Zbrush: Difference between revisions
No edit summary |
|||
Line 1: | Line 1: | ||
A voxel based 3D sculpting tool. | |||
= Hotkeys = | = Hotkeys = | ||
<blockquote> | <blockquote> | ||
== Basics == | == Basics == | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 168: | Line 166: | ||
|} | |} | ||
</blockquote><!-- Useability Notes --> | </blockquote><!-- Useability Notes --> | ||
</blockquote><!-- Hotkeys --> | </blockquote><!-- Hotkeys --> | ||
= Modeling = | = Modeling = | ||
<blockquote> | <blockquote> | ||
== General Tips: == | == General Tips: == | ||
<blockquote> | <blockquote> | ||
Line 209: | Line 201: | ||
|} | |} | ||
</blockquote><!-- General Tips --> | </blockquote><!-- General Tips --> | ||
== Toggle RenderCam == | == Toggle RenderCam == | ||
Line 225: | Line 216: | ||
| 2 || || View Persp | | 2 || || View Persp | ||
|} | |} | ||
== ZSphere Modeling == | == ZSphere Modeling == | ||
{| class="wikitable" | {| class="wikitable" | ||
| <code>A</code>} || || Switch Between Zspheres and Polygon View | | <code>A</code>} || || Switch Between Zspheres and Polygon View | ||
Line 241: | Line 230: | ||
'''Notes'''<br> | '''Notes'''<br> | ||
You must have a base of 3 Zspheres to start, otherwise you will have a hole in one side of your mesh. | You must have a base of 3 Zspheres to start, otherwise you will have a hole in one side of your mesh. | ||
</blockquote><!--Modeling--> | </blockquote><!--Modeling--> | ||
= Texturing = | = Texturing = | ||
<blockquote> | <blockquote> | ||
== ZAppLink == | == ZAppLink == | ||
<blockquote> | <blockquote> | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |||
| G || Projection Master | | G || Projection Master | ||
|- | |- | ||
| Ctrl + Shift + S || Zapplink (open in photoshop) | | Ctrl + Shift + S || Zapplink (open in photoshop) | ||
|} | |} | ||
Zapplink lets you edit your texture outside of zbrush and reload it. | |||
=== Prepare your Model === | === Prepare your Model === | ||
Line 265: | Line 248: | ||
* Import your .obj file of choice with the UVs already created | * Import your .obj file of choice with the UVs already created | ||
* From the top menu, load the texture | * From the top menu, load the texture | ||
** Texture > Import | ** <nowiki>Texture > Import</nowiki> | ||
** Texture > FlipV | ** <nowiki>Texture > FlipV</nowiki> | ||
=== Set up your Subtools: === | === Set up your Subtools: === | ||
Line 275: | Line 258: | ||
A) to import each separate mesh as it's own subtool: | A) to import each separate mesh as it's own subtool: | ||
* under the Tool sidebar, Polygroups > Autogroups | * <nowiki>under the Tool sidebar, Polygroups > Autogroups</nowiki> | ||
* Tool Sidebar > GrpSplit | * <nowiki>Tool Sidebar > GrpSplit</nowiki> | ||
B) to group some meshes together as one subtool: | B) to group some meshes together as one subtool: | ||
* Ctrl + Shift + Click an object you want to separate from the others to hide the others | * <nowiki>Ctrl + Shift + Click an object you want to separate from the others to hide the others</nowiki> | ||
* Tool Sidebar > Subtool > Split | * <nowiki>Tool Sidebar > Subtool > Split</nowiki> | ||
** this splits shown geo from hidden geo | ** <nowiki>this splits shown geo from hidden geo</nowiki> | ||
If you are painting on a subtool, then use the projection master, or the Zapplink,<br> | |||
even if you paint over other geo, you are only painting on the subtool you have selected. | |||
==== Paint on prop: ==== | ==== Paint on prop: ==== | ||
Line 302: | Line 281: | ||
* you should now be able to see the changes in Zbrush but you are still in the 2D Projection Master | * you should now be able to see the changes in Zbrush but you are still in the 2D Projection Master | ||
* Press "G" to re-open projection master, and pickup your new texture information. | * Press "G" to re-open projection master, and pickup your new texture information. | ||
</blockquote><!-- ZAppLink --> | </blockquote><!-- ZAppLink --> | ||
Line 312: | Line 290: | ||
Painting the topology in Zbrush | Painting the topology in Zbrush | ||
* Choose an Alpha, Deselect Z-add, and make sure RGB is selected and you wil be able to paint. The Alpha is where the texture is stored. Make sure you click yes to save this when saving your progress by saving the tool. | * Choose an Alpha, Deselect Z-add, and make sure RGB is selected and you wil be able to paint. The Alpha is where the texture is stored. Make sure you click yes to save this when saving your progress by saving the tool. | ||
* Select the background colour as the secondary colour, and black as the main colour and you can hit V to switch between them. | * Select the background colour as the secondary colour, and black as the main colour and you can hit V to switch between them. | ||
when you are ready to export your map: | when you are ready to export your map: | ||
* Tool > Texture > (Col>Txr) | * <nowiki>Tool > Texture > (Col>Txr)</nowiki> | ||
* Top Menu > Texture > Export | * <nowiki>Top Menu > Texture > Export</nowki> | ||
</blockquote><!-- Paint on 3D Mesh --> | </blockquote><!-- Paint on 3D Mesh --> | ||
</blockquote><!-- Texturing --> | </blockquote><!-- Texturing --> |
Revision as of 19:46, 17 July 2021
A voxel based 3D sculpting tool.
Hotkeys
Basics
Command -- Description T Edit Mode P Perspective Mode (In Edit) Shift + S + Drag/Drop Copy Shape + Move Alt + Tap outside Center object in viewport Painting Geometry:
Command -- Description S Change Brush Size Drag On Mesh Pull Mesh Alt + Drag On Mesh Push Mesh Space Brush Options X, Y, or Z Mirrors all sculpting along X, Y or Z axis
Command -- Description Drag Rotate Alt + Drag + Release Alt Zoom in/out Alt + Hold-Drag Pan Camera Shift Snap to Orthographic views Alt + Click Center Geometry to pane Manipulation:
Command -- Description W Move Tool E Rotate Tool R Scale Tool Masks:
Command -- Description Ctrl + Paint on Mesh Mask Out Ctrl + Shift + M Lasso Mask Ctrl + Alt + Paint on Mesh Mask In Ctrl + Single Click Off Mesh Inverse Mask Ctrl + Shift + Drag Off Mesh Hide all but selected Ctrl + Drag Off Mesh Delete Mask Ctrl + Click on Mesh Sharpen Mask Edge Ctrl + Alt + Click on Mesh Soften Edge Hide Geometry/Polygroups
Command -- Description Ctrl + Shift + Drag Over Mesh Hide All Geometry Outside Marquee Ctrl + Shift + Drag Off Mesh Inverse Hidden Geometry Ctrl + Shift + Click Off Mesh Restore All Hidden Geometry Ctrl + Shift + Click On Mesh Hides everything but the Polygroup the mesh belongs to Useability Notes
Arranging the UI
Command -- Description Hold CTRL + Drag Menu Option into a shelf Add To Shelf Hold CTRL + Drag Menu in Shelf onto canvas Delete UI Item Preferences > StoreConfig Save UI Concepts
Name -- Description Brush Alpha texture of brush Stroke Brush or brush mask MRGB, RGB, M MRGB paints to the material + RGB
M paints only to the material. No Colour RGB paints only RGB
Custom Brush Alphas 16bit grey psd or .tif files Program Files/Pixologic/Zbrush/Zstartup/Alpha
Replacing Default Brush Hold Shift + click a brush. Now whenever you hold shift and paint, that brush will be used. Sculpting Tools
GUI Option -- Description Cube on Right side Turn on PolyFrame Geometry > Display Properties > Double See Both sides of a polygon Geometry > Crease Hold onto edge when smoothing Automask by Cavity Masks the big cavities in a model You can subdivide only a particular area by masking it out then suvdividing
Modeling
General Tips:
Wrinkles:
Modeling Wrinkles is like drawing wrinkles. Think of the Tilde symbol ~. Smooth curve on one side, then harsh drop, then smooth again on the other side. It is a crease, and the contrast between the smoothness and sharpness makes it read better. It's all about painting with shadows
Match Maya Camera:
If you have a particular render camera, it can be useful to match the desired image resolution, and camera FOV in Zbrush.
I found a conversion chart here:
http://sortadone.blogspot.ca/p/zbrush-focal-angle-tutorial.html. You can change the
camera FOV in edit mode in Zbrush with:
Draw > Focal Angle
- Make sure that you push the perspective button.
Maya Zbrush 15 110.5 25 81.7 35 63.4 45 51.4 55 42.9 65 36.8 75 32.2 Toggle RenderCam
When you're modeling it can be very frustrating because just because something looks good up close, it doesn't necessarily look good from far away, or from your desired render angle. While I could not find a way to have multiple viewports, I found a script that remembers camera positions. I modified the script so that you can set a rendercam, and easily toggle between it, and your current location in the
perspective view. Install by placing the .txt file in
ZStartup/Macros.
Alt + 1 Set Render Cam 1 View Render Cam (save persp) 2 View Persp ZSphere Modeling
A
}Switch Between Zspheres and Polygon View SideBar > Adaptive Skin > Density
Changes the Resolution of the Polygon View while you are switching between Zspheres and Polygon View SideBar > Tool > Make PolyMesh 3D
Makes your Zspheres an editeable 3D Mesh Select the Zsphere from the Tool Palette Use W, E, R to move, scale and rotate your Zspheres Notes
You must have a base of 3 Zspheres to start, otherwise you will have a hole in one side of your mesh.
Texturing
ZAppLink
G Projection Master Ctrl + Shift + S Zapplink (open in photoshop) Zapplink lets you edit your texture outside of zbrush and reload it.
Prepare your Model
Set up Model + Texture:
- Import your .obj file of choice with the UVs already created
- From the top menu, load the texture
- Texture > Import
- Texture > FlipV
Set up your Subtools:
- you can export multiple 3D objects to one .obj
- import the .obj to the tool sidebar in Zbrush
- under tool, expand polygroups and choose autopolygroups
A) to import each separate mesh as it's own subtool:
- under the Tool sidebar, Polygroups > Autogroups
- Tool Sidebar > GrpSplit
B) to group some meshes together as one subtool:
- Ctrl + Shift + Click an object you want to separate from the others to hide the others
- Tool Sidebar > Subtool > Split
- this splits shown geo from hidden geo
If you are painting on a subtool, then use the projection master, or the Zapplink,
even if you paint over other geo, you are only painting on the subtool you have selected.Paint on prop:
- Press "G" to open projection editor
- Uncheck Fade radio button
- Leave Colour Checked
- hit ok
- Now you are in the projection master and can edit your model's texture in a 2D environment
- Export to photoshop using Zapplink (Ctrl + Shift + S)
- In photoshop *ONLY EDIT LAYER 1*
- save the file, and re-open Zbrush, click to re-import mesh into zbrush
- you should now be able to see the changes in Zbrush but you are still in the 2D Projection Master
- Press "G" to re-open projection master, and pickup your new texture information.
Paint on 3D Mesh
Sometimes it can be helpful to mark up and paint on the mesh itself as a guideline for when you are texturing. Using the built in maya paint option is great, except that it doesn't work with all video cards. If you export to a .obj, import it into zbrush and then:
Painting the topology in Zbrush
- Choose an Alpha, Deselect Z-add, and make sure RGB is selected and you wil be able to paint. The Alpha is where the texture is stored. Make sure you click yes to save this when saving your progress by saving the tool.
- Select the background colour as the secondary colour, and black as the main colour and you can hit V to switch between them.
when you are ready to export your map:
- Tool > Texture > (Col>Txr)
- <nowiki>Top Menu > Texture > Export</nowki>