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:

You rotate your model in edit mode by pressing and holding the left mouse button and clicking and dragging outside of the model. If the model fills the entire canvas just click and drag outside of the canvas area.

You can move a model in edit mode by holding down the Alt key then click and drag on the canvas.

To zoom/scale the model, you also use the Alt key. The technique is to hold down the Alt key, click on the canvas, then release the Alt key without releasing the mouse click. When you drag up and down, the model will be resized.

center the model on the canvas
To center the model on the canvas (even if it's been moved out of sight by accident), Alt+click on any part of the canvas or click once on the Scale or Move buttons on the right shelf.

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
You can pan the canvas by holding down the spacebar.

zoom in and out of the canvas
You zoom in and out of the canvas by using the + and - keys on your keyboard.

100% magnification and Half antialiasing
 Pressing 0 will return you to 100% magnification, and Alt+0 will activate ZBrush's special AA Half antialiasing display mode.

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:


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.


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: