Mikejensens Zbrush Techniques

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Transcript of Mikejensens Zbrush Techniques

Chapter 1 Chapter 2 Chapter 3

Page 04 | ZSketch

Page 24 | Quick Sketch

Page 34 | Hard Surface Sculpting

You can find the movie file and You can see the base imageslogo model for zbrush chapter 3s and free brushes in the resources folder that folder inside the resources accompanies this ebook.

Chapter 1ZSketch

Mike Jensens Zbrush Techniques Chapter 1: Zsketch Chapter 1 - ZSketchSoftware Used: ZBrush 3.5 Fig 01

IntroductionStarting off, lets get used to the new brush selection method. This method is far faster to select brushes you want without having to move your cursor away from the mesh. Press the B key and your brush palette will come up. (Fig.01)

At this point you could simply click on the brush you want, but its much faster to simply use your keyboard. To get the brush you want, type the first letter of its name. In this case Im using the Polish brush, so I pressed P. (Fig.02) Now youll notice an orange character in the top left of each brush. Press that character to select the brush you want. So for the polish brush Id press bpo. If I wanted the hard polish brush Id press bh (since the hPolish brush is the only brush that starts with h, it will automatically select that brush without any further input.). It may be hard to get used to, but eventually it will be the fastest way to select any of the brushes since they all have a shortcut.

Fig 02

Fig 03

Basics Of ZSketchHere well start with an example ZSphere armature. (Fig.03)

To activate ZSketch mode either open the ZSketch tab in the Tool Palette and hit edit sketch, or hit shift+a. (Fig.04)

Fig 04

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page 5

Chapter 1

Chapter 1: ZsketchBy default the Sketch 1 brush is selected. Here we draw a line of ZSketch spheres atop the armature. This has not been smoothed yet. (Fig.05) Fig 05

Mike Jensens Zbrush Techniques

Hold shift and use the brush to stroke over the ZSpheres. They will smooth out your ZSketch stroke between the two insertion points of each end of the stroke. (Fig.06)

Fig 06

Its important how the stroke is applied. Below is an example of two ways to add a stroke. If the stroke is applied fast, it will have less ZSketch spheres and will thus be less dense and easier to smooth. If your stroke is applied slowly, it will add many more ZSketch spheres, usually giving you a better looking result. The top stroke was fast, and the bottom was slow. (Fig.07)

Fig 07

Notice that as you stroke along a base ZSphere, your stroke will have an affinity for its surface. However if you continue the stroke away from the surface, eventually it will break off and float freeform. When not attached to a ZSphere, the stroke will be applied to camera normal. (Fig.08)

Fig 08

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page 6

Chapter 1

Mike Jensens Zbrush Techniques Chapter 1: ZsketchFig 09 There are three basic application brushes that are important to be familiar with. They are Sketch 1, Sketch 2, and Sketch 3. The difference between these is their embed values. Sketch 1 is the most embedded, while Sketch 3 is the least embedded. Below you can see Sketch 1, 2, and 3, from left to right. (Fig.09)

Fig 10

The Armature brush has less affinity for other ZSpheres and ZSketch strokes. It can be used to create extensions and digressions from the original sketch. (Fig.10)

Fig 11

Now lets take a look at the smooth brushes. There are a few factors that change with the different smooth brushes. The embed value dictates whether or not (and how much) the stroke will sink into the sphere it is attached to. The resize function will dictate whether or not (and how much) the ends of a stroke will resize to the sphere with which it is attached. Here is the original stroke we have. (Fig.11)

Fig 12

The Smooth 1 brush has both the embed and resize functions active. You can see when you smooth it out at the ends the spheres get bigger and fall into the ZSpheres on which it is attached. Looking at the unified skin it is a bit easier to see what is going on. (Fig.12) & (Fig.13)

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page 7

Chapter 1

Chapter 1: ZsketchThe Smooth 2 brush has the embed function enabled, but not the resize function. Again its good to take a look at the unified skin to see whats happening. (Fig.13) & (Fig.14) Fig 13

Mike Jensens Zbrush Techniques

Fig 14

The Smooth 3 brush simply has both the embed and resize functions turned off. Its the most simple of the smooth brushes. (Fig.15)

Fig 15

The Smooth 4 brush has a resize function that is good for creating muscles. At the ends of a stroke it resizes them to be significantly smaller than the sphere it is attached to. Below is a before using the brush and after using the brush. (Fig.16) & (Fig.17)

Fig 16

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page 8

Chapter 1

Mike Jensens Zbrush Techniques Chapter 1: ZsketchFig 17

Fig 18

Im going to go over the other brushes that dont so much smooth and draw, but modify whats already there. Below is the messy mesh Im I started with. The explanation of these brushes will be fairly quick, but its much faster to jump in and try them. Youll get a better sense of what you can use them for by testing them out. (Fig.18)

Fig 19

The Float brush makes the ZSketch spheres float off the mesh relative to surface normal. (Fig.19)

Fig 20

The Bulge brush inflates the ZSketch spheres. Alt will deflate them. This works very similar to the inflate brush. This is sometimes useful for muscles. (Fig.20)

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Chapter 1

Chapter 1: ZsketchThe Bulge&Flush brush is very similar to the Bulge brush, with the added effect of flattening the surface. (Fig.21) Fig 21

Mike Jensens Zbrush Techniques

The Flush brush flattens the surface of the ZSpheres aligning them to the camera. It also resizes the spheres. (Fig.22)

Fig 22

FlushDynamic flattens the spheres, but instead aligns them to surface instead of camera. (Fig.23)

Fig 23

FlushResize is the Flush brush with the added effect of resizing the spheres to equal sizes. (Fig.24)

Fig 24

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page 10

Chapter 1

Mike Jensens Zbrush Techniques Chapter 1: ZsketchFig 25 The Fuse brush merges spheres into the closest stroke of spheres. Its a bit hard to see in the image, but will be apparent when used. (Fig.25)

Fig 26

PushPull works to elevate spheres off their current spheres. When the alt key is pressed the spheres burrow into the spheres. (Fig.26)

Fig 27

One final function that is somewhat a smooth brush is what Ill call the Straighten Brush. It works by pressing shift and clicking on a sphere. Then stroke along the existing spheres towards one of the termination spheres. All of the spheres will be aligned into a straight line. If the initial origin of the stroke is in the middle of an existing sketch stroke, that point will act as a vertex, allowing two straight lines to be created, see below. (Fig.27) & (Fig.28)

Fig 28

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page 11

Chapter 1

Chapter 1: ZsketchThe bind function in the ZSketch pulldown is important for those wishing to change the pose of the original ZSphere. Below Ive added a basic ZSketch atop an armature. (Fig.29) Fig 29

Mike Jensens Zbrush Techniques

I turned off the ZSketch with shift+a, and rotated the arms upwards. (Fig.30)

Fig 30

But when the ZSketch is turned back on, youll notice it was not affected by the rotation of the arm. This is because binding is turned off by default. To turn it on, go into the ZSketch tab in the tool palette, and click the Bind button. (Fig.31) & (Fig.32)

Fig 31

Fig 32

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page 12

Chapter 1

Mike Jensens Zbrush Techniques Chapter 1: ZsketchFig 33 Youll notice that a transparent ghost of the ZSketch now appears on the armature. (Fig.33)

Fig 34

Now when the arms are rotated, the ZSketch spheres follow the armature. (Fig.34)

Fig 35

Then ZSketch is again turned on to continue adding ZSketch strokes. Binding also works with the Move and the Scale functions. (Fig.35)

Fig 36

While Draw is usually operative in ZSketch, its worth noting that move and scale also work with ZSketch. Rotate does not work so well. Take care to note that both scale and move functions operate on the base ZSpheres as well as the ZSketch. (Fig.36) & (Fig.37)

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page 13

Chapter 1

Chapter 1: ZsketchFig 37

Mike Jensens Zbrush Techniques

Now we can move on to the ZSpheres and ZSketch. To create a character its best to start with the hip bone. This way you can use the ZSphere armature for posing. (Fig.38)

Fig 38

I keep going until I have a simple looking body. I put quite a bit of detail in the original ZSpheres, and the rest will be handled with ZSketch. (Fig.39)

Fig 39

After this I continue to adjust the proportions until its something desirable. Note that since were going to be using ZSketch, I leave the ZSpheres a bit thinner, so the final product I get is the thickness I want. (Fig.40)

Fig 40

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page 14

Chapter 1

Mike Jensens Zbrush Techniques Chapter 1: ZsketchFig 41 I do my hands a bit differently than other people. Since ZSketch will be making the mesh and not the ZSpheres, its ok to have overlapping ZSpheres. The palm I create sides more with the skeleton of the hand. The wrist is a single ZSphere, but the palm is made up of the bones of the fingers. This allows the ZSpheres