Intro to ZBrush 3 In ZBrush ...
Learn some basics ... click on Rapid UI ...
Once that UI is set up, go file, and open a model.
Open the sphere and play with the sculpting tools
How to navigate the canvas and model: rotate move zoom/scale center the model
on the canvas You can also use the Move, Rotate, Scale buttons on the right hand side of the interface. Press CTL over the interface item to see hotkeys. pan the canvas zoom in and
out of the canvas 100% magnification
and Half antialiasing Turn on perspective ... the >X< is letting us paint in symmetry
See front, side views, etc, and rotation (use XYZ)
Export your image here
Opened in PSD with levels adjusted
If you want to pass the mesh back to Max, set subdivisions to 1:
Export the model to OBJ Import to max ...
Import as a single object:
The OBJ file may be moved repeatedly between max and zbrush as long as the vertex order doesn’t change ... similar to working with UVs in Max, or, morph targets. (Vertex order is changed by cutting new faces, deleting faces, or reordering on import.) You may change UVs and vertex position without destroying your sculpture. You can move polygons, just not add or subtract, like the max morpher. Use the following process any time you transfer your model between 3ds Max and ZBrush. To import back to ZBrush, go Tool:Import and select the new OBJ file. Any UV changes will automatically update to the ones in your new OBJ file. The detailed Max/ZBrush pipeline is here: http://www.zbrush.info/wiki/index.php/ZBrush_to_3ds_Max Brushes This is the current brush and mouse drawing settings (lazy mouse is a little red line where you “drag” the line ... you will see in the brush presets point large, medium and small ...)
Brush presets
Make a plane and subd to 4:
Materials are under rendering
Metal was chosen:
This shows all the menus
3D Model links HD Geometry HD_Sculpting Masking Masking Subpalette Morph Target Morph Target Subpalette Polygroup Tool:Polygroups Subpalette Texture Controls Tool:Texture Subpalette. Layers Make a new layer and make art on it:
Then, hide that layer by clicking on the eye:
Morph target Store the current state of your image
Make brush changes on the mesh Paint “back” to the stored state of the file with the morph brush (This is like a history brush in Photoshop)
Check out how to sculpt: |