![]() Using the Move brush allows you to do just this – however if you wanted to move a lower lip over an upper lip, for example, you would need to mask out the upper lip. Once you have made your organic model, you will want to tweak and rework it. Simply use the Create Insert Mesh option in the Brush palette to make your own. You can make any model you have into an Insert brush, so you can build up libraries of parts like arms, heads, ears, horns, claws, fingers and tails etc. Once you are familiar with the Inset Mesh brush – and have explored all the available Insert brushes – you will want to make up your own library of parts to be reused on future models. As you can use your own pre-existing model parts, this can be quick and simple way to develop a creature. Want to add geometry for a head? Simply use the Insert Sphere brush, add a sphere onto a body and DynaMesh it in. With the Insert brush you can add any ZTool (model) to any other ZTool and DynaMesh them together. Sorting out stretched polygons is just one aspect of DynaMeshing. Keep the Z Intensity low, and hold down while brushing to smooth things out. This brush allows you to slowly and steadily build up muscle groups and volume by simply stroking along the model. The Clay brushes are my favourite tools, and the Clay Buildup brush is my most used option. This may not help from a polygon flow point of view, but it does allow you to sculpt detail accurately. With DynaMesh switched on, you can simply redistribute the polygons evenly across the model’s surface. This is fine up to a point, but the stretching can make your work look odd when it comes to finer details. Models can become so stretched out that the underlying polygons become a problem. To manage your hotkeys, go to Preferences > Hotkeys > Store. You can also set up your most-used interface options as keyboard shortcuts: hold + and click on the interface item you want to assign a hotkey to, then press the hotkey. (Go to Preferences > Config > Enable Customise.) Select all the brushes you want to have to hand, and arrange them at the bottom of your interface. Customising your interface is a great way to always have your important tools to hand: you can move all parts of the interface around to suit your needs. 10 Configure your toolsĪs you develop as a modeller and sculptor, you will quickly get to know which tools and brushes work best for certain tasks. Every artist has a small set of core tools that they use for the majority of their work: my toolbox includes Clay Buildup, Move, Move Topological, Insert Mesh, Polish, Trim Adaptive, Rake and the all-important Smooth (which you can access by holding down while any brush is selected). To become a great digital sculptor you need to spend time learning what each brush does and where best to use it. 09 BrushesĪt the heart of ZBrush is the Brush palette, which contains the tools you need to create your organic masterpieces. To so easily and non-destructively, use the Transpose and Mask tools. ![]() Try slightly turning the character’s head or simply twist one foot out a little bit and shift the weight of the model onto one foot. Nothing in nature is perfectly symmetrical, so breaking the symmetry helps to make a creation look much more natural and believable. ![]() 08 Break symmetryĪs mentioned, the Transpose tool helps you to pose your model. Rather than having to send the model out for rigging, you can quickly and easily use the Transpose tool to pose your creation as needed, while still retaining the base pose on a layer. That said, at some point you need to see how it looks posed. 07 Pose with Transposeīuilding a symmetrical model can save time because you only really need to work on half of the model at once. Creatures with a lot of fat or loose skin are more affected by gravity than thinner ones: for example, the belly will usually hang down and fold, so reflect that in your sculpting. Keep turning the model so that you can see if you have thin areas or areas that need building up. One of the first things you should aim for in your sculpt is to get the overall form looking strong. 06 Real world mass and physicsĪccurately recreating mass, volume and weight are crucial to an organic modeller. To preview your geometry while working, simply press. In addition, you can extend limbs, rotate joints, and try out things elements such as tails and wings – all by adding a few ZSpheres. Not only can you quickly build up the anatomy of your desired model, you can also repose it on the fly. ZSpheres have been a feature of ZBrush for a while now, and are a fantastic way to start a project. By DynaMeshing new parts into a model and using tools like Radial Symmetry, you can create weird and wonderful plant life with very little effort. ![]() You can see repeating leaf patterns and branching in specific ways. Plants and vegetation follow rules in the same way that fleshy living things do.
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