Chapter 6

Advanced ZSphere Techniques

The ZSphere was introduced in Chapter 4, where you saw how it can be used to create a basic armature for a dragon’s body. In this chapter, you’ll see how the ZSphere is actually an extremely versatile tool. In a sense, it’s the Swiss army knife of ZBrush tools because it can be used not only to generate meshes but also as a tool for editing topology, deforming meshes, posing, and rigging characters.

This chapter demonstrates the many ways ZBrush can be used when sculpting a project. You’ll also learn about the Curve brush and some of the ways it can be used to create mechanical pieces.

This chapter includes the following topics:

  • Retopologizing a character
  • Transferring details using projection
  • Deforming a mesh with ZSpheres
  • Rigging with ZSpheres
  • ZSphere mannequins
  • Curve brushes

Retopologizing a Character

So far in this book we’ve talked a lot about creating sculpting-friendly topologies using unified meshing. This was introduced in Chapter 3. A unified mesh is made up of uniformly sized polygons that are evenly distributed across the surface. This type of mesh is very easy to sculpt. However, sometimes you may need a mesh that is better suited for other purposes, such as animation in other 3D packages. Or, you may want to redistribute the polygons more efficiently across the surface. You may want a mesh where some areas, such as a character’s face, have more polygons than other areas, such as the legs, where you can have fewer polygons. This is when retopology becomes a very useful technique.

Retopology is a process where a new mesh is created one polygon at a time using an existing mesh as a template. The details sculpted into the template mesh can then be projected onto the retopologized version. Then sculpting can continue using the retopologized version, or it can be exported and used in another 3D application for animation or other purposes.

ZSphere Retopology

Retopology in ZBrush is achieved through the use of ZSpheres. Essentially, you draw a cage of ZSpheres around the surface you want to retopologize. It’s like connecting the dots in 3D. The ZSpheres are then converted into an adaptive skin, which is an entirely new, sculptable mesh that has the shape of your original object but with a different topology.

Figure 6-1: The finished dragster-monster sculpt

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In this example, you’ll see a fairly typical workflow for retopologizing a character mesh. This character has been designed as a cartoon-style demon reminiscent of the monster art/dragster style of artists such as Ed Roth, Bill Campbell, and “Dirty Donny.” Figure 6-1 shows the finished sculpt. I like this style because it’s fun, very loose, and completely different from what I usually do. Experimenting with a variety of styles is always good for an artist.

This demonstration shows some of the techniques I used in creating, sculpting, and retopologizing the character. Even though the style is cartoon, these techniques can be used on any mesh style from simplistic to fantastic to hyper-realistic.

The Basic Character Mesh

The character for this piece was started using basic ZSphere modeling techniques, as shown in the upper left of Figure 6-2. I converted the ZSpheres into an adaptive skin (Figure 6-2, upper right) and then used the sculpting brushes to work out the basic shape (Figure 6-2, lower left). Then I activated Dynamesh and refined the forms a little more (Figure 6-2, bottom right). These techniques are the same ones you used in Chapter 3 to sculpt the dragon and model the dragon’s body.

You can retopologize any type of mesh; it doesn’t matter if it’s an adaptive skin created from ZSpheres, a Dynamesh object, a parametric primitive, or even a mesh created in a different program and imported as an OBJ file.

Figure 6-2: This basic character is created using ZSpheres and then refining the forms using the sculpting brushes and Dynamesh.

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Personally, I prefer to retopologize a model when I feel like it’s about 60 percent sculpted. Then I use retopology to create more polygons in the areas I think need more detail in the final mesh, usually around the eyes and mouth and other parts of the head. I like to use retopology as a way to introduce edgeflow into the model. Edgeflow means that the edges of the polygons flow along the contours of the surface. Think about the direction of wrinkles or folds in a person’s flesh. The skin wrinkles and folds in the areas that deform the most, indicating the underlying anatomy of the surface. By establishing edgeflow into the topology, you’ll find that characters deform more naturally when animated in other programs and, even if you don’t intend to animate the character, sculpted details look more natural in the areas that stretch and compress.

Retopology with ZSpheres

The process of retopologizing a surface starts with adding a ZSphere to the mesh as a subtool. You can use your own model or the dynameshDemon.ZPR project found in the Chapter 6 folder of the DVD while you follow along.

1. Load the dynameshDemon.ZPR project into ZBrush.
2. Open the Tool palette and expand the SubTool subpalette. Click the Append button and append a ZSphere. It should appear in the stack below the demon model.
3. Select the ZSphere in the SubTool subpalette. Turn on Transp on the right shelf so that the demon is transparent. Press the X key to activate Symmetry along the x-axis.
4. Switch to Move (hotkey = W) and move the ZSphere up inside the head. You want to move it somewhere out of the way so you don’t click on it while creating the new topology.
5. Turn Transp off on the right shelf.
6. Make sure the ZSphere is still the selected subtool. Scroll down in the Tool palette and expand the Topology subpalette.
7. Turn on the Edit Topology button (Figure 6-3).

Figure 6-3: Turn on Edit Topology in the Topology subpalette of the Tool palette.

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8. Set the Draw Size on the top shelf to 1. A low Draw Size makes it easier to precisely place the ZSpheres.
9. Zoom in on the head and click on it, as shown in Figure 6-4, upper left. This places the first ZSphere (the color of the head is set to gray so the ZSpheres are easier to see in the image). Click on the head again off to one side; you’ll see a line connect the first ZSphere to the second, as shown in the upper right of Figure 6-4.
10. The idea here is that you want to draw a square on the head using the ZSpheres. Click again to add the third corner of the square, as shown in Figure 6-4, lower left. Click again to create a point for the fourth corner, and then click again on the first vertex to close the square. You have now made your first polygon.

Figure 6-4: Start a polygon by clicking on the head to create the first corner. Click three more times, and then close the polygon by clicking on the first corner again.

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11. Hold the Ctrl key and click on the head. This drops the ZSphere momentarily, allowing you to start a second polygon (another way to deselect the ZSphere is to click on a blank part of the canvas). Rotate the view of the head, and you’ll see that a second square has been mirrored to the other side of the head (see Figure 6-5). Since Symmetry is on while you work on one side of the head, the second side is built automatically.
12. To start a second polygon that is attached to the first, hold the Ctrl key and click on one of the corners. This selects the ZSphere. Click again on the head, and you’ll see a line attaching the corner to a new vertex (see Figure 6-6, upper left). Click twice more to add a third side, and then close the square.

The process of retopology really is like connecting the dots. You simply add vertices to the cage, building out the new topology one vertex at a time.

13. Add a third square that is connected to the second square. If you run into a situation where a ZSphere appears connected to the ZSphere at the center of the head (which is very easy to do by mistake), then press Ctrl+Z to undo and try again. Figure 6-6 shows how I added more squares to the ZSphere network.

Figure 6-5: Since Symmetry is turned on, the square is mirrored to the other side of the head.

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Figure 6-6: Ctrl+click on a vertex to select it, and then add a new line from the selected vertex. Continue to add more squares by connecting more lines to the existing ZSpheres.

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Generally, you want the edges of the squares to flow along the contours of the surface. It’s good practice to stick to four-sided “quads” as much as possible. Avoid making polygons with more than four ZSpheres (known as n-sided polygons, or n-gons).

You can split a row of polygons by clicking on the center of one of the lines that connect the ZSpheres. You can then continue to extend this line by clicking on adjacent lines (see Figure 6-7). Notice that the cursor snaps to even divisions within the line so that you can easily split the line in half or into quarters.

Figure 6-7: Split a row of polygon squares by clicking on the lines between ZSpheres.

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Figure 6-8: Try to use mostly four-sided polygons (quads). Place triangles in less noticeable areas.

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If you must add a three-sided polygon (triangle, or “tris”) try to do it in a place that is not terribly noticeable. By following these guidelines you’ll ensure that the topology is clean and easy to sculpt or animate when it’s finished (see Figure 6-8).

Previewing the New Topology as You Work

As you add more quads to the network, you can preview the retopology by pressing the A hotkey. Follow these steps to preview:

1. Continue to build up the surface of the head by adding new ZSpheres to the network.
2. Press the A hotkey, and the network is replaced by a small patch of polygons (see Figure 6-9, left image; Transparency is on in this image so that it’s easier to see).
3. Turn on the PolyF button on the right shelf to see the wireframe on the preview. You can also click the Solo button to hide the other subtools (see Figure 6-9, right image).
4. Expand the Adaptive Skin subpalette of the Tool palette. If you want to see how the surface looks when subdivided, increase the Density slider.
5. Press the A hotkey again, and then continue working on building the network.
6. Remember to save often! Use the Save As button in the File menu to save the project as demonRetopo.ZPR.

Figure 6-9: Preview the retopology by pressing the A hotkey. The right image shows the topology with the PolyF and Solo buttons activated.

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When you have completed the cage, save the project. Figure 6-10 shows the completed retopology cage.

Figure 6-10: The completed retopology cage for the demon character

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Tips on Creating the ZSphere Network
Retopology with ZSpheres takes a little practice to get used to the process. But by the time you’ve retopologized an entire model, you should be pretty comfortable with the technique. Here are some tips that will help you when creating the network:
  • You can move a ZSphere by switching to Move mode (hotkey = W) and dragging on the ZSphere. When you move a ZSphere, it will no longer snap to the surface.
  • Hold the Alt key and click on a ZSphere (while in Draw mode) to delete it.
  • If you make a connection that you don’t want, press Ctrl+Z to undo, and click on a blank part of the canvas (or rotate the view slightly) to deselect the ZSpheres. Click on the model again to add a new ZSphere, and then click on a ZSphere in the network to make a connection.
  • Preview the mesh frequently as you work. This is the only way to catch problems ahead of time!
  • You can show or hide subtools while working as well as parts of the original model. The ZSpheres will snap to only visible parts of the model.
  • You can hide parts of the network by holding Ctrl+Shift and dragging over the ZSpheres as well as hiding parts of the template mesh. This can be helpful if the visibility of the network makes it hard to see what’s going on. The following image shows how hiding the head of the original geometry makes it easier to retopologize hard-to-reach parts such as the shoulder.
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  • Save often and save multiple iterations of the file so you have something to go back to if you mess up!
  • If you find that the ZSpheres are behaving strangely, try turning Edit Topology off and then on again. Occasionally when you save and load a project that is midway through the retopology process, ZBrush gets a little confused; this trick usually fixes the problem.
  • You can retopologize over multiple subtools at the same time, which will allow you to create a single surface that covers multiple parts. The ZSpheres will snap to any visible subtools.
  • While Symmetry is enabled, you can easily retopologize both sides of the surface at the same time. However, creating a line of ZSpheres down the middle of the object can be a bit tricky. It’s usually a good idea to create a pair of lines on either side of the center line, and then disable Symmetry and join the lines together, as shown in the following graphic.
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Converting the Retopology Cage to an Adaptive Mesh

Once you have completed the retopology of your model, you will need to convert it into an adaptive mesh. The process is the same for converting a ZSphere armature to a mesh.

1. Make sure the ZSphere retopology cage is selected in the SubTool subpalette.
2. Expand the Adaptive Skin subpalette and click the Make Adaptive Skin button (see Figure 6-11).

Figure 6-11: Click the Make Adaptive Skin button to convert the cage into an adaptive mesh.

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3. The adaptive skin is placed automatically in the tool library as a new tool. The tool name has the prefix Skin_ appended to it.
4. Click the Append button in the SubTool subpalette and choose the Skin_ZSphere tool as a subtool. You will end up with the original Dynamesh object, the ZSphere cage, and the Skin_ZSphere mesh as subtools of the same tool (see Figure 6-12).

Figure 6-12: Append the Skin_ZSphere tool.

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5. Select the ZSphere subtool in the subtool stack and click the Delete button below the SubTool subpalette. A warning pops up letting you know that this is not undoable. Click OK to accept this change. You’ll end up with the original Dynamesh version and the Skin_ZSphere subtool.
6. Select the Skin_ZSphere subtool in the subtool stack and click the Rename button. Type DemonRetopo in the Rename field.
7. Save the project under a new name.

I usually save a version of the project that has the retopology cage as a backup, so once I have deleted the ZSphere tool, I save the project with a different name. This way, if I decide I don’t like something about the retopology later on, I can always go back a version and fix anything I don’t like without having to completely redo the retopology.

Projection

After the surface has been completed, you can easily transfer the details from the original surface to the retopologized version by using projection.

Projecting a Retopologized Surface

ZBrush uses projection, which transfers detail from a source subtool (or subtools) to a target subtool. The topology of the source and the target can be completely different, but the surfaces themselves should be similar in shape for the best results. You can use projection for a variety of sculpting effects; the creative possibilities are endless. One of the more common uses of projection is to transfer details from a source subtool to a retopologized surface.

The following demonstrates how this can be done for the demon model:

1. Continue with the file from the previous section or open the demonRetopo_v03.ZPR project from the Chapter 6 folder on the DVD.
2. Select the DemonRetopo subtool. It should already have two levels of subdivision. Press Ctrl+D two times to create a total of four levels of subdivision.
3. Both the DynameshDemon and the DemonRetopo subtools should be visible.
4. In the SubTool subpalette of the Tool palette, select the DemonRetopo tool.

The original DynameshDemon will be the source for the projection and the DemonRetopo subtool will be the target. The projection process involves selecting the target subtool, making sure the source subtool (or subtools) is visible, and then clicking the ProjectAll button. The target will shrink to match the source. Usually there’s a little bit of cleanup involved as well, and sometimes it takes a few tries to get it to work right. I find that I get the best results if I project on each SDiv level starting with the lowest level and then working my way up to the highest.

5. Set the SDiv slider to 1 and click the ProjectAll button in the SubTool subpalette of the Tool palette (see Figure 6-13). After a few seconds you’ll see the DemonRetopo tool shrink to match the DynameshDemon subtool.

Figure 6-13: Click the ProjectAll button to project the details from the DynameshDemon subtool to the DemonRetopo subtool.

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6. Move the SDiv slider up one level and click ProjectAll again. Repeat this process two more times for SDiv levels 3 and 4 (see Figure 6-14).

Figure 6-14: After projection, the DemonRetopo subtool matches the shape of the DynameshDemon subtool.

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7. Once you have finished, you may need to do some cleanup, especially in thin parts such as the ears. Use the Smooth brush to clean up any stretched parts. (You may want to turn on the Double button in the Display Properties subpalette of the Tool palette so you can see both sides of the polygons. Otherwise, it may be hard to see the problem areas.)

Retopology can take a while to do, but the payoff is usually worth it. I prefer to retopologize my models before sculpting fine detail into the surface. This makes projection easier to deal with. Because I know I will be making changes to the model anyway, I’m not concerned if the projection is not 100 percent perfect. I usually retopologize a model whenever I know that the model will be sent to another program, such as Autodesk® Maya® or modo, for rendering and animation. Or sometimes I retopologize a model if I want to reorganize the mesh to support more detailed sculpting in specific areas such as the face.

ZBrush is not the only way to retopologize a surface, either. There are several solutions from third party software vendors which have more advanced retopology tools. Many of these are easier and faster than ZBrush retopology. I recommend trying Topogun (www.topogun.com) if you expect to be retopologizing surfaces on a daily basis.

After retopologizing the model, I’ll spend some time sculpting details and making changes. I’ll usually subdivide the model a few more times as well.

8. Once you’re happy with the way the demon looks, you can delete the DynameshDemon subtool and save the project under a new name. Save it as DemonRetopo_v04.ZPR. Figure 6-15 shows the finished demon sculpt.

Figure 6-15: The sculpt of the demon is finished after retopology and projection.

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ZProject Brush
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In the example shown in this section, projection is used to transfer details from a very simple mesh, so cleaning up problem areas is easily done using the Smooth brush. However, you may find yourself in a situation in which you want to project intricate details from one mesh to another. You can use the ZProject brush to clean up areas where ProjectAll did not produce a perfect result.
The ZProject brush is a sculpting brush that uses the same projection algorithm as ProjectAll, but the fact that it is a brush allows you to project in very specific areas. You can use this to fix parts of your mesh or explore creative ideas. There are a few rules you need to follow when using ZProject to ensure the best results.
Follow these steps when using ZProject:
1. Just as with ProjectAll, the ZProject brush uses a target mesh and one or more source meshes. Make sure the target mesh is selected and all source meshes are visible.
2. Make sure Symmetry is off. ZProject does not work well with Symmetry, and you can accidentally mess up one side of your model if Symmetry is enabled for the tool.
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3. Rotate the model so that the surface is perpendicular to your view, and rotate frequently as you work. The brush will smear and squish parts of the surface that are brushed at an angle.
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4. ZAdd should be active on the top shelf when using the ZProject brush. The brush brings the surface of the target subtool out to meet the surface of the source subtool. Hold the Alt key to push in the surface of the target subtool to meet the surface of the source mesh.
5. Alternate between using ZProject and the Smooth tool on parts of the surface. Work over small parts, holding and releasing the Alt key to move the surface of the target mesh until you get the results you want.
6. It may help to have Transparency on while you work.
7. If the Rgb button is activated on the top shelf and Polypainting is on for both surfaces, the ZProject brush will transfer color information from one surface to the other. Polypainting is discussed in Chapter 8.
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Deforming a Mesh with ZSpheres

Aside from generating sculptable meshes and retopologizing surfaces, ZSpheres can also be used as a deformer. You can create a network, bind it to a mesh, and then as you move the ZSpheres, the mesh can be bent, twisted, and distorted into any shape you like.

And what’s more, you can use the Transpose Master plug-in as a way to use ZSpheres to deform multiple subtools at the same time. There are a few rules you need to follow to ensure that the deformation is smooth and controllable. In this section you’ll see how ZSpheres can be used to deform a hot rod model.

Binding a Mesh with ZSpheres

Before jumping into the hot rod project, this exercise demonstrates the basics of how to bind a mesh to ZSpheres as well as some tips on how to make the process easier.

1. Open a new session of ZBrush.
2. Open Light Box to the Tool section, and double-click the Dog.ztl tool to load it into ZBrush (see Figure 6-16). Draw the dog on the canvas and switch to Edit mode (hotkey = T).

Figure 6-16: Load the Dog.ztl tool from Light Box.

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3. Switch to the SkinShade04 material in the Material library just so it’s easier to see.
4. Open the tool library and select the ZSphere tool. The dog on the canvas is replaced by the ZSphere. That’s OK. It just means that you have switched to the ZSphere; the dog is still safe and sound in the tool library.
5. Scroll down in the Tool palette to the Rigging subpalette. Click the Select Mesh button. This opens up the tool library. Select Dog_1 from the tool library (see Figure 6-17).
6. The dog appears transparently over the ZSphere. You can use the dog as a guide for building the ZSphere rig (see Figure 6-18, left).

Figure 6-17: Select Dog_1 from the pop-up tool library when you click the Select Mesh button.

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Figure 6-18: The dog appears over the ZSphere (left). Move the ZSphere to the pelvis of the dog (right).

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Notice that in the SubTool subpalette, there is still just the ZSphere subtool. The dog is in Rigging mode, meaning that it is not a separate subtool; it is combined with the ZSphere while you prepare the rig. The idea here is to build a simple skeleton out of ZSpheres to use to pose the dog.

7. Press the X key to turn on Symmetry across the x-axis.
8. Switch to Scale mode (hotkey = E) and scale down the ZSphere. Use Move (hotkey = W) to position the ZSphere at the pelvis of the dog (see Figure 6-18, right image).
9. Switch to Draw mode (hotkey = Q) and build out a very simple ZSphere armature like the one shown in Figure 6-19.

Figure 6-19: Create a simple armature for the dog.

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10. Once the armature is complete, click the Bind Mesh button in the Rigging subpalette (see Figure 6-20).

Figure 6-20: Click the Bind Mesh button in the Rigging subpalette.

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11. Switch to Rotate, and try moving some of the ZSpheres. The dog stretches as you move the ZSpheres (see upper right in Figure 6-21).

ZSpheres act similar to joints in other 3D applications, such as Maya. However, the system is designed for very simple manipulation, so it is not as sophisticated as an animation rigging system. ZSpheres are bound to the mesh based on proximity alone, so size does not affect how the ZSpheres influence the mesh. This means that sometimes a ZSphere will affect part of the mesh that you don’t want affected. To fix this you need to add some ZSpheres strategically to influence the mesh to be the way you want. This takes practice and some experimentation, depending on the mesh you are trying to rig.

12. Click the Bind Mesh button in the Rigging subpalette. The dog snaps back to its original shape. Press Ctrl+Z a few times to make the ZSphere rig go back to its original position.

Figure 6-21: The mesh is deformed as the ZSpheres are rotated (upper-left image). The ZSphere armature can be edited (upper-right image), and when the mesh is bound again, the deformation is more precise (lower left). The lower right shows the adaptive mesh.

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13. Switch to Draw mode and add a few ZSpheres, as shown in Figure 6-21, upper-left image.
14. Click the Bind Mesh button again and try moving the ZSpheres. You can see how the added ZSpheres help control the deformation of the mesh (see Figure 6-21, lower left).
15. In the Adaptive Skin palette, click the Make Adaptive skin. This places a copy of the deformed dog mesh in the tool library just like when you convert a ZSphere armature into an adaptive skin. The lower right of Figure 6-21 shows the deformed mesh.

When you use this technique to deform a mesh, you’ll find that it works best on a model that is not very dense. The deformations are much cleaner and the response is much faster. If you try to deform a mesh made up of a lot of polygons, such as a model in Dynamesh mode, you’ll get a lot of unsightly ripples in the surface that will need to be cleaned up (see Figure 6-22). This is another reason why you may choose to retopologize models you’ve created using ShadowBox or Dynamesh even if you don’t intend to export the model for animation.

Figure 6-22: Using ZSphere rigging on dense meshes can cause ripples in the surface when the ZSpheres are rotated.

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Deforming Multiple Subtools with Transpose Master

The technique of deforming a mesh with a ZSphere skeleton can also be used to deform a model made up of multiple subtools. This is achieved through the use of the Transpose Master plug-in. When the ZSphere Rig option is activated in Transpose Master, ZBrush will automatically set up a copy of the tool that is set up to be bound to the ZSpheres. Once the deformation is complete, the changes are automatically transferred back to the original and all of its subtools. The example shows how this technique is used to add cartoonish deformations to the hot rod model.

The model was created by retopologizing the ShadowBox car mesh created in Chapter 5. The mesh was then sculpted and the tires and engines were modeled and added as subtools. All of the subtools have multiple levels of subdivision (see Figure 6-23).

Figure 6-23: The hot rod is created by retopologizing and sculpting the ShadowBox hot rod created in Chapter 5.

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1. Open the hotrod.ZPR project from the Chapter 6 folder on the DVD.
2. The model has subtools for the body, tires, and engine parts. Each part has multiple levels of subdivision. To deform all of these as a single object you’ll use Transpose Master. Open the ZPlug-in palette and expand the Transpose Master subpalette.
3. To create the ZSphere rig you must turn on the ZSphere Rig button before activating the plug-in (see Figure 6-24).

Figure 6-24: Turn on the ZSphere Rig button in the Transpose Master options.

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4. Click the TposeMesh button in the Transpose Master plug-in.

The plug-in now automatically goes through each subtool in the SubTool subpalette and sets it to the lowest SDiv level. Then all the subtools are cloned and merged. This merged, cloned version is placed into the tool library. Then ZBrush automatically selects the ZSphere tool and attaches the merged version of the hot rod. When the plug-in is finished, you have a low-resolution version of the hot rod all set up and ready for rigging (see Figure 6-25).

Figure 6-25: The hot rod model is readied for rigging.

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5. Turn on Symmetry (hotkey = X). Create a very simple ZSphere armature similar to what you created for the dog in the previous section. Create ZSpheres that branch out and meet the center of the wheels (see Figure 6-26).
6. It’s always a good idea to save the Transpose project so that you can make changes or reuse the rig later on. In the Transpose Master plug-in, click the Save TM Prj button. Save the project as HotRod rig.
7. Once you think you have a good enough rig, scroll down in the Tool palette and click the Bind Mesh button in the Rigging subpalette.
8. Use Rotate and Move to manipulate the rig. If you mess up or feel like you need to add or remove ZSpheres from the rig, deactivate the Bind Mesh button, edit the rig, and then reactivate Bind Mesh and continue. It usually takes a few tries before you get a rig you like.

Figure 6-26: The rig is created by adding ZSpheres to the initial ZSphere root.

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If you edit the rig significantly, then remember to save the project using the Save TM Prj button in the Transpose Master plug-in!

This technique works really well with cartoony subjects since you can try out new ideas with a good rig that you would not think of otherwise. Figure 6-27 shows a few variations. You can always deactivate Symmetry and see how that affects the deformations you created.

9. When you are satisfied with the deformation, open the Transpose Master plug-in interface and click the TPose To SubT button.

ZBrush will automatically transform the deformations from the copy back to each subtool of the original. The SDiv levels of the original subtools are preserved as well, so you can continue sculpting when it’s done.

Note that the ZSphere rig is deleted in the process of transferring the deformation back to the original. This is why it’s very important to save the transpose project whenever you create a rig you like. That way you can reload it later if you need to change the pose, or you can use it to develop multiple poses for the same character.

ZBrush has become popular as an illustration tool for graphic novels. The ability to use the same rig to come up with many different poses for a character is an indispensible tool for ZBrush graphic novel artists!

10. Click the Save As button in the File menu to save the project as hotrod_v02.ZPR.

Figure 6-27: Variations are created by moving, rotating, and scaling the ZSphere rig.

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Posing Characters with ZSpheres and Transpose Master

You can use the same techniques you used to deform the car to pose characters, and this is where Transpose Master really shines (see Figure 6-28). There are a few things to keep in mind when rigging and posing characters using ZSpheres.

Figure 6-28: A character is rigged and posed using ZSpheres and Transpose Master.

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To create better deformations of joints like elbows and knees, place an extra ZSphere before and after the joint ZSphere. In Figure 6-29 you can see how extra ZSpheres were placed on either side of the elbow ZSphere as well as after the shoulder and before the wrist. Try not to go crazy though; too many ZSpheres will make it hard to pose.

Figure 6-29: Extra ZSpheres are placed next to joints to help make a better deformation.

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When posing the figure it’s easiest to use Rotate mode and drag on the gray connecting ZSpheres above the joint you want to rotate. To twist a joint, drag directly on the ZSphere.

Move mode allows you to stretch the joints. If you hold the Ctrl key while dragging on the connection ZSpheres, the joint will not stretch; instead, the behavior is similar to Rotate mode.

You can lock a ZSphere by masking it. Simply hold Ctrl and drag a mask over the ZSpheres you want to lock.

Mannequins

The ZSphere mannequin projects that come with ZBrush are a starting place for exploring character poses. Using the mannequins, you can develop poses and multicharacter compositions very quickly and easily without the need to create new ZSphere armatures or to sculpt new models. The mannequins are all set up and ready to pose. What’s more, using Dynamesh you can use the mannequins as a starting point for creating your own unique sculpts.

In the following sections, we’ll take a look at how to create poses with the mannequins, how to create multicharacter scenes, and also how to model the body of a penguin character by remeshing a mannequin.

Posing a Mannequin

A mannequin is simply a premade ZSphere armature. Some of the ZSpheres in the armature have been replaced with simple mesh objects, and the result is something that looks like a mannequin. Several example mannequin projects ship with ZBrush. Let’s open one and look at how it works. Mannequins are useful for creating quick character armatures or for exploring poses as a way to “previsualize” a composition.

Figure 6-30: Load the Mannequin.ZPR project from the Project folder in Light Box.

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1. Start a fresh ZBrush session. Open Light Box to the Projects/Mannequins folder.
2. Find the Mannequin.ZPR project, and double-click it to load it on the canvas (see Figure 6-30).

The mannequin looks like a gray figure on the canvas. There are several ways you can pose the limbs of the mannequin.

3. Press the X hotkey to activate Symmetry on the x-axis.
4. Click the Move button on the top shelf (hotkey = W).
5. Select the long tube that represents the forearms of the character and drag upward. This action rotates the lower arm (see Figure 6-31, left).
6. Select the upper arm and try moving it upward as well (Figure 6-31, right).

You get the same effect by holding the Ctrl key and dragging on the ZSpheres themselves. If you drag on the ZSphere without holding the Ctrl key, the position of the ZSphere is changed relative to its position in the armature. You can use this technique to reposition the joints of the mannequin (see Figure 6-32).

Figure 6-31: Drag on the forearms to move the arms upward.

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Figure 6-32: Drag on the ZSphere to change the position of a joint.

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Figure 6-33: Scale mode allows you to change the size of parts of the mannequin.

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You can use the Scale mode (hot key = E) to resize parts of the armature. To scale a joint, click and drag on a ZSphere. If you click and drag on the connecting cylinder, you will increase the size of it and all the child ZSpheres and cylinders. Use Alt+drag on the connecting cylinders to make them appear fatter or skinnier (Figure 6-33).

Rotate mode allows you to rotate the ZSpheres by dragging on them. In most cases, it is easier and more intuitive to pose the limbs using Move mode than using Rotate mode.

To move the entire mannequin, switch to Move mode, hold the Ctrl key, and drag on the root ZSphere.

Creating a Multicharacter Scene

In this example, you’ll learn how you can easily create a scene using multiple characters.

1. Open Light Box and switch to the Project/Mannequins section. Double-click the Mannequin3.ZPR project to load it on the canvas. This project has a single mannequin in a simple pose (Figure 6-34).

Figure 6-34: Select the Mannequin3.ZPR project from Light Box.

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2. In the Tool palette, expand the SubTool subpalette. You’ll see that the mannequin is a single subtool at the top of the palette.
3. Toward the bottom of the SubTool subpalette, click the Duplicate button to make a copy of the mannequin. The copy is appended as a new subtool (see Figure 6-35).

Figure 6-35: Use the Duplicate button to copy the mannequin.

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4. Use the Rename button to name one mannequin Man1 and the other Man2.

The easiest way to rotate an entire mannequin is to use the Rotate slider in the Deformations palette while the mannequin is at the origin.

5. In the SubTool subpalette, select the Man2 subtool.
6. In the Deformation subpalette, click the Z button on the Rotate slider to turn the z-axis Rotation off. Click the Y button to turn on Rotation on the y-axis (see Figure 6-36).

Figure 6-36: Turn off the Z button on the Rotate slider, and turn on Y.

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7. Drag the Rotate slider all the way to the right to rotate the Man2 subtool.
8. Expand the Deformation subpalette, and click the X button on the Offset slider to turn off the x-axis. Click the Z button on the Offset slider to turn on the z-axis.
9. Drag the Offset slider all the way to the left. Repeat this a second time to move Man2 in front of Man1 (see Figure 6-37).

Figure 6-37: Drag the Offset slider to move one mannequin in front of another.

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Once the two mannequins are no longer overlapping, you can move them around by holding the Ctrl key and dragging on the root ZSphere.

10. Switch to Move mode and experiment with poses for the two characters using the techniques described in the section “Posing a Mannequin,” earlier in this chapter (see Figure 6-38). For best results, reduce your Draw Size so that you can easily move one part of the mannequin at a time.

Figure 6-38: The second mannequin is posed using Move and Scale modes.

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Editing a Mannequin

In this section, you’ll learn how you can edit the mannequin to create different types of creatures and characters. These techniques will be applied to creating a penguin model.

1. Just as in the previous section, open Light Box and switch to the Project/Mannequins section. Double-click the Mannequin3.ZPR project to load it on the canvas. This project has a single mannequin in a simple pose.
2. Switch to Rotate mode (hotkey = R) and rotate the upper arms to move the arms away from the body (left image in Figure 6-39).
3. To turn the arms into flippers you can delete the ZSpheres at the elbow. Switch to Draw mode and hold the Alt key. Click on the elbow ZSphere to delete it (center image in Figure 6-39).
4. Use the same technique to remove the hands.
5. Switch to Move mode and pull the flippers out toward the back (right image in Figure 6-39).

Figure 6-39: The arms are edited to look like flippers.

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6. Use the same technique to delete the knees (see upper-left image in Figure 6-40).
7. Switch to Move mode (hotkey = W), and move the upper part of the body down to form the belly.
8. Switch to Draw mode (hotkey = Q), and add a tail to the rear (upper-right image in Figure 6-40).
9. Turn the head into a beak by rotating it forward (lower-left image in Figure 6-40).
10. Switch to Scale mode and scale the head up and the end of the beak down (lower-right image in Figure 6-40).
11. Using Move, Scale, and Draw, enlarge the belly of the penguin, position the legs, and add eyes to the head (see Figure 6-41).
12. Save the project as penguinMannequin.ZPR.

Figure 6-40: The mannequin is edited to resemble a penguin.

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Figure 6-41: Scale the belly and add eyes to the head.

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Converting the Mannequin into a Mesh

The next step is to convert the penguin into a mesh, which can then be sculpted. Dynamesh makes this extremely easy.

1. Continue with the project from the last section.
2. Press the A hotkey; this gives you a preview of the mesh. However, if you turn on the PolyF button on the right shelf, the wireframe shows that the mesh is made up of separate parts (left image in Figure 6-42).
3. Click the MakePolyMesh 3D button on the top of the Tool palette. This makes a sculptable copy of the mesh from the ZSphere preview. The new copy can be found in the tool library and should be labeled PM3D_ZSphere.
4. In the Geometry subpalette of the Tool palette set the Resolution slider to 40. The scale of the original ZSphere model is fairly large, so by lowering the resolution you’ll make a low-res mesh of the penguin that is easier to sculpt. You can use a higher-resolution setting if you want the Dynamesh version to more closely resemble the mannequin.
5. Click the Dynamesh button. The result is a continuous mesh based on the penguin mannequin ready for you to sculpt (see the right image in Figure 6-42).
6. Use the sculpting brushes and the Dynamesh controls to sculpt a penguin character like the one shown in Figure 6-43.
7. Save the penguinMannequin.ZPR project. Because the Dynamesh version is based on a copy of the mannequin, both the Dynamesh version and the original penguin mannequin are saved as tools in the project.

Figure 6-42: The preview shows that the mesh is made up of separate parts (left image). Convert the mesh to a Dynamesh object to make a continuous sculptable mesh (right image).

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Figure 6-43: The mesh is sculpted into a penguin character.

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Curve Brushes

Curve brushes are a subset of the sculpting brushes that allow you to draw a stroke using a curve in 3D space and then manipulate the stroke by pulling and pushing on the segments of the curve. You can use the curve either to insert new geometry into a 3D tool or to manipulate the placement of a stroke after it has been drawn. This increases the flexibility and the precision of the strokes you make in ZBrush.

This section demonstrates how you can use these brushes to add details to a model.

Curve Mode

The Curve brushes are really the same brushes you have been using but with one important difference. These brushes use a special mode called Curve mode, which is activated using the settings in the Transform palette.

Before getting into using this feature in a project, a little background concerning how this mode works would be a good place to start. Let’s try out Curve mode on the Standard brush using a simple surface.

1. Start a new session of ZBrush, open Light Box, and load the DefaultSphere.ZPR project from the Projects section. Set the color in the color picker to white so that it’s easier to see what’s going on.
2. Press the X hotkey to turn Symmetry off, so that Symmetry does not obscure the results of the brush.
3. The Standard brush should be loaded in the Brush palette. Place the Stroke palette in the tray so that you can access the controls.
4. Turn on the Curve Mode button (see Figure 6-44), and then draw across the surface of the sphere; you’ll see a line appear as you draw.

Figure 6-44: Turn on Curve mode in the Stroke palette.

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5. After you draw the line, hold the brush tip over the line; the circles of the brush icon turn light blue. Drag on the curve, and you’ll see the surface bulge out along the curve (see Figure 6-45).

Figure 6-45: Draw a curve across the surface (left image), and then drag the curve to create a bulge (right image).

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As you continue to drag, the curve around it extends the deformation of the surface. If you draw on another part of the sphere, the deformations are baked into the surface and a new curve is drawn. If you change the Draw Size while the curve is still active, the next time you adjust the curve, the size of the deformation will update automatically.

6. Undo your changes so that the sphere returns to its original state.
7. In the stroke library, select the DragDot stroke type (see Figure 6-46). Draw a new curve on the surface with the Standard brush and try moving the curve around. This time the deformation moves with the curve (see Figure 6-47). This is a great way to edit the stroke after it has been drawn.

Figure 6-46: Switch to the DragDot stroke type.

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Figure 6-47: The stroke made with the curve can be edited after the curve is drawn.

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The options in the Stroke palette let you change the behavior of Curve mode for the current stroke:

As Line This option makes the curve a straight line.
Curve Step This determines the amount of space between each point in the line. A low setting makes a very smooth, continuous line. A high setting places more space between each point. If you wanted to create a line of bolts along the surface, then you would increase the size of Curve Step.
Bend This allows you to change the shape of the curve after it has been drawn. This is usually on by default. If you turn this option off, then you can drag the entire curve across the surface.
Snap This option forces the curve to follow the contours of the surface you’re drawing on. This can be really helpful for generating zippers and continuous rivets, bolts, and even scars.
Intensity When this is on, the intensity of the stroke is varied along the length of the curve.
Size When this is on, the size of the stroke is varied along the length of the curve.
Curve Falloff This edit curve modulates the amount of pinching along the line when the Bend button is active and the size of the stroke from the start to the end when the Size button is active.
Curve Edit Radius This adjusts the size of the light blue circles representing the brush tip when you are adjusting the curve itself. A large Curve Edit Radius setting means that after you draw the curve you can grab and drag more points along the curve. A small Curve Edit Radius setting means that you can move around fewer points.
Curve Edit Focal Shift This adjusts the falloff of the curve edit area. If you want a smooth bend in the curve as you drag it around, set this to a low or negative number. If you want to pull out sharp corners in the curve, set this to a high value.
Max Points This sets an overall limit on the number of points in the curve.

Figure 6-48: Stroke mode is enabled for the Move brush, and Radial Symmetry is applied.

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Curve mode gives you the power to make some really interesting types of brush strokes. If you look in the Brush palette, you’ll see a number of presets that have Curve mode already applied. These include CurveEditable, CurveStandard, and CurvePinch.

You can turn Curve mode on for almost any type of brush preset. Try activating Curve mode for brushes such as Dam_Standard, ClayBuildup, and Move, and see how this affects the types of marks you can make. See what happens when you use Curve mode together with Radial Symmetry (see Figure 6-48).

In Chapter 8 you’ll see how powerful this option is when used to paint colors on the surface of your model.

CurveTube Brush

Things get truly interesting when you apply Curve mode to the insert mesh type of brush. A number of brush presets combine the power of these options to make it possible to draw out long extruded tubes, create lathed surfaces, and insert rows of bolts and other details. This example shows how these techniques are used to add details to the model of the demon’s cartoon hot rod.

The first thing we’ll do is add some ridiculous-looking exhaust pipes that start from the engine and flare out at the ends. To do this you’ll use the CurveTube brush with a few modifications.

1. Load the MonsterCarPosed.ZPR project from the Chapter 6 folder on the DVD.

To use any of the curve brushes that insert geometry, you need to have a mesh that has no subtools or a mesh in Dynamesh mode. At the moment all the subtools of this model have subdivisions, and it would be nice to keep them the way they are. So as a workaround, you can append a simple primitive and place it inside the model out of sight. Then you can use the brushes to add the exhaust pipe geometry to the unseen primitive.

2. Scroll to the bottom of the subtool stack and click the Append button. Append the Sphere3D tool to the model.
3. Turn on Transp on the right shelf so that the other subtools become transparent.
4. Press the E hotkey to switch to Scale mode. Use the Transpose handle to scale the sphere down; switch to Move (hotkey = W) mode and move the sphere inside the engine block. Make sure that it’s small and is not visible when Transp is turned off (see Figure 6-49).

Figure 6-49: Append the Sphere3D tool (left image). Use Transpose to scale it down and move it inside the engine block.

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5. From the Brush palette select the CurveTube brush (Figure 6-50).

Figure 6-50: Select the CurveTube brush.

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6. Set the Draw Size to 30; this will make the radius of the tube small enough to work with. Draw a curve starting from the engine block out into space (see Figure 6-51).
7. In the Stroke palette, increase the CurveEdit Radius to 100. This will make it easier to shape the curve as you work since you’ll be able to grab more points on the curve.
8. Try shaping the curve by dragging on it. Try not to draw a new stroke. If you mess up, you can press Ctrl+Z to undo to go back a step (or steps if needed!).
9. You want to shape the extruded tube so that it looks like a pipe coming off of the engine block and curving out toward the back of the car. The curve may be tough to work with if there are too many points. In the Stroke palette set Max Points to 10. This means there are fewer points so it’s easier to shape the curve. Think of the max points as kinks in a pipe that allow you to easily bend the pipe at certain intervals.

Figure 6-51: Draw a tube from the engine block out into space.

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Every time you adjust the Draw Size or the settings in the Stroke palette, the stroke will update the next time you touch the curve. This adds a lot of flexibility to the process because you can change a setting, edit the curve, change another setting, edit the curve again, and continue the process until you have exactly what you want.

10. Try to shape the curve so that the extruded tube looks something like the left image in Figure 6-52.
11. To add a flare, expand the Curve Falloff graph in the Stroke palette, and edit the curve as shown in Figure 6-53. Then turn on the Size button.

Figure 6-52: Shape the extruded tube using the curve (left image).

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Figure 6-53: Edit the Curve Falloff graph.

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12. Touch the end of the curve that controls the extruded tube. The tube will become flared at the end but probably very small and thin as well (see Figure 6-52, right).
13. Increase the Draw Size on the top shelf and touch the end of the curve again. Now it becomes thicker.

The Curve Falloff graph applies the shape of the graph to whichever point you touch on the curve, so if you touch the start of the curve, then the flare is reversed; if you touch the middle of the curve, then a bulge appears around the center. This odd behavior is actually a neat feature, but it takes getting used to as you shape the curve. If you get frustrated while you’re shaping the curve, simply turn the Size button off in the Stroke palette, adjust the Draw Size, shape the curve, and then turn the Size button back on again in the Stroke palette. Touch the end of the curve and the flare returns.

14. Spend a few minutes adjusting the look of the exhaust pipe by editing the curve, the settings in the Stroke palette, and the Draw Size slider on the top shelf. It’s important to understand how all of these elements work together so that you can get control over the CurveTube brush. Figure 6-54 shows what I came up with.
15. To add another exhaust pipe you can use a cool trick: simply press the 5 hotkey. This will mask the original exhaust pipe and make a copy; you can then move the curve over to place a second exhaust pipe next to the first. I did this twice to create a series of exhaust pipes, as shown in Figure 6-55.

Figure 6-54: The exhaust pipe is shaped and placed so that it is coming out of the engine.

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Figure 6-55: Create copies of the pipes by pressing the 5 hotkey.

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16. Keep in mind that these exhaust pipes will be sculpted once you have finished placing them, so don’t stress out too much if they are not perfect!
17. Save the project when you are happy with the way the pipes look.

Creating Wings with the CurveSurface Brush

The CurveSurface brush is another curve brush that allows you to create geometry by drawing out a curve. It differs from the CurveTube brush in that it lofts a surface across multiple curves, making it perfect for making things such as wings. In the demonstration you’ll create some bat wings for the demon character.

Figure 6-56: Append a sphere, and then scale and move it to the back of the demon using Transpose.

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1. Open ZBrush and use the File menu to load the demonWings.ZPR project from the Chapter 6 folder on the DVD.
2. Just like the CurveTube brush, the CurveSurface brush must be used on a surface that has no subdivision levels, so again you can append a sphere and hide the sphere within the body of the demon. Append the Sphere3D tool and use Transpose to place it in the back of the demon, as shown in Figure 6-56.
3. Rotate the view of the demon so that you can see the back. Select the CurveSurface brush from the brush library (see Figure 6-57).

Figure 6-57: Select the CurveSurface brush.

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4. Make sure Symmetry is activated (hotkey = X). Draw a curve from the sphere in the back up in an arc to represent the top of a bat wing (as shown in Figure 6-58, upper left).
5. You’re going to draw a second curve, but before you do this you’ll want to lower the CurveEdit Radius in the Stroke palette so that you have an easier time drawing; otherwise, you will accidentally grab the first curve. Lower the CurveEdit Radius in the Stroke palette to 10.
6. Draw a second curve below the first, as shown in Figure 6-58, upper right.
7. When you let go, the space between the two curves is filled with a surface.
8. Draw a third curve as shown in Figure 6-58, bottom left. This will be the bottom edge of the curve.
9. When you let go, the space between the second and third curves is filled in, as shown in Figure 6-58, bottom right.

Figure 6-58: As each new curve is drawn, the space between is filled in with a lofted surface.

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10. As long as the curves are active you can edit them. In the Stroke palette, make sure the Bend button is active. Move the curves around to shape the wings. You can rotate the view of the demon and shape the wings in three dimensions to give them more of a curve (see Figure 6-59).
11. As you shape the wings, you can lower the Draw Size to reduce the thickness of the wings. Lower the Max Points settings in the Stroke palette if you find that there are too many points to work with.
12. When you have a wing shape you like, click the Delete button in the Stroke palette (Figure 6-60). This removes the edit curves and commits the surfaces.

Figure 6-59: Shape the wings by rotating the view and dragging on the curves.

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Figure 6-60: Click the Delete button in the Stroke palette to remove the active curves.

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13. Ctrl+drag on the canvas to clear any masks, and then activate the Dynamesh button in the Geometry palette. The wings are retopologized to a more sculpting-friendly mesh. You can now edit them using the sculpting brushes. Figure 6-61 shows the demon character with the wings attached.

Figure 6-61: The demon character with the wings attached

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Summary

In this chapter you learned some more advanced ZSphere techniques. You learned how to retopologize a character using ZSpheres and how to deform a mesh and rig a character using Transpose Master and ZSpheres. You also learned about mannequins and how they can be converted into a sculptable mesh.

In addition, you learned how to use Curve mode for brushes and how to create and edit geometry using the CurveTube and CurveSurface brushes.

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