'll be able to move. Mud is MFA. Alright. You can freeze your high precision in this noise. This nice application. Alright? See that this type of function on it is also valid for orders ligers. In the noise function. You can see his strength. Click and you use sea otters lighter here. And you can move, is move for us. See that in some cases the noise control must be very precise and this functionality is very useful. 10. Alternative to the Standard 3D Cube: Using cube as an alternative to the standard 3D cue. Zipper S is the standard 3D cube can be useful in many cases, but in many other cases it can make the award process difficult. We will add a 3D cube here. 3d. Make polymers 3D. If you look closely at the standard 3D cube, you can see that it has some lines that can make GIF acute for some types of modality. Here. And here is different. If you need to create it. Create it is very difficult. It is on a one sample, but it is applied to everything. In so many cases in the mud, in 3D model. You will have some difficulties to create some modalities here. If I need to create a cube here to, for example, now, I will call a transpose mode. And I will click hand configuration. And I can select poly cube here. Now, you can see that can use this type of cue. See that the cube will be created with all the parts Exactly, exactly the same. And this can be very useful in creating hard surface objects. For example. 11. Using Deformers Within the Transpose Option: Using the former as a term, the Transpose option. Some of the forums are in a menu that is not very practical to access. They are in the transpose menu and they are very useful in all types of modalities. To go to. Then you can select one of the transpose options, which is moving, rotation, or scale, and see the very various options available. Here. We will have severity forums here. And one of them that is very useful is the use of bed are, for example. Another user's example is inflate, which allows the formation with flexibility. Often use the four R's are not taking into account either by the most expert experienced at the profit shops. They are great for speeding up the process and generate masses with great precision. Often these before as R-naught take into account, even by the most experienced professionals, they are great for speeding up the process and generate meshes week, great procedure. 12. Using Mirror in "Subtool Master" Plugin: Using Bureau is soothing to master boot camp. When you do the mirror using this plugin, it makes a copy of the match to the water side. It works differently from mirror present in to deformation. Didn't bureau, that is in the two deformation only changes sides on the selected the axis. See how the Bureau of deformation works. Let's see how this would be to master plug-in works for Buber. The plugin's can select this subito master plugin set like the newer option here. X axis marriage into one subito. You can see that it will do the mirror and also without transferring the existing part to the other side, as in the deformation of function, the two sides will be murdered by default. You can also do the mirror in a different subito. Weight is often useful as you may want to work separate parts. Zpd viewer, again, append as mu sub two. Okay? Now if I have two sub 2's here. 13. Boolean Parts Without Applying Dynamesh: We'll now part without applying DynaMesh. Usually the most intuitive way to do the Boolean seems to be with the tools with DynaMesh apply. Often, you are working on a type of modality and do not intend to apply. Dynamesh is especially in a hard surface. What to do. Follow these steps below. But the tools you want to be part of the operation, a separate folder. And there to serve as a coating, for example, to configure that sub tool that will be part of the operation and you serve as a cut. Here. Here. Here. Go to the folder Properties and select Boolean folder. Shall you be done and who will generate a new mash. On other advantage of these type of Boolean over DynaMesh is that it is known that directive as it preservatives, preservative. There are no matches. 14. Noise Application Using UV: Noise application using UV. This is more of a tip for beginners and intermediate. When noise is applied with the 3D option from surface noise, it apparently a really good results. The results will be much more accurate if you use UV for this type of application. The reason being that the entire surface of the mesh has been evenly mapping according to its polygons. Do an example with these two options. So you can see, I will select Surface. Nice. I will go in nice polluting scales. Okay? Why is this K scale 0, BlueJeans scale? We are using 3D here. Now, I will change it to UV. See how much more accurate positioning is. 15. Changing Gizmo Size: Changing gizmo size for more accurate modelling. The gizmo comes with a standard size and is easy to see. However, it can impede visibility team in movements that require great precision is we can make it difficult to see is smaller parts. During a move scale rotate operation. You can change the size of the default gizmo by going to Preferences gizmo 3D. He's both sides. You can also change the gizmo time. I'll spare your needs. See some examples. Before are not satisfied with the changes you can has set V Islam to its original form of months here, right. 16. Using Tick Skin to Create Uniform Surfaces: Using thick skin to create uniform surfaces. Often you need to create surfaces of the same height. Or brush is often used to generate his move surfaces. However, there may be some cases that he danced over. For example, if you pass the same place twice, it will be cumulative. Cia MX example of how the layer works. Will you be promoted? Tour of the latest versions of ZBrush is the thick skin way to use up valuable into. The advantage is that it memorizes where you been endorsed, accumulates. Views, generates greater it really takes to make uniform surfaces. See it on example of how the scheme works. Skin thickness, sea bed. 17. Prevent Dynamesh from Destroying Very Thin Areas of Your Mesh: Prove it though no mass fronts thrive very thin areas, areas of your mesh. When you have some masses with a very thin surface, you can use the inflation breaths to increase the thickness or BID, before applying DynaMesh, you can inflate it to gain some thickness, and this will prevent the mesh from being booked to bump to it. When a blind DynaMesh see how it can happen and how inflate solves this problem. Okay, I see hose fleet. So hose here deflates DynaMesh again. 18. Creating Multiple Insert Meshes with the Same Size: Create and multiple insert meshes with the same size. Before showing the T, I will try to create two masses of the same size matters. So to create the same side, with the same side, to create two masses of the same size. Automatically. You can use Control. One. Once he started creating the insert mesh, you can hold Control and automatically the mass will be created with this size proportional to the brush. Again, to create control. Each breed conflict. All sides are exactly the same and you only change if I change the brush size. All right. 19. Inverted Morph Target: Inverted morph targets. There is no dog did that morph target is a very important tool. However, its inverse publication thing else bring very interesting results. Store more targets. I select a brush called a teaser 0. To raise or a regional position. You can use this suite option to do these reversal of the direction of direction sweets. And you can see here. 20. Mesh Creation only with the Difference of Morph Target: Mass Creation one with the difference of morph target. Mass of just the way you store a morph target can be interesting. This is creation can be useful to monitor separately, separately, or apply different materials easily. You can select the Create GIF mesh option and a new tool you will be generated with what was in store in the morph target. Here. We'll store a morph target. Setback. We'll start with the escape to the morph target. To create a mesh. We had to do this for you on great JIF mesh and we create different tool with the difference. Then just these two to our project. The project and more. We will use a lot of groups to see it, right? This type of operation can be very useful when you want to create a part that procedurally alter line is the area office here at them B's or wherever you need. A different soup too. 21. Creating a new Polygroup After Using Clip Curve: Create a new polar group after using click curve. Critiquing poly groups can be very useful when you make a mesh modification. You may need to work on with the change of depart. Not that when you do the creep curve by your full unmute poly group is not generated. Shaped curve. Here. Nope, polygon. Alright. You can configure a creep curve to generate poly groups after flattening the mesh with clip curve. Control Shift, right-click to configure poly group. Click here. Now I use the creep curve again. And we will see that we now have poly group generated. Alright? Polygraph. 22. Creating Precise Polygroups with Slice Curve: Create and precise poly groups with lice curve. Sometimes you'll have some matches that have a few polymers, but you'll need to create a query that poly groups. One way to do this quickly is with these lice curve. Before demonstrating these lice curve, I will demonstrate how the common way of degenerate bonding groups can be inaccurate. I will use a ring with a few polygons and you use the mask to create the poly groups. We will use a ring with a few polygons, then use the mask to create Bali groups. Curve groups, masking, massive. See you all in precisely the way they use off the mask. Now I'm going to make an example with this last curve shifts. So I squared. See how much more I create it is. 23. Quickly Switching Visibility Between Different Polygrups: Quickly switching visibility between different polar groups. A very simple but very useful tip is the possibility to quickly sweet visibility between poly groups. Join those. To understand this example, you must have a mesh with more than one polygraph and leave the part off a polar group healing. Do the following steps. First, clicking with the control shift to left the clique and the area of the viewport and drag. No, I have to click in an area of the viewport indirect. See that the visibility it have been talking about. Okay. 24. Hide and Show all Subtools or Materials: Using shift to hide and show also be tools or materials. Depending on the amount of Soviet tools you have some actions can be become extremely time-consuming. Using the Shift click Options allows you to perform actions to temporary or remove either material or visibility. The same is true for away. We'll need to re-enable material or visibility. For example. Here is an example of using shifts click to hide all some tools or temporarily remove all materials. You can also use Shift-click to display some tools and materials. Again. This makes the process much faster when you are working with men, simply tools. 25. Control the Amount of Items that can be Stored in History: Control the amount of items that can be stored in the history. The history records a lot of information and can every group of hours make the project very heavy? One way to reduce the amount of items in the history, ten in the history is to go to the preferences. Undo history, change the amount of the max, undo history, Francis, and do history. Marx and do history. It is recommended that you do there resizing according to the needs of your project. Okay. 26. Model Rotation with CamView: Module rotation with King view. Sometimes it can be difficult to rotate the camera due to the size of the module. One of the ways that can help a lot in a controlled rotation is the use of Canvas you can view is on the right side of the screen and they are low, allows you to easily control the camera view. See an example of how to use it. 27. Using Unify to Equalize Subtool Size: Using a unified to equalize subito size. That'd be way ever had a problem board had to or an OBJ file, for example, and eat gets lost due to its size compared to the older parts. When a way, one way to use ZBrush to calculate the average size of the important tool and a approximate the size of the orders is to use deformation unify option. Let's see how it works. I'm going to create a soup to call it big, and I am going to increase its service. Now I will go to deformation unify with a select suited tool to adjust these Tsugi tool to their waters. Sub tool. The information unify. See a holiday adjustment is very close to the water SUV tools and can make your work a lot easier. 28. Thumbnail Size Setting: Term pin A0 size setting. You will be able to configure the term scenario with is displayed on the left side of the screen. Sometimes still being a or can't get in the way of the modern view. And in this case you can read this hit. Depending on the model are making, you may want to have a big picture. This tendineae can, again, these turbinates is perfectly configure able in the preferences dumping. See a hollow to configure your references. Size. Can you see? 29. See Fine Details of Your Model: Using magnifier to see fine details of your model. When you have monitors with very small letters. Or when you need to see a specific parts of your model, such as the skin details, for example, the magnifying glass can key, can be a key element. To activate. It, just go to the preference magnifying glass. Magnifying glass. Here. 30. Use of "Dynamic Solo" to Lighten the Movement of Subtools: Using off dynamic to solve and to live the movements of soup, the dose. The more complex and tailored models tend to be a very difficult to process. The movements with our constant in their modeling can be easily impacted. One way to make these moves is activate dynamic solo. So when you move your soup, those orders, who controls will not be, will not be displayed. A momentary. D is we'll make all processing faster. See how it works. Dynam dynamic is Solow make here. And now you can see only this subito selected will be displayed. 31. See fine Mesh Details of Materials: Use of sketch toy plastic material to see fine mass details. When you are modality. There will come a time when viewing with a deformed material. We will not allow you to see the details of your mesh. How great alternative to see is more details such as unexpected deformations is with their use of his cat do plastic material. See how trusts Hi, sketch by blast. Here. I can see which but much more did deals, for example. And you'll see the difference. These minimizes many of the defects that would perhaps be followed when it is already in the external rendering phase. All alright. 32. Identification of the Material Being Used in a Certain Part of the Tool: Creation of the material being used in, in a certain part of the two. Imagine you are modelling and you'll need to assign the same material for another part, that new subito. When you go looking for the material, you will come across a doze off. Then. What few people know is that there is an automatic way to get the material. To do this is very simple. Click with the left mouse button on their current material and drag it to the area where you have the material you want to capture. You will see that the material in that area is automatically assigned me. Let's go to the next example. You select the I O Object with material you bought. Is that alright? With that material? Now I will change the material I do. In the future. You need to get that material again. Two days is very simple. Gleick, you wait the left and malls burden on the grid material and drag it to the era where you have the material and to capture. You will see that the material in that area is automatically assignment. Let's go to the example here. And now you have this material here. This is also very useful for those projects. You have opening and you don't know what the materials are at blindness certain area. Alright. 33. Transparent Materials in ZBrush: Transparent materials in ZBrush. Then use of transparent material is easy versus not so worldviews, we will need some settings to make it transparent. One way is to follow these steps to active transparency. One, assign new material you want. You want to create a transparency. We'll create a new object, a new soup to hear. Sphere. You said a material. No, I did set dealt by. I'll pass it to all the material. I can look it over here. We go to the fires and Opacity. See that if I had rather, at this point, even with a low opacity, the OBJ I had two. We'll not be transparent. Though. Go to the Render, ran their properties and activate transparent. Ran their proper, it's transparent. Not that the day the transparency is not generated. After doing a rendering. We'd need more step to transport material. Now I'll go to Tools, display property, BPR settings. And we will select the DPR transparency shading. Now render and see that the material has become transparent. So easy. 34. Better Fit the Insert Mesh Over Another Object: Rather strange configuration to better fit the third mesh over an order object. Setting the project strength in burst mode fires will change the way on an insert mesh objects at rest on a surface. Or you do an example using these projects and strain with an insert mesh of basic shapes. Rush search mesh primitives. Cylinder. To remove symmetry. See initially width divided by a 0 in the project I strained. See Bruce here. What fires? Browse x is thread 0. Now I'll see you with the OID violin. Viola weigh 100, C with the violet, violet, 50. These can be used for the most diverse applications during modeling. 35. Using the Chisel Brush: Using the chisel brush with morph target. When do you use the chisel growers to pass one line over an order without the morph targeting, it generates an unforeseen deformations. See how width goes to 0, X to remove symmetry. Daniel, see a certain deformations here. If you want it to be morph director, you have a mud is moved for the Zetian store. Martha, we've morph target. We're, we increase the subdivisions. And we built for targets. We morph target. To see the difference. Just don't ask me, how would these habits, what we can see that it alright. 36. Using the Morph Brush for Better Modeling Detail: Using the morph brush for bad air and modelling detail. Did morph brush is an excellent realists that compliments morph target function. Firstly, you need to create a morph target. Or if dark store a morph target. They use, use, use the brush to more precise without blinded the deals to desire the areas. And you'll see just the details. See how the model is historically only to the limit where the morph target was made. Here. These can greatly increase the accuracy in the morning your 3D models. All right. 37. Use ZProject Brush to "Replicate" Parts of Other Subtools: Use the Z projects bruce to replicate parts of order soup toes off. During the remodeling process that need our eyes to carve a part of a mass tone order. This differs from a simple soup to crop in that you want, you may want to keep the topology of the new mesh. A very quick and practical solution for DZs. Use the zippers or project brush. This brush where you project the mash area onto a subito behind. Let me do a quick sample for you to see how it works. Sorry. 3d. So divide. To get more details. They'll lower. Spirits. Seek to enter selective brush ZIP projects. Here. The size. You'll see that here I made a template. We can exit sample without the war and bought into the details. However, this form of a user opens up countless possibilities for you to apply any or modeling process. 38. Setting the Smooth Brush so that it also Works on the Edges of the Meshes: Setting these Move brush so that it also works on the edges of the meshes. These Move brush does not allow you to change the edges of the meshes. This can be a big problem for these moving off some models. Is there any way to resolve this? See how it happens by default. Smooth. The breast can't change. That is off my 3D plane. Here. I will go to is move both fires. Three shifts. And Ted, mean conduct points. Maybe we'll call it points to smooth one. Now, you can see, now see how I can apply as Mophie on the ad is as well. 39. Using the Dam Standard Brush with Different Variations: Using the day standard brush with different variations is no doubt that the day is done under brushes, extremely useful in that process. In the modeling process. You can make some changes that you make your job easier. You can combine the intensity and the breaths modifier to achieve the most varied the results. An example of this is you combine a low-intensity in a low breast modifier. These we will allow you to get various move lift as a large masses and on a regular basis. Let's look at an example here. Before. Know I, wheelchairs, Russia mode fire to for wheelchair and intensity, Z intensity to see Alt to inverse result. Using the combination of these two properties of dense than the brush can bring the most vibrant the results as you expand your arrays off the possibilities during modeling. Alright. 40. Differences between Clip Curve and Trim Curve Brushes: Differences between creep curve, entering curve versus these two tools look the same. However, they generate a very different results in some situations. Let's see what situations. One, when your curve with a clip curve you've done to actually change the topology. You'll just compress it in a certain area. This is why you see a very thin layers when he mashes not completely uniform. See that the amount of that activity point is not to change it. To green curve. We'll do the actual training and change the topology where it will eliminate point as phases from the trend area. See here that the amount of points is read this reducing. Let's look hot. And next, curve. Active points. Brass, it shifts. Alright. Pretty curve. Curve to curve, creep the air. As it does not change the topology, we'll keep the same Pauling and astype origin. When you do the train, we did drink curve. You will see that the triangles are created in the volumes of the trend areas. Regardless if they are, is no topology is quiet. Let's look at the example again. Most curve. Same topology. What's three? Clip curve does not automatically create a poly group. And after curtain, drinker creates and out don't mask at Bali group as Trinity. Oh, yeah. Let's see the example. With dogs Pauline group, green curve. The appalling. Another important aspect is that the clip curve can be used in the width multiplying multiple subdivisions. This is because it does not change. The topology. Curve does not allow subdivisions in the curved. You, you have to delete, order some deviations or else freeze the geometry and then rebuild it. Let's see the exam. Revision. Divide. I will try tuning curve. I can do that. Now. I use fleet curve. Yes, I can do that. With subdivisions. Knowing these differences is important to avoid him brown eyes or even to make a parabola using a corn to our need. In the context when you knew it, the mashes applied. Alright. 41. Make Precise Cuts on Hard Surface: Using these allies to make precise cuts of hard surface. You can use light circle, for example, to create more precise holds in mashes. This is mainly applicable to hard surfaces matches. You can combine with parallel loops to generate codes quickly and with polar groups. Far easier selection. Let's go to the example. Shaped like a circle. Alright. I go to the panel loops, loops, IOUs to the elbow. I will remove. In this case, chickens breed this Polish. 44 is five. How you resume? I will maintain, maintain 0 here. Alright, after dad brass panel loops, you can see the Kurds. See how quick and easy it is to create a highly agreed cuts. 42. More Accurately Generate Polygroups from a Mask: Using add to look mask and border to more accurately generate poly groups from a mask. When you create a mask and to create a group for me it you will see especially our own mashes with a few polymers, poly group, we will not be uniform. Let's see how it looks when you, when Apollo Group is made from a mask. Normally. First we'll, we will mask the part of the Soviet Union. Now we will go to the Tools poly groups and generate body group from the mask area. See how there are several points in the Pauline group formation in disease can be cute to using mashes, that neat, great precision. Now let's make it a more precise first mass, the desired area like this. Now go to the dose geometry. The elementary edge loop. In there you showed selective edits, a loop mask board here. See how new polygons where I create to now allow more precision in the selection of the poly groups. Alright? This is very useful for use with the hard surface. 43. Use the Brush to Smooth Areas with Areas with a Higher Number of Polygons: Use these morphous, stronger brush to work with areas with a higher number of polygons. Of thing, the default smooth brush, it does not work well with the masses that have a high amount of the polymers. Even with the highest intensity possible, you can get good results. What film other modelers know is that there is a folder with these brushes that are used for situations that need different intensities. To configure this type of burst, you can go to the lightbox, lightbox breaths and open the folder is move. You can select this move is stronger tool and apply it to have very much heavier meshes. Using his move is moved Z to undo. Now, like box. Here, you can select the folder is moved. The brush, smooth. Move strong. Alright. Now you can see, now you can work with the mashes week, the higher number of polygons. Note that after the selection the activation should be done in the same way as the standard is. Move the Shift to smooth. All right. 44. Limiting the Origin of a Curve Brush: Limiting the origin of a curve, brush. When you have the need to adjust the elements of a curve, the curve Bruce often moves out of the position. See an example. Some curve. Fair use it for future feature that is in his stroke. That is that you can, for example, set the beginning of the curve to the desired position, is where you make your curve fitting the process much easier. Cm next example where I use luck Start, for example, stroke lock start. Curve. Looks right. Now I can adjust it more precisely. Alright. 45. Creating Curve Brushes: Create a Kerberos is formed from existing standard brushes. Are interesting function during modeling is being able to work with curves from existing brushes. One function that can be activated is **** curve mood for these brushes. These can amplify, amplify the power of use of your brushes. Let's see an example with then standard brush and a standard brush without curve. The new standard. See how the curves allows a very interesting control of their actions on the brush stroke curve, curve. And we'll select, right. No, you can't create a curve here. Get different procedures using the curve mode. These features works best with the standard brushes to see if it is a standard type, you can place the mouse over the selected in brushing and see the base type properties of the brush. 46. Make Straps Around an Object Automatically: Using the curve brush to make straps around an object automatically. Often creating a curve it manually around an object. He's not so fast. And it is a legal chief code to do it with precision. When you need to create a curve around an object. Or you can use shift to automatically create the curve around this object. I'm going to take an example of the curves trap is nap and do these curves around automatically. Brushes. Curve is trapped is now began shift. After releasing, you see that you have created a curve precisely around the object. Alright. 47. Repetition of the Last Action in an Absolute or Relative Way: Repetition of the last action mean absolute or relative, relative weight. If function presenting stroke modifiers or be less relative repeats the last actual performance relative. For this function to run again, you need to press Shift to one. No previews configuration, you need to be triggered for this repetition. See how can be used in 12121621. All right. The last actual we'll be repeat in relative position. 48. Faster UV Generation: Using your work on clan functional in UV, mastered blogging for faster UV generation. When you have a mask with men polygons, UV generation can be very slow. Work on the crown makes you generate the UV of the lowest resolution version, and these make it much faster. They worked on clone functionality of the UV master plugin allows you to work at these lower level. And we did a merchant lite version. Seeing that a separate two is create a simple game. Bond. O ER, working after creating heat UV to bring the UV to your origin of tool you can call up and then place these UV map to inside the UVA master Plugging to Z plugin UVs. The bars, you know, against based UVs. Alright? You use a ladder that working with only one level of supervision in the UVs came bring numerous benefits. Alright. 49. More Precise Definition in Creating Seams When Generating UVs: More precise definition creates scenes when generating UVs. During the creation of u with v automatically this season being creating almost random ways. There are scenes where they fall into highlighted area can generate a good habit in education to make it difficult to create more accurate, dexterous. In the UV master plugin, you can use enabled homes or paint that painted there areas where you want to. This is made, Let's see a random generator, the example, simple gain UV master. Let's go to the fluffing function and see the results. Zippo gain flatten. Now let's see how we can use enabled contraband in case I want to protect the face. Blogging. April come through bank. Object. Plugging. All right. See the difference in result and how much more control it, it, it is zebras. We'll calculate as much as possible to match the scenes to the painted areas. However, in some cases, the Arboretum hour, it may not be able to do this week the desired precision. These function cannot have subdivision levels and you use work on clone, for example. Alright. 50. Creating UVs by Polygroups: Creating UVs by poly groups. Using poly groups, often our Eddie has a structure that can be sweet for a blind textures. In this case, you'll be able to create UVs by poly groups when you make degeneration must much faster and more accurate. C, without falling groups flatten. These creation can be done in the UV master, plugging in the point groups, option C. Now our next example, plugging all the groups at two. And now you can see the results with the poly groups. Alright. 51. Repositioning UVs to Suit Texture Needs: Re-positioning UVs, too sweet texture needs. When you are working with UVs, you may, you may have some need to hit position. Then. Imagine you have a tax rate we strands of hair in one direction but you are UVs cause it to point in the wrong direction. I just ended. Taxpayers may not be an option, especially when you work with the large teams. In this case, you can adjust the UV using the flattening function, which is inside the plugin UV master. Positioning in the UVs done by selecting the desired, desired element and moving, rotating or scaling. You can use the gizmo as normal to make this change. Move. These functional is normally use the bivariate experienced modelers.