Monday, February 29, 2016

week6

Spotlight


1. Texture -> Import (loads the img into ZBrush. -can be used as assigned to/with Brush directly or loaded to Spotlight)
2. Select the texture
3. Add to Spotlight ( +/-) , turns on Spotlight


Click inside the Dial to move the image. 
For some of these features (like rotation and scale), the center of SpotLight acts as a pivot point. Manipulate the SpotLight widget to set this pivot point by clicking on the desired center point.




Z- spotlight projection ( edit image mode/ projection mode)
Shift + Z - turns on/ off the Spotlight


1- Rotate
2- Scale
3- Pin
pins the starting point of your paint to a certain area of an img ( where the center of the dial is). Start painting and don't let go. Once let go, it will start over with the initial spot.

4- Spotlight Radius
makes texture visible only a certain circle area around brush

5 - Opacity ( click on it and rotate the file right/ left..)
6- Fade 
you can lay imgs on top of each other and mix them as you paint


Reorganisation of the images (7-9):

7 - by size of the imgs
8- makes the selected one the biggest
9- all imgs same size



10- Bring to front ( if you have a pile of imgs)
11- Bring to back
12- Delete the img
15/16 + Shift to make it a squared grid
18- Restore Brush
19- Nudge
20- Clone 
ing inside the dial gets cloned. Selected img gets edited. *move door out of an obj


Brushes ( 21-26) : 
21- Smudge
22- Contrast
23- Saturation
24 - Hue
* click on Hue & drag over to other textures etc to make it match by sampling the hue. Spotlight center should be above the img you want to change.

25- Intensity
26- Paint 
* paint 100% Black to mask off areas. /or/ hold CTRL -> click on area of an img and drag to Automatic mask


You can save Spotlight

1. Save Spotlight
2. Movie-> Timeline-> Show
3. Create keyframe on Timeline
4. Save PROJECT ( turn off WSize in Doc)

* Use Timeline -> to save views

Position-> click on Timeline to create a dot ( a dot- remembers the current view)

Click and drag the dot off the timeline to delete it

To use spotlight as a reference tool and able to sculpt without using spotlight projection go to

BRUSH>Samples> turn off "spotlight projection".






ZApp Link





Document -> ZAppLink setup 


Move your sculpt to front view, click FRONT to store this view (back is generated automatically). Rotate to the right side, click RIGHT,...Do a custom angle, click CUSTOM.


ZappLink button





IF PERSPECTIVE IS OFF< DONT TURN IT ON.
OFF=> Off here
ON=> On here
Match it

Do not edit the layer organization! You can create new, play with it as much as you want. But. Merge them with original names before you save it! 

CTRL + S - to save  ( do not relocate/ change names)

Tap back to ZBrush-> Reenter ZBrush -> Accept ( Persp- on if it was on/ off-if it was off)

* Have the subtool you want to paint on selected before you ZApp it. 



Fade - on- fades off when the angle/direction of the surface changes ( soft)
         - off- paint applied directly to the polygons facing the ortho ( harsh)

Clear to  + tap on view you don't want= to delete it

Make Character Sheet- ...self explanatory.

DO NOT!!! CHANGE THE NAME OF THE FILE. If changed, you broke the ZappLink. 

Save the document how it is. 


Thursday, February 18, 2016

week5

Reminding Facts:

Alt + click on a subtool to switch between them on the fly
Shift + R - Render
↓ - to switch between the sub tools down the list


Fibers part 2

= Groom Brushes =








B + G + .....

Select the hair subtool

Groom Long Brush - use on long hair, take it easy and slowly. Like grooming real hair.
Groom Blower - to make the groomed hair a bit more random, TAP with it. It will spread the hair apart a little.
Groom Brush 1 - to comb the hair. The brush uses Alpha and therefore acts like a really widespread teeth brush. To make the "teeth" more often, go  to Alpha ( top left bar) -> HTile->  increase.


Making a tree with Fibers




1. Open a Plane -> Polymesh 3D
2.Mask area, Put Max Fibers to 0.01
3. Add Segments and Profiles ( it'll add volume to the tree)
4. For it to grow up, put the Gravity to negative


5.  Tweak a Width Graph  
6. Accept the Fiber and Select it
7. Select the subtool. You can divide it up to make look rounder of you want.
8. Mask off the top part, where the first type of branches gonna go
9. Add some Max Fibers
10. Adjust Gravity to how you think the branches should grow
11. Accept and select it
12. Apply fibers to these branches and adjust Coverage and Length
13. Repeat same steps to how many smaller steps of brunches you want  ( 1-2 should be enough)

14. Leaves. Zoom in closer
Change Color to Green
Turn Profile to 1
Decrease Length
Go to Width Profile, tweak it until the result looks like a leaf shape

TaDaaaaa its a tree.
Render it now.
add some birds..




Feathers


Increase Length and Coverage ( coverage mb not too much....make it reasonable)
Increase Segments
Turn Twist off
Scele Tip Up (+1)

= Tweak the Width Profile Until it looks like a feather to you

OR

= Find an image of a feather with a solid background. (Find it 100% Black or make it such in Photoshop. 100% Black in ZBrush= transparent) Make sure the feather is taking the most space of the ing, fe is oriented vertically and has as much black cropped off as possible.

Click on the Texture icon, Import the feather img. Do Not Autoresize. (Autoresize will push it to a square format)

Turn on Transparency and Antialiased


= Polypaint =


Rule № 1 - build the paint slowly, in "layers"
Polygons = Pixels. The less you have (lower subdiv)- the worse the quality. More poly - better quality



- on to show the painted color.


Turn ON the RGB button at the top- to paint, turn off Zadd ( its for sculpting)

Pick a color, go to Color palette -> Fill Object

/ use Standart Brush to paint
                                 - change Stroke to Spray , Alpha to random dots alpha ( to sculpt in details, turn              Zadd on. turn it off when you will go back to paint)


Mask -> Mask by Cavity . After you paint ↓ , turn Mask off.

                                  - switch stroke to Color Spray 
                                                                  - Scale - variation of circles sizes
                                                                  - Color- color variation of the dots
                                                                  - Flow - like in an airbrush
                                                                  - Placement - how mush space btw the dots


C - to pick color from anywhere on the dock/ UI/ textures etc.
or. click on the Color (wheel) Square on the bottom left and drag to the point you want to select color from


------Reminders:
Add subdivision: Control+D
Walk up subdivs: shift+D
Masking: control + click on model
Poly groups: control+W

FIBERMESH
How dense?
How high?
PROFILES
On the fibermesh window also known as the “cockpit” you will see a bunch of sliders that control the fibermesh.
Length profile graph: controls the length of the fibers
With profile: controls the shape of the fiber itself.
Revolve profile: helps create twisted fibers, curls.
Color profile: lets you color the fibers, also add a base color and a tip to create gradients.
To get rid of point of the graphs click the points and drag out of the graph.
Coverage: controls the density.
Gravity: its camera dependent. Let you control the direction in which the fibers go.
Fiber texture: lets you add texture to the fiber.
ACCEPT:  make the fibermesh a separate subtool. _

FIBERMESH BRUSHES
GROOM HAIR TOSS: also known as the Keanu Reeves. Tosses the hair. Just like the move brush.
GROOM BLOWER: like a hair dryer
                  








Wednesday, February 10, 2016

week 4

Fiber Mesh




The Rules of Fiber Meshes:

1- Size of Polygroups  ( big PG => bigger fibers)

2- Masking (masked area gets fibers) 

Try  blur - for softer transition of no fiber -> fiber 
Use sharpen / higher levels of divisions  - to get sharper transitions

3- Polygrouping  - to get the same masking every time
                            - to have more control over the hair- controlling hair in sections makes it easier to get a better hair ( variation / haircuts / etc)

4- Segments - amount of polygroups in each fiber ( less fibers - for short hair // more fibers- for longer hair)

5- Max Fibers - how many fibers you get

The cockpit:
After masking the area that you want to fibermesh go to:
TOOL pallete> FIBERMESH> PREVIEW




===Don't make fibers on the INSIDE=== 
->    Display Properties   -> turn the Double off



Coverage - width of fibers

Gravity    - always drags things down. If you want hair to grow Up or any other direction, turn your mesh *upside down and touch any of the sliders for gravity to effect the hair. It recallebrates every time you change smth with the hair, so do the Gravity thing in the very end


Length    - pretty much what you think it is

Revolve -
                   

Twist     -

                  



Clumps - use this with polygroups to get a better result. (*Wet hair feature)

=== Pure Black = 100% black is Transparent in ZBrush====


Sift + R => Render (BPR)



Some info on MAPs


Texture map - Color
Displacement map - Sculpt
Normal map - Sculpt
Vector Displacement map - Sculpt

you need all these Maps in order to transfer all the high detailed sculpt info as well as color into other programs- for animation / rendering

Sunday, February 7, 2016

Workflow example

Bruno Câmara process


http://www.zbrushcentral.com/showthread.php?185392-Bruno-C%E2mara-s-Sketchbook

From Sketch to finish. Notice the subtools





The mesh flow:



And this one i just believe an AMAZING bust:




Notice how he splits the stuff into sub tools and uses polygroups (don't think abt How he made the beard at this stage yet)): 






Wednesday, February 3, 2016

week3

MORE BRUSHES

Curve tube brushes:

/ another way of creating a new subtool
/ you can lock the beginning and the end ( you can still move it). Go Stroke-> Curve-> Lock End/ Start

/ for additional Brushes go Spotlight ( , )-> Brushes

/Curve TriFill, Curve QuardFill - good to make fins/ hard plates etc.
/ DamStandart Brush - deep groves
/ Move brush + Alt - moves along the normals

POLYGROUPS

Ctrl+ W - to make a new PG ( whats visible or masked)
(mask off area that you want to PG)
Ctrl + Shift - show area
Ctrl + Shift + tap on doc - to make it visible
Ctrl+ Shift + let go the key board +Alt - to hide area (add to hidden)
Ctrl + Shift+ click and drag on document - to switch between hidden and visible
Ctrl + Shift + tap on the PG to show only it

Ctrl + Shift + X - to grow the visible area
Ctrl + Shift + S - to shrink the visible area

/ PolyGroup on Level1 ! ( to have a cleaner edge selection)

ZREMESHER

/ the less you start with, the more Levels you will be able to get down the line
/ have symmetry ON ( X )
/ Target Polygroup Count - switches what kind of mesh you gonna get ( simpler <--> more complex)

Ctrl + D - divide up
D - walk up
Shift + D - walk down



Extract: right at the bottom of the subtool palette. By masking and extracting rips the faces off the geometry and adds another surface of geometry. This is good for adding tongues, clothes, armor, etc. In order to extract more efficiently it’s recommended to make a clean selection with low poly count.

B + I = insert sphere brush.

SPLIT – below the subtool palette, lets you split geometry into different subtools.

Show polyframe = SHIFT + F

MERGE (subtools): on the subtool palette. Let’s you merge subtools into one. Make sure the subtool you want to merge is above the subtool that is going to merge with. Then press MERGE down.

B + M + T = Move topological brush. The brush looks at the topology of the mesh. If you have several individual pieces in one single subtool this brush will let you move the pieces individually. Moving teeth for example.  

MASKING

CONTROL + SHIFT = selection: it masks and hides the rest of the model.
FLIP SELECTION = CONTROL + SHIFT + CLICK and DRAG
View all = CONTROL + SHIFT + CLICK ON OPEN DOC.
Hide: CONTROL + SHIFLT + ALT.  
Control + shift + X = Expand selection
CONTROL + SHIFT + S = Shrink selection
CONTROL +SHIFT and CLICK on edges to select the polyloop.

SUBDIVISION LEVELS

-         Level 1 = 12K polys / meant for basic shape and silhouette. No details.
-         Level 2 = 49K polys / good for blocking
-         Level 3 = 198K polys / good for blocking going to a more specific sculpt.
-         Level 4 = 790K polys / start adding details and finer design elements.
-         Level 5 = 3.8M polys / meant for super fine hyper detail sculpt.

The lower the subdivision Level it lets you make big changes on the sculpt without losing details.

DIVIDE: CTRL + D
WALK DOWN: SHIFT + D
WALK UP: D