Chapter 4

Polymesh Editing

As you become more comfortable shaping your creations using the sculpting brushes, no doubt your projects will become more ambitious. ZBrush gives you a number of ways to edit your mesh so that your fantastic ideas are easier to realize. This chapter explores ways to edit, organize, and expand sculpts using selection brushes, polygroups, and subtools.

In addition to these techniques, this chapter introduces the ZSphere, ZBrush’s unique armature tool, and ZSketching, which is a mesh-creation method that can be applied directly on a ZSphere armature or an existing mesh using special sculpting brushes.

This chapter includes the following topics:

  • Using selection brushes
  • Working with polygroups
  • Using the SliceCurve brush
  • Appending subtools
  • Using SubTool Master
  • Working in the SubTool subpalette
  • Creating an armature using ZSpheres
  • Creating a ZSketch

Selection Brushes

In Chapter 3 you learned how you can apply a mask to a surface in order to protect specific areas from changes. Selection brushes are an even more powerful way to accomplish this and can be used with masking techniques to focus on a specific part of the model.

As you’ve seen, ZBrush reserves a few hotkeys for specific brushes. The Shift key is reserved for smoothing brushes, the Ctrl key is reserved for masking brushes, and the Alt key is the “opposite” key, meaning that it inverts the action of the current brush. The selection brushes are mapped to the Ctrl+Shift key combination. So when you want to select specific polygons of a mesh, you hold the Ctrl and Shift keys together, which activates the brush in the Brush palette, and then while holding the keys you drag a selection marquee on the canvas and then let go. The polygons within the selected area remain visible while the unselected polygons are temporarily hidden. But of course there’s more to it than that. This section goes into more detail about how to use the selection brushes and the many options available for customizing your selections.

Selecting Parts of the Dragon’s Head

There are two selection brushes: SelectRect and SelectLasso. The main difference is the stroke type applied to the preset. You can modify the way the brushes behave by choosing additional stroke types.

Let’s look at how these brushes work. For this exercise you can use the dragon model you created for the previous chapter, or you can open the Dragon_Chapter4.ZPR project found on the DVD that comes with this book.

1. Open the most recent version of your model or open the Dragon_Chapter4.ZPR project from the Chapter 4 folder of the DVD that comes with this book.

This model has been “dynameshed” into a single mesh (see Figure 4-1). As you can see, it has become a fairly complex shape considering it started as a sphere! Let’s see how we can select just the front part of the muzzle.

Figure 4-1 : The dynameshed dragon’s head is a single surface.

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2. Make sure the Persp button is off on the right shelf. It’s much easier to make a precise selection if perspective distortion is deactivated.
3. Rotate the view of the model to the side; remember that if you hold the Shift key after you start rotating, the model will snap to the closest orthographic view.
4. Hold the Ctrl and Shift keys at the same time. Drag on a blank part of the canvas starting above and to the right of the end of the dragon’s muzzle (Figure 4-2, left image).

Figure 4-2 : Hold Ctrl+Shift and drag the green rectangle over the area you want to select. Let go, and the unselected portion is hidden.

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5. As you drag, you’ll see a green rectangle appear. After you start dragging, you can let go of the Ctrl and Shift keys, but don’t release the mouse button (or if you’re using a tablet, don’t release the pressure).

Figure 4-3 : The jagged edge along the border of the selection is caused by the edges of the polygons that remain visible.

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The green rectangle indicates the selection area. Place this over the area that you want to select (Figure 4-2, center).

6. While the selection area is active you can resize it by dragging the corner out. See if you can stretch the selection rectangle over the muzzle. Hold the spacebar and drag if you want to change the position of the entire selection.
7. Once the rectangle is over the muzzle, release the mouse button (or release the pressure on the pen if you’re using a digital tablet).

The parts of the mesh that are outside the selection area disappear (Figure 4-2, right). Don’t worry; they have not been deleted; they’ve just been hidden. The jagged edge of the visible part is caused by the fact that the polygons along the edge are still visible. This is easy to see when you zoom in on the edge and turn on the PolyF button to see the wireframe (see Figure 4-3).

8. Rotate the view of the model, and you’ll see that the inside of the muzzle is invisible. Expand the Display subpalette of the Tool palette and click the Double button. The polygon display now shows both sides of the polygon faces, as shown in Figure 4-4.

Figure 4-4 : The back sides of the faces are invisible by default. Turn on the Double button in the Display subpalette of the Tool palette to see the opposite side.

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ZBrush hides the reverse side of polygon faces to make performance more efficient. Double is usually off by default. It’s a good idea to turn Double on so that you can see both sides of the faces while you’re working. If Double is off, you may not see parts of the model that are selected, and this can lead to mistakes down the road.

9. To bring the whole model back into view, hold the Ctrl+Shift keys and click on a blank part of the canvas. The model reappears.
Tips on Using the Selection Brushes
  • Selection brushes work with symmetry, so if symmetry is active, then the selection will be mirrored across the axis of symmetry.
  • To switch to the SelectLasso brush, hold Ctrl+Shift and click the brush library on the left shelf. You’ll see an abbreviated version of the library containing all the brushes that are mapped to the Ctrl+Shift keys, as shown in the following image.
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  • The SelectLasso brush lets you make freeform selections, so you simply draw out a green area. Anything within the area is considered selected. This is useful for selecting areas that are a bit tough to select with just the rectangle.
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  • You can change the stroke type for the current select brush by holding Ctrl+Shift and clicking the Stroke Type library icon on the left shelf. You can change the stroke type to Circle, Curve, Rectangle, or Lasso (yes, this means that it’s possible to assign the Lasso stroke type to the SelectRect brush and vice-versa. Try not to do that because you’ll get confused very quickly). If you want to invert the selection so that everything inside the selected area is hidden, hold Ctrl+Shift and then hold the Alt key. The selection area now turns red, indicating that the selection will be hidden.
  • You can toggle between selections by Ctrl+Shift-clicking on the visible part of the mesh. This inverts the visibility of the mesh so that the hidden part is revealed and the revealed part is now hidden.
  • You can hide a single edge loop of the mesh by choosing the SelectLasso brush and Ctrl+Shift-clicking on a polygon edge, as shown in the image. This is easy to do by mistake. If rows of polygons disappear when you Ctrl+Shift-click on the model, just undo (Ctrl+Z) and try again. This takes a little practice to get the hang of it.

Masking Selections

How are selection brushes useful? You’ll find going forward that there are a lot of ways in which the selection brushes can be used to edit a model, especially as the model becomes more complex. One way I find the brushes useful is to mask parts of the surface quickly.

In this example you’ll see how the selection brush with the Circle stroke type can be used to create a mask for the eye area.

1. Continuing from the last section with the same model, make sure that the entire mesh is visible by Ctrl+Shift-clicking a blank part of the canvas.
2. Rotate the model to a side view, and zoom in on the area of the eye by holding the Ctrl key and the right mouse button and dragging on the canvas.
3. Hold Ctrl+Shift and select the SelectRect button from the brush library.
4. Hold the Ctrl+Shift keys and select the Circle stroke type from the stroke type library. While the library is open, turn on the Square and Center buttons (see Figure 4-5).

Figure 4-5 : Choose the Circle stroke type for the SelectRect brush. Activate the Square and Center options.

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Why would you want to switch to a circle and then turn on the Square button? That sounds like crazy talk. Well, the Square button in the stroke type library does not actually make a square. This just means that the stroke of the brush will have the same length and height. When this option is applied to the Rectangular stroke type, the result is a selection that is a perfect square. When the Square option is activated for the Circle stroke type, the result is a selection that is a perfect circle.

The Center option means that the stroke will start from the center of the brush tip as opposed to the corner. The Square and Center options can be used independently or together. I like to have them both on when I use the Circle stroke type.

5. Now you have set up the selection brush so that it can select a perfect circle. Hold Ctrl+Shift and drag a selection from the center of the eye in the side view (see Figure 4-6, left). If your selection is not exactly where you want it, remember that while the brush is still active you can hold the spacebar and move it into a better position.
6. Release the brush. You should have just a circular area around the eye remaining (see Figure 4-6, center). Rotate the view and you’ll see that, since symmetry is activated, the eye on the other side is also still selected. But it’s also possible that a few other bits in the middle of the head may still be visible (see Figure 4-6, right).

This is why it is important to make sure that the Double option in the Display palette is activated so that when you rotate the view after making the selection, you can see any the other polygons that may have been inadvertently selected.

7. Hold Ctrl+Shift and open the brush library. Select the SelectLasso brush.

Figure 4-6 : Use the selection brush to select a perfect circle around the dragon’s eye. Rotate the view to see if other parts were accidentally selected.

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8. Hold Ctrl+Shift and drag a selection lasso over parts of the model that you want to hide. Before releasing the brush, hold the Alt key so that the selection turns red, and then release the brush (see Figure 4-7). Since symmetry is enabled, the polygons on the opposite side will also be hidden even if you did not explicitly select them with the brush.

Figure 4-7 : Choose the SelectLasso brush and hold Ctrl+Shift+Alt to create a red selection area over the parts you want to hide (left image). Release the brush to hide these parts (right image).

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Yes, it seems a little complicated the first few times you do this. In reality, with a little practice, it actually becomes second nature.

9. Once you have pared down the selection to just the area around the eyes, press Ctrl+A to mask the visible area. You’ll see the visible polygons turn gray.
10. Now Ctrl+Shift+click a blank part of the canvas. This reveals the entire mesh (see the left image in Figure 4-8). Note that the eyes are masked based on what was previously selected. The polygons that were hidden were not affected by Mask All.
11. Ctrl+click the canvas (or press Ctrl+I) to invert the selection. Now the mask is applied to everything but the eyes (see center image in Figure 4-8).
12. Ctrl+click the mesh itself. This blurs the edge of the mask, making a nice smooth transition between the eye area and the rest of the mesh (see Figure 4-8, right image).

Figure 4-8 : After masking the selected area, Ctrl+Shift-click the canvas to reveal the surface (left image), Ctrl+click a blank part of the canvas to invert the mask (center image), and then Ctrl+click the surface to blur the mask (right image).

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Now you can use the sculpting tools to work on just the eyes.

Every ZBrush artist uses selection and masking in their own way. This particular method is mostly designed to show you how selection and masking can be used together, but you may find a more efficient workflow as you become more experienced. But what happens when you go to all this trouble to make a mask, then you clear the mask, and then later on decide that you want to remask the same area? Do you have to go through all these steps again? Luckily no, you don’t. There is a way to save your selections for future masking and other tasks using polygroups.

Polygroups

Figure 4-9 : The polygons of a mesh have been arranged into polygroups indicated by the colored regions.

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The polygons of a mesh can be organized into groups known as polygroups. This is useful when you need to isolate a particular part of a surface area over and over again. Rather than creating the same mask every time you need to work on one part of your mesh, which can be very tricky on complex surfaces, you can create a polygroup, which is saved with the mesh. The grouped area of the mesh can be isolated for masking and other operations as often as you like for as long as you keep the polygroup.

Polygroups are displayed as colors applied to the polygons. You can see these colors only when the PolyF button is enabled on the right shelf (hotkey = Shift+F). The colors of the polygons do not affect any colors painted on the surface. They just provide a visual indication of how the polygons of the mesh have been arranged into groups (see Figure 4-9).

Tips on Working with Polygroups
  • An individual polygon can’t be a member of more than one group at a time.
  • Polygroups are saved as part of the mesh.
  • You can rearrange the mesh into different polygroups as often as you like.
  • You can create a polygroup when the mesh is at any subdivision level, but the results are more predictable when you create polygroups at the lowest subdivision.
  • If you create a polygroup at a high subdivision level and then move the SDiv slider down to a lower level, the polygroups can get a little confused, which may alter the membership of the polygons in the polygroup.

Arranging a Face into Polygroups

In this example you’ll see how you can organize a face into polygroups and then how the polygroups can be useful when sculpting.

1. Open the femaleHead.ZPR project from the Chapter 4 folder on the DVD. This project contains a simple female head sculpt. Sadly for her, she is bald at the moment. Let’s start by creating a polygroup for the face. To do this you’ll use the SelectLasso brush to hide everything but the face.
2. Rotate the model to a side view (remember to turn off the Persp button on the right shelf so that perspective distortion does not interfere with the selection).
3. On the right shelf, turn on PolyF so that you can see the wireframe on the model. The mesh will turn red (note that the eyes remain gray; we’ll talk about that in the section on subtools later in the chapter). Symmetry should already be activated along the x-axis in this project.
4. Hold Ctrl+Shift and select the SelectLasso brush from the Brush palette.
5. Hold Ctrl+Shift and start dragging a selection area from the upper right of the face. Follow the topology of the face all the way down to the chin. Release the brush once you’ve made the selection (see Figure 4-10).

It’s highly unlikely that the selection you created was perfect on the first try. That’s OK; it rarely is. I always need to do a little cleanup after making an initial selection.

6. Rotate the model to examine your handiwork. In the Display subpalette of the Tool palette, activate the Double button so you can see the back side of the polygons.
7. To clean up the edges of the selection use the SelectLasso brush. Draw a selection around the edge of any polygons you want to hide; hold the Alt key to make the selection turn red and then let go. Since Symmetry is activated along the x-axis, the corresponding polygons on the opposite side should be hidden as well.

Figure 4-10 : Use the SelectLasso brush to select just the polygons of the face.

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8. Continue to hide polygons along the edge until you are satisfied. No need to stress out if it’s not absolutely perfect; the main idea is to understand the overall technique (see Figure 4-11).

Figure 4-11 : The SelectLasso brush is used to hide stray polygons.

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9. Once you have just the face visible, expand the Polygroups subpalette of the Tool palette and click the Group Visible button (see Figure 4-12). The face turns a different color.

Figure 4-12 : Click the Group Visible button to place the visible polygons into a new polygroup.

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10. Hold Ctrl+Shift and click a blank part of the canvas to bring back the rest of the head. Note that the head and face are now two different colors (see Figure 4-13).
Grow or Shrink Your Selection
There’s a little-known trick for fine-tuning your selection: you can click the Grow (hotkey = Ctrl+Shift+X) or Shrink (hotkey = Ctrl+Shift+S) button in the Visibility subpalette of the Tool palette to grow or shrink your selection by one row of polygons. The Outer Ring button hides everything except the row of polygons along the border of the selection.

Figure 4-13 : The polygroups are indicated by different colors. These colors are visible only when the PolyF button on the right shelf is activated.

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Tips on Working with Polygroups
  • The colors indicate the polygroups. ZBrush chooses the colors randomly. Sometimes ZBrush chooses colors that are very similar, making it hard to see the grouping. If you don’t like the color ZBrush chooses, just keep clicking the Group Visible button until you get a color you like.
  • To hide everything outside the polygroup, Ctrl+Shift+click the center of a polygon within the group.
  • To invert the visibility of the mesh, Ctrl+Shift+click again the center of one of the polygons within the polygroup.
    • After inverting the visibility of a polygroup, when you Ctrl+Shift+click a polygon within a polygroup, that polygroup will become hidden.
    • If you click a vertex shared by polygons in two or three adjacent polygroups, everything outside those polygroups will be hidden.
    • If for some reason the polygroup is not created the way you want, you can press Ctrl+Z to undo and try again.
    • You can convert a masked area into a polygroup by clicking the From Masking button in the Polygroup subpalette of the Tool palette.
    • Polygroups exist regardless of whether the PolyF button is on or off. If PolyF is off (and the wireframe is not visible), the polygroups will still function the same way; you just can’t see them.

Creating a Polygroup for the Eyelids

Now let’s create a polygroup for the eyelids. Creating polygroups ahead of time for areas you frequently need to isolate is a common and useful ZBrush technique. This is going to be a bit of a challenge since the eyelids are very close together, but this process will teach you a few tricks that can help you out of a jam with your own models.

1. Continuing with the same head from the previous section, hold Ctrl+Shift and click one of the polygons in the face polygroup. The head should disappear, leaving just the face visible.
2. On the right shelf, click the Solo button. This will hide the eyes (see Figure 4-14).

Figure 4-14 : Turn on the Solo button to hide the eyes.

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3. Use the SelectLasso brush to isolate the area around one eye (see Figure 4-15). Since Symmetry is on, the selection should be mirrored to the other side.
4. Use the SelectLasso brush in Hide mode to hide any stray polygons and pare down the selection so that just the polygons bordering the upper and lower eyelids are visible (see Figure 4-15, right image).

Figure 4-15 : Select the polygons around the eyes.

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5. Click the Group Visible button to make a polygroup for the overall eye area.
6. The eyelids are a little trickier since it’s a very small area. It’s a good idea to have a separate polygroup for the upper and lower lids. Zoom in on the eye polygroup, and create a lasso selection around just the area of the upper eyelid.
7. Pare down the selection until only the polygons of the upper eye are visible. Then click the Group Visible button (see Figure 4-16, left).
8. Ctrl+Shift+click the canvas to reveal the whole head. You should have four polygroups: one each for the head, the face, the upper eyelid, and the lower eyelid (see Figure 4-16, right).

Figure 4-16 : Create a polygroup by isolating the polygons of the upper eyelid.

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9. Now let’s say you want to mask everything but the upper eyelid. Ctrl+Shift+click the upper eyelid polygroup to hide everything except this area.
10. Press Ctrl+A to mask all. Then Ctrl+Shift+click a blank part of the canvas.
11. Ctrl+click a blank part of the canvas (or press Ctrl+I if you find that easier) to invert the mask. Voila! The upper eyelid is isolated for easy sculpting (see Figure 4-17).

Figure 4-17 : The upper eyelid is easy to mask thanks to polygroups.

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Using Morph Target to Create Polygroups

How do you create a polygroup for a truly tricky area, for example, the lips on this head? This is a challenge because the mouth is closed and the polygons of the lips overlap, making it very difficult to select with the SelectLasso brush. To get around this you can store a morph target.

A morph target stores the position of each vertex in the mesh in memory; it’s like the ultimate backup plan. As long as you have a morph target stored, you can always go back to the original shape of the surface even if you’ve made a million changes. Morph targets do not store the polygroup info, which is good because it means you can smooth out an area, create a polygroup, and then use the morph target to jump back to the original shape. This is exactly what you’ll do to make a polygroup for the lower lip on this model.

1. Continuing with the model from the previous section, make sure the head is visible and clear any masks applied to the surface.
2. Open the Morph Target subpalette of the Tool palette and click the StoreMT button (if this button is grayed out, click the DelMT button to delete any existing morph targets. You can store only one morph target at a time for a model). This is shown in Figure 4-18.

Figure 4-18 : Click the StoreMT button to store a morph target (left image). Once a morph target is stored, the button is grayed out and the other options become available (right image).

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3. The StoreMT button will now become grayed out, indicating that a morph target is stored for the model. From the sculpting brush library, choose the Move Topological brush.
4. Use the brush to pull down the lower lip (upper-left image in Figure 4-19). No need to be overly careful; just open the lips so that you can see the inside of the mouth.
5. Hold the Shift key and brush over the area to smooth it (upper-right image in Figure 4-19).
6. Once the lips have been separated, use the SelectLasso brush to select the polygons of the lower lip. This should hide the rest of the head.
7. Rotate the model and make sure any stray polygons are also hidden.
8. Click the Group Visible button to create a polygroup for the lower lip (lower-left image in Figure 4-19).
9. Ctrl+Shift+click the canvas to reveal the rest of the model.
10. In the Morph Target subpalette of the Tool palette, click the Switch button to go back to the original shape of the head, but notice that now the lip has its own polygroup (Figure 4-19, lower-right image).

Figure 4-19 : After storing a morph target, pull the lower lip down (upper-left image). Use the Smooth brush to smooth the area for easier selection (upper right). Create a polygroup for the lower lip (lower left). Click the Switch button in the Morph Target subpalette to switch back to the original head (lower right).

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Tips on Working with Morph Targets
  • Morph targets are stored with the model when you save the project. As long as you don’t delete the morph target, it will still be saved when you reload the model at a later time.
  • Store the morph target before you hide any part of the model.
  • You can store only one morph target per model and only on the SDiv level where you created it.
  • You can use the Morph brush in the sculpting brush library to paint parts of the model back into the stored state. This acts as an undo brush, which is extremely useful.
  • 3D layers are a similar to morph targets but are much more advanced; these are discussed in Chapter 10, “Surface Noise, Layers, and The ZBrush Timeline.”

Polygroups and Dynamesh

You can create polygroups for parts of your surface while the model is in Dynamesh mode; however, once you “re-dynamesh” the surface, the polygroup disappears. This is because the surface is completely retopologized, meaning that the point order of the original surface is replaced by a new point order that obliterates the group information stored with the mesh. So how are polygroups useful when working in Dynamesh mode? Well, they offer a really great way to split the model into separate volumes and then stick them back together again. It’s actually quite amazing. Let’s take a look at how this works by returning to the dragon model.

Using the SliceCurve Brush to Create Polygroups

Let’s say you’re developing your dragon model, and you suddenly decide you don’t like the placement of the horns. Seems like it would take a lot of work to chop them off and stick them somewhere else on the head. In fact, it’s not a lot of work at all thanks to the SliceCurve brush. This brush lets you create polygroups by slicing through the mesh. The brush draws out a line, and anything on one side of the line becomes a new polygroup. It also divides the polygroups along the length of the line; this means that this brush is restricted to meshes that do not have multiple levels of subdivision.

1. Use the File menu to open the latest version of your dragon model or open the Dragon_Chapter4.ZPR project from the Chapter 4 folder on the DVD.
2. Make sure the Persp button is off so that perspective distortion does not interfere with your selection.
3. Rotate the model to a front view. Remember that you can hold the Shift key after you start rotating the view of the model, and it will snap to an orthographic view.
4. Hold the Ctrl+Shift keys and select the SliceCurve brush from the brush library (see Figure 4-20). Like the selection brushes, this brush is mapped to the Ctrl+Shift key combination.

Figure 4-20 : Hold Ctrl+Shift and select the SliceCurve brush from the brush library

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Switching Selection Brushes
Keep in mind that the mapping of hotkeys stays consistent throughout the ZBrush session, so when you select the SliceCurve brush, it will remain mapped to the Ctrl+Shift keys until you switch to a different selection brush, such as SelectRect or SelectLasso.
5. Hold Ctrl+Shift and start drawing a line starting from the lower left of the dragon’s head just below the horn. As you draw the line, tap the Alt key to add a bend in the line. This pins the line down at the point where you tap the Alt key; you can bend the line after this point. You want to create a line that carefully winds its way between the head and the horn (Figure 4-21, left image).
6. The line should cross the horn at the root and run parallel to the angle where the horn emerges from the head. Everything on the shaded side of the line will be placed into a new polygroup.
7. Once you have the line drawn, release the brush.
After a few seconds the line will disappear, and it will look like nothing has happened.
8. Turn on the PolyF button on the left shelf to see the result. The horn on the left side of the screen is colored differently than the rest of the head because it has been placed into its own polygroup (see Figure 4-21, right image). The mesh is very dense so it may be hard to see.

Figure 4-21 : Draw the SliceCurve between the head and the horn. Turn on the PolyF button to see the newly created polygroups.

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9. The SliceCurve brush does not work with symmetry. So how do you get the other horn into the same polygroup? If the surface is perfectly symmetrical, as in the case of this dragon, you can click the Mirror and Weld button in the Geometry subpalette of the Tool palette. Do this and you’ll see the other horn change color to match the horn on the left side of the screen.
Mirror and Weld
When using Mirror and Weld it’s important to understand that ZBrush always mirrors the positive side to the negative side. How can you tell which is the positive side? If the Floor button is on, you can rotate the view to see the grid from the top. The red axis line at the center of the grid points in the positive direction. If you want to mirror the negative side to the positive side, you must first click the Mirror button in the Deformation subpalette to flip the model and then click Mirror and Weld to make the change. The catch is that the model needs no levels of subdivision in order for Mirror to work.
10. Now that you understand that the SliceCurve brush has created a different group for the horns, you can turn off the PolyF button on the right shelf. Since the mesh is very dense, the wireframe display can slow down the performance of ZBrush. The polygroups exist even when this button is off.
11. Now for the exciting part. To separate the horns from the head, turn on the Groups button in the Dynamesh options. This tells ZBrush to create separate volumes for each polygroup whenever the surface is re-dynameshed (see Figure 4-22).

Figure 4-22 : Turn on the Groups button in the Dynamesh options of the Tool palette.

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12. Now Ctrl+drag on a blank part of the canvas to activate Dynamesh. After a few seconds the calculation will be complete. You won’t see much of a difference except for a very thin gap between the horns and the head (see Figure 4-23).

Figure 4-23 : When the head is re-dynameshed, the horn is separated from the head by a small gap.

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Masking by Polygroups

At this point you’ve cut the horns off the head. Now it would be nice to move them away from the head easily. You can do this thanks to the Mask By Polygroups feature found in the Brush palette. By activating this feature, the brushes will affect only the polygons of the surface that share the same polygroup at the point of brush contact. Like many things in ZBrush, the verbal explanation sounds more complicated than what it actually means. Go through the following steps and it should become clearer.

1. Open the Brush palette and find the Auto Masking subpalette. Expand the subpalette and set the Mask By Polygroups slider to 100 (meaning 100 percent strength). This is shown in Figure 4-24.

Figure 4-24 : Set Mask By Polygroups to 100 in the Brush palette.

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2. Switch to the Transpose brush in Move mode by clicking the Move button on the top shelf or by pressing the W hotkey. This activates the Transpose handle you learned about in Chapter 3.
3. Draw out the transpose line starting from the left horn. Click the horn and drag up into the empty space above the head (see Figure 4-25, upper left).
4. Click and drag the center circle of the Transpose handle to move the horn up. It might be a little slow because the mesh is dense, but the horns should move up and away from the head (both horns should move since Symmetry is activated; see Figure 4-25, upper right).

Figure 4-25 : Thanks to the Mask By Polygroup feature, the horns can be moved away from the mesh, rotated, repositioned, and fused back into the surface using Dynamesh. The sculpting brushes are used to make the mesh seamless.

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Notice that the end of the horn is closed off and there is no hole on the surface of the head; this is because Dynamesh created separate, closed volumes based on the polygrouping of the mesh.

5. Rotate the view of the head to a side view. Switch to Rotate mode of Transpose (hotkey = R) and rotate the horns. Try a different configuration. Switch between Move and Rotate and arrange the horns in a new way. Move the horns so that they intersect the surface (see the lower left in Figure 4-25).
6. Don’t worry too much about how neatly the horns fit into the surface; you can clean this up using the sculpting brushes later on.
7. In the Dynamesh options, turn off the Group button. Ctrl+drag on the surface to re-dynamesh. Now the horns are fused back into the surface as a single volume.
8. Use the sculpting brushes (Clay Buildup, hPolish, and Smooth are good choices) to reshape the area where the horns meet the head (see Figure 4-25, lower right). As to whether or not the new arrangement is an improvement, it is for the dragon to decide.

It’s hard to overstate the amount of freedom this technique gives you. Performing a similar action in a traditional polygon modeling software package would take hours of work. In this case it’s like you’re lopping of a lump of clay, slapping it back on in another position, and smoothing it with your fingers. You can easily chop off a character’s head or arm and replace it with a different version as many times as you want.

Working with Subtools

Up to now you’ve done an awful lot with just a single mesh, but ZBrush does not limit you to single surfaces. You can actually build multisurface objects using subtools. Each subtool is an independent surface that can have its own levels of subdivision, its own polygroup arrangement, coloring, and so on. Furthermore, when you sculpt on one subtool, none of the other subtools are affected so that the other subtools are protected from accidental changes.

As you may recall from Chapter 2, a 3D mesh in ZBrush is also known as a 3D tool. This is because ZBrush considers tools to be anything that makes a mark on the canvas itself. For example, a 3D dragon tool can be used to paint copies of 3D dragons on the canvas. The term subtool is used to describe a 3D tool that has been parented to an initial 3D tool. There’s no technical difference between the types of meshes that become subtools and the tools themselves. You can add hundreds of subtools to your initial mesh, making your sculptures as complex as you’d like. The DemoSoldier example tool that comes with ZBrush is an example of a model that is made up of many subtools. To load DemoSoldier, open the Tool section of Light Box and click the DemoSoldier.ZTL file (see Figure 4-26).

Figure 4-26 : The DemoSoldier tool is made up of many subtools.

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The relationship between tools and subtools is extremely simple. It is not meant to be a complex hierarchy like you might find in other 3D packages; a subtool is a 3D tool that is chosen and appended to a main tool, and that’s pretty much all there is to it. Using the SubTool interface in the Tool palette, you can rearrange the order of subtools, control their visibility, and add, delete, and even merge subtools together into a single tool. If you’ve used Adobe Photoshop, you may find that the concept of the SubTool interface is reminiscent of Photoshop’s Layers palette.

The SubTool Subpalette

The SubTool subpalette lists all the subtools associated with the main tool. To work with a subtool, it must be active. An active subtool is indicated by the coloring around the boxes listed in the SubTool subpalette; in the default color scheme, the active subtool is indicated by a dark outline. Other color scheme presets, such as the one used in this book, use a light-colored highlight to indicate the active subtool.

Only one subtool can be active at a time. To make a subtool active, you need to click its box in the SubTool subpalette or hold the Alt key while clicking on part of the object on the canvas.

On the canvas, the inactive subtools will be shaded in a slightly darker color than active subtools. If Transparency is enabled on the right shelf, all the subtools except the active subtool will appear transparent. The Ghost button changes the look of the transparent objects on the canvas.

On the right shelf, you can click the Solo button to temporarily hide all of the subtools except the active one. As you click different subtools in the SubTool subpalette, you’ll see the visibility of the current subtool on the canvas change as well.

Tips on Working with the SubTool Subpalette Interface
This covers the basics. You’ll learn more advanced features throughout the exercises in this book:
  • The subtools are listed in the SubTool subpalette as a vertical stack. Each subtool has its own box with a preview icon, its name, and a number of other buttons.
  • Hold your mouse over the subtool’s box to reveal a pop-up window with information about the subtool, such as the number of polygons and points in the subtool at its current subdivision level.
  • To the left of the stack of subtools is a scroll bar that becomes active when the list of subtools become too long to display in the SubTool subpalette.
  • On the right side of the box for each subtool is an eyeball icon. This toggles the visibility of the subtool on the canvas. Click the eyeball icon of an inactive subtool to turn it off.
  • The currently active subtool will remain visible regardless of whether or not the eyeball icon is on.
  • To turn off the visibility of all the subtools except the currently active subtool, click the eyeball icon of the currently active subtool so that it turns off. This can also be achieved by clicking the Solo button on the right shelf.
  • To turn on the visibility of all of the subtools at once, click the eyeball icon for the currently active subtool so that it turns on.
  • To turn on the visibility of all of the subtools at once, click the eyeball icon for the currently active subtool so that it turns on.
    • To switch from one subtool to another, select the subtool’s box in the SubTool subpalette.
    • You can filter the display of the subtools in the List All pop-up box by typing the first letter of the subtool you are looking for. So, for example, if you want to quickly switch to a subtool named Goggles, just type G. If no other subtool start with g, the Goggles subtool will automatically become selected in the subtool stack. If more than one subtool starts with g, you’ll see all the subtools that start with g in the List All pop-up. Other subtools will be grayed out. Type the second letter of the subtool to switch to that subtool. For example, type G and then O to switch to the Goggles subtool while the List All pop-up is open.
    • Next to the List All button are four arrow buttons. The top two arrow buttons can be used to move up or down through the list of subtools in the stack. The bottom two arrows change the position of the active subtool in the stack. The bent-upward arrow moves the subtool up one position in the stack, and the bent-downward arrow moves the active subtool down one position in the stack.
    • The Duplicate button makes a copy of the active subtool and adds it to the stack of subtools.
    • The Append button adds a tool selected from the tools available in the tool fly-out inventory to the bottom of the subtool stack; the Insert button does the same thing, but the appended subtool is placed just below the active subtool in the subtool stack.
    • The Delete button deletes the currently active subtool. When you click this button, a warning message appears letting you know that deleting a subtool is not undoable.
    • The Split Hidden button splits a tool into subtools based on which parts of the mesh have been hidden.
    • The Grp Split button separates a tool into subtools based on how the mesh has been arranged into polygroups.

Sculpting a Hair Mesh

ZBrush’s subtool workflow is very flexible. You can append a raw lump of digital clay to an existing tool and sculpt it into shape, or you can append a fully sculpted object. In this example, you’ll append a PolySphere and use it as a starting point for a simple hairdo.

1. Open the femaleHead.ZPR project from the Chapter 4 folder on the DVD.

This project has the same female head you got to know earlier in the chapter. It actually already has a simple subtool arrangement. The head is one tool and the eyes are a subtool.

2. Expand the SubTool subpalette of the Tool palette and take a look at how the subtools are arranged. Each slot in the SubTool subpalette holds a subtool. The female head is at the top of the list, and just below are the eyes (see Figure 4-27).

Figure 4-27 : The SubTool subpalette shows that the femaleHead and Eyes are separate subtools.

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Now to create some hair you’ll append a PolySphere as a third subtool. Before you can do this you must load the PolySphere into the current ZBrush session.

3. Open Light Box (hotkey = ,), switch to the Tool section, and drag the icons to the left until you see the PolySphere.ZTL tool. Double-click this tool to load it into the current session (see Figure 4-28).

When you load the PolySphere tool by double-clicking it, the female head disappears and is replaced by the PolySphere. Don’t panic; all that has happened is that you’ve switched the tool you are currently working on. Think of it as swapping tools on the virtual sculpting stand.

4. Take a look at the tool library. You should see the femaleHead model icon with a little number 2 in the upper-left corner. The number 2 refers to the number of subtools this model contains. Click the femaleHead in the tool library to switch back to this model. If there are a lot of models loaded in the current session, you may need to open the tool library by clicking the large icon in the upper left of the tool library (see Figure 4-29).

Figure 4-28 : Select the PolySphere.ZTL file from the Tool section of Light Box.

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Figure 4-29 : The femaleHead tool in the tool library has a number 2 in the corner indicating the number of subtools in the model.

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5. Now to add the polySphere to the head. Click the Append button in the SubTool subpalette of the Tool palette. This opens a pop-up copy of the tool library. Select the PolySphere from the pop-up tool library (see Figure 4-30). This will add it to the model below the eyes.

Figure 4-30 : Click the Append button to open the pop-up tool library; then select the PolySphere to add it to the femaleHead.

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6. Make sure the appended PolySphere subtool is selected in the SubTool subpalette by clicking its slot. (Note that on the canvas the selected subtool is a lighter color than the unselected subtools. You can select only one subtool at a time.)
7. Click the Rename button in the SubTool subpalette and type Hair in the pop-up window (see Figure 4-31). Press Enter. The PolySphere has now been renamed Hair.

Figure 4-31 : Rename the PolySphere as Hair.

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8. Now to position the hair subtool, rotate the view of the model to a side view. Make sure Persp is off on the right shelf. It’s easier to move things accurately if perspective distortion is off. Press the X hotkey to enable symmetry for the Hair subtool. Press the W hotkey to switch to Move mode. This activates the Transpose handle.
9. There’s a little known trick for moving subtools easily. While Move mode is active, hold the Alt key and drag on the hair; this allows you to position the Hair subtool without using the Transpose tool. This works for Scale mode as well but not for Rotate mode. Move the Hair subtool so that it fits over the head of the femaleHead and does not block her face (see Figure 4-32).
Always Name Your Subtools
There’s a very good reason why you should always take the time to rename your subtools. When you open the tool library, the icon of each tool displays the currently selected subtool for that tool. If you had selected the Eyes subtool of the femaleHead model and then switched to the PolySphere, you would just see the Eyes in the tool library and not the female head. If you don’t give your subtools unique names, you can start to get confused as the tool library becomes full of tools. The following graphic shows how bad this situation can get, and it can be frustrating to have to select each tool in order to find the one you want.
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Figure 4-32 : Move the Hair subtool to the back of the head.

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At this point you’re set up to start sculpting some hair. This usually takes practice, but you can use many of the techniques you learned in previous sections. Using Dynamesh makes hair sculpting much easier and faster than in previous versions of ZBrush. Of course, you can create realistic strands of hair using FiberMesh, but there may be situations in which you want to sculpt hair from a single polygon mesh. For example, let’s say you want to sculpt something that looks like a statue carved in stone. Creating realistic hair with FiberMesh is covered in Chapter 9; for this example we’ll keep it simple and create some “statue-esque” hair using Dynamesh.

Figure 4-33 : Set the Dynamesh Resolution to 64 (top image). Click the Dynamesh button and then choose No when the warning message appears.

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Before you start, though, you should save the project.

10. Click the Save button in the File palette to save the project as femaleHead_02.ZPR.
11. Make sure the Hair subtool is selected in the SubTool subpalette of the Tool palette. Set the Resolution slider below the Dynamesh button in the Geometry subpalette to 64, and click the Dynamesh button to activate Dynamesh.
12. A warning box will appear asking you if you want to preserve the subdivision levels for the Hair subtool. Click the No button (see Figure 4-33).
13. Use the Move brush with a large draw size to start shaping the hair. Depending on the style you are looking for, you may want to deactivate Symmetry (press the X hotkey again to deactivate Symmetry).

Figure 4-34 shows some of the stages I went through during the hair development. Note that at the end the hair is low resolution and not very detailed. I used only the Move and DamStandard brushes to create the basic shape.

14. Once you have the basic shape established, save the project as femaleHead_03.ZPR.
Freezing Subdivisions
When you activate Dynamesh for a surface that has multiple subdivisions, you get a warning asking you if you want to freeze subdivisions. It’s not always necessary to freeze the subdivision levels, but in some cases you may want this option so that when you exit Dynamesh mode you still have multiple levels of subdivision. Be aware that whether you choose to freeze subdivision levels or not, the topology of your model will still be completely reorganized by Dynamesh.

Figure 4-34 : The hair is sculpted in Dynamesh mode. The resolution is increased only when more detail is needed.

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Tips on Sculpting Hair
  • Have a reference close by (unless you’re a beauty school graduate). Some artists who have spent most of their time reading sci-fi and horror novels may suddenly realize what they’ve been missing by not leafing through glossy glamour magazines! (It gets even worse when you start sculpting clothing, and you realize you don’t know anything about fashion.) That’s OK; the Internet can come to the rescue. Do an Internet search for hair styles and find a style that you like; then use it for reference.
  • Use the Move tool to block out the basic shape. As long as Dynamesh is active, just Ctrl+drag on the canvas whenever the polygons appear stretched.
  • Clay Tubes, Clay Build-up, DamStandard, and the Rake brush are all very helpful for defining hair.
  • Avoid focusing too much on one part; instead, work the entire surface over.
  • If things get too blobby, use the Trim Dynamic or hPolish brush to define the forms with flat planes.
  • Don’t worry about detail until you have the entire basic form blocked out.
  • Toggle Persp on and off while you work so that you can see how perspective distortion affects the way the hair looks.
  • The advantage of using a separate subtool for the hair is that if you don’t like what you’ve done, you can add a new PolySphere and start over, and you can add more hairstyles as different subtools. Test them out by simply toggling the visibility of each hair subtool off and on.
  • It’s good to sculpt the hair at lower Dynamesh resolutions. You should only increase the resolution of Dynamesh when you feel you’ve done everything you can possibly do at the lower resolution. When you increase the resolution, do so by small increments. Go from 64 to 80, do as much work as you can, and then increase to 100 and then to 128 and so on. If you try to jump to a high resolution too early, you’ll find it difficult to maintain the control you want over the design, and it will look lumpy and unappealing.
Saving ZTools versus ZProjects
You’ll notice that in the previous exercise you loaded the PolySphere from the Tools section of Light Box instead of the Projects section. You can also save and load tools (aka ZTools) using the buttons at the top of the Tool palette. So how is this different from saving and loading projects?
Simply put, a tool is a model saved in the special ZTL file format. When you save a tool, you are saving only the tool that is presently loaded on the canvas in Edit mode. If the tool is made up of several subtools, then the subtools will also be saved.
When you save a project, you save the current tool as well as all the other tools in the tool library—materials, textures, and other elements.
Think of it this way: saving a project is like saving your entire sculpture studio exactly the way you left it. Imagine walking out of the studio and locking the door behind you. When you return, everything in the studio is just the way you left it.
When you save a tool, it’s like putting a sculpture in a box and storing it. When you load that tool again, it’s like taking the sculpture out of the box. Only what you put in the box is saved; nothing else is affected or saved when you save a tool.
I usually advise new students to save projects because it minimizes the risk of losing any work, and it’s very similar to saving a scene in other 3D applications. Now that you are familiar with projects and tools, you may decide you want to save tools sometimes and projects other times. This is perfectly fine. There are some advantages of saving tools, including the fact that the file sizes of tools are usually smaller than those of projects, and there is less clutter in the tool library when you load a tool into ZBrush.

SubTool Master and Transpose Master Plug-Ins

ZBrush has a number of free plug-ins that extend the capabilities of the program. Most plug-ins are free and are preinstalled. The most common plug-ins and instructions on how to install new plug-ins are found in the bonus chapter, “Zscripts and Plug-Ins,” which is included on the DVD that comes with this book.

The plug-ins (aka ZPlug-ins) are found in the ZPlug-in palette. If you don’t see a particular plug-in listed, then you’ll need to download it and install it. Plug-ins can be downloaded from Pixologic at this web address: www.pixologic.com/zbrush/downloadcenter/zplugins/.

SubTool Master adds a number of functions to help extend the capabilities of subtools. While many of these functions have been incorporated into the main interface in recent versions, there are still features that are very useful. In particular, the mirror function makes it easy to create a mirror copy of a subtool, which can either be added as a separate subtool or merged into the current subtool.

Transpose Master makes it possible to pose models that are made up of many subtools. It does this by making a clone of the current model. The clone is automatically set to the lowest SDiv level, and all the subtools are merged into a single object, allowing you to pose it easily with the Transpose handle. Once the model is posed, the plug-in allows you to automatically copy the pose back to the original model and all of its subtools. Transpose Master is demonstrated in Chapter 6, “Advanced ZSphere Techniques.”

ZSpheres

ZSpheres are unique ZBrush modeling tools unlike anything you’ll find in other 3D modeling programs. ZSpheres act as an armature for digital clay. Think of the wire skeleton a sculptor uses as the underlying structure for a sculpture. The wire armature is built and posed and then the sculptor adds clay to the armature to create the final figure. The armature acts as a support for the clay, but it can also be used to establish the initial pose.

ZSpheres are special spheres that can be connected into a network. The network of ZSpheres is then converted to a polygon mesh known as an adaptive skin. It is similar to a sculptor’s armature except that instead of adding clay to the armature, you convert the ZSphere armature directly into a sculptable mesh.

The polygon mesh that results from the skinning process is placed as a copy in the Tool palette. The new mesh is just like any other 3D tool and can then be sculpted using the sculpting brushes.

You can form anything you want out of ZSpheres, but they are particularly useful for things such as figures, trees, and creatures. Because a copy is made, you’re left with both a mesh and the original ZSphere armature, which can be reused as the basis for similar meshes in future projects. Let’s take a look at how to use ZSpheres.

ZSphere Basics

In this section, you’ll learn how to create and manipulate a basic ZSphere armature. Follow these steps to get started:

1. Save any projects you may have open and select the ZSphere 3D tool from the Tool palette. This is the red sphere that is colored in two different shades of red (see Figure 4-35). When you select the tool, it should appear on the canvas in Edit mode. If not, draw it on the canvas and switch to Edit mode (hotkey = T).

Figure 4-35 : The ZSphere tool in the Tool palette inventory

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2. Make sure the Draw and Edit buttons are on the top shelf. Move the brush over the surface of the ZSphere; you’ll see a red circle connected to a line that starts at the center of the ZSphere (see the left image in Figure 4-36). The red circle will turn green as the brush appears over specific parts of the ZSphere.
3. Click and drag on the surface of the ZSphere. You’ll see a new ZSphere grow out of the first as you drag (see the right image in Figure 4-36).

Figure 4-36 : As you hold the brush tip over the ZSphere, a line appears from the center of the ZSphere (left image). To add another ZSphere to the first, click and drag on the surface while the Draw button is active on the top shelf (right image).

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You can add a new ZSphere to any existing ZSphere while the Draw button on the top shelf is active. The cursor will turn green to indicate the best place to add a new ZSphere. The position of one ZSphere relative to another affects the topology of the final mesh, making it more or less easy to sculpt. ZBrush gives you hints, such as the green color of the cursor, to help you decide where to add new ZSpheres. In some cases you can bend the rules and place a ZSphere when the cursor is not green; it depends on what your final objective for the mesh is going to be. In general, when learning how to use ZSpheres, try to follow the hints suggested by the color changes.

4. Click the Move button on the top shelf (hotkey = W). Select the newly added ZSphere and move it away from the original ZSphere. You’ll see a number of gray spheres appear between the original ZSphere and the newly added ZSphere. You’ll also notice a triangle indicator that starts at the center of the first ZSphere and ends at the center of the second. This indicator resembles the way bones are drawn in other 3D applications.

You currently have a very simple ZSphere chain on the canvas. You’ve also established a simple hierarchy: The triangular icon indicates the relationship. The wide end of the triangle is at the center of the parent ZSphere, and the pointed end is at the center of the child ZSphere. The gray spheres in between are the connecting ZSpheres. These connecting ZSpheres act as a bridge. They can’t be directly manipulated unless you convert them to standard ZSpheres.

5. Click the Draw button on the top shelf to switch to Draw mode (hotkey = Q). Click one of the connecting gray ZSpheres between the child and the parent. This will convert the connecting ZSphere to a standard ZSphere. You’ll notice now there are two bones drawn between the three ZSpheres (see Figure 4-37).

Figure 4-37 : Click a connecting ZSphere while in Draw mode to add a ZSphere between the two original ZSpheres. Drag on the ZSphere while in Move mode to change its position.

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6. Click the Move button (hotkey = W) and try moving the ZSpheres around. If you drag on a ZSphere, it will move the ZSphere independently of the other two. If you drag on the connecting gray spheres, you’ll move all of the child ZSpheres together. Hold the Alt key and drag on the last ZSphere while in Move mode. The other ZSpheres follow the movement.

The Rotate (hotkey = R) and Scale (hotkey = E) buttons work in a similar fashion. When you have the Rotate button activated, dragging on a ZSphere will cause it to pivot about its center, and dragging on the connecting sphere rotates all of the child ZSpheres. The Scale button allows you to scale individual ZSpheres by dragging on them or all of the child ZSpheres by dragging on the connecting ZSpheres.

7. Spend a few moments experimenting with adding, rotating, and scaling ZSpheres.
8. To delete a ZSphere, switch to Draw mode and Alt+click the sphere.
Tips for Working with ZSpheres
  • In Draw mode, drag on a ZSphere and then hold the Shift key to add a second ZSphere that matches the size of the first.
  • Lower your draw size to more precisely select and manipulate individual ZSpheres.
  • ZSpheres can be added to existing tools as subtools, so you can use them to create additional props such as clothing or equipment for characters.
  • ZSpheres work with symmetry; you can turn on radial symmetry to quickly create elaborate designs such as trees or cephalopods.

Skin ZSpheres

Skinning is the process of converting a ZSphere armature into a polygon mesh that can then be sculpted. ZBrush has two skinning methods: adaptive and unified. Usually a ZSphere armature uses adaptive skinning.

Adaptive Skinning

Adaptive skinning creates a polygon mesh based on the ZSphere armature. Think of wrapping the armature with a membrane made up of polygons. When you convert a ZSphere armature into an adaptive skin, the skin itself is stored as a copy in the Tool palette, and you can then continue to sculpt. While you are working with the ZSphere armature, you can preview the adaptive skin very easily, which can help you make decisions about the position of ZSpheres while you work, up until you are ready to convert the armature into an adaptive skin.

When starting a ZSphere model, you’ll need to create a simple chain of at least three ZSpheres in order for the skinning process to work correctly. There is a simple workflow that ZBrush artists use when starting a typical ZSphere armature:

1. In ZBrush, select the ZSphere in the Tool palette library to start a new ZSphere armature. The ZSphere should appear on the canvas in Edit mode.

You’re going to add two ZSpheres, one on each side of the original ZSphere, to start the ZSphere armature. You can use this trick to help precisely position the two child ZSpheres.

2. Press the X hotkey to activate Symmetry.
3. As you hold your brush over the ZSphere, you’ll see two cursor icons. Position the icons so they meet at the center and both turn green (see Figure 4-38, upper-left image).

Figure 4-38 : The basic approach to starting a ZSphere model involves creating a simple chain of three ZSpheres.

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4. Create a new ZSphere by dragging from the center where the two brush tips meet (see Figure 4-38, upper-right image).
5. Drag on the canvas to rotate the view to the opposite side of the ZSphere (see the lower-left image in Figure 4-38). Repeat steps 3 and 4 to add a second ZSphere to the original. The simple three-ZSphere chain should look like the lower-right image in Figure 4-38.
6. Press the A hotkey. You’ll see the ZSphere chain turn into a polygon mesh; this is actually a preview of the mesh.
7. To switch back to ZSphere mode, press A. Spend some time adding ZSpheres to these original three ZSpheres; move them around and press A to see the preview.

If you start with fewer than three ZSpheres, you’ll end up with a hole at one end of the skin that will look strange and produce unpredictable results.

You can actually sculpt the preview mesh using the sculpting brushes while you work, but you should avoid doing this. If you sculpt the mesh while in Preview mode and then make a change to the armature by adding additional ZSpheres, your changes will be lost, and in some cases it can really mess up the model.

The best approach is to create your ZSphere armature, pose it, and preview often while you work. When you have a satisfactory ZSphere chain, you can then click the Make Adaptive Skin button in the Tool palette (this button appears only when you’re working with ZSpheres; see Figure 4-39), and you’ll find that the mesh is placed in the Tool palette library. The prefix skin_ is added to the name of the mesh to distinguish it from the original ZSphere armature. Once you create the skin, you can append it to another tool as a subtool or draw it on the canvas and sculpt away.

Figure 4-39 : The Make Adaptive Skin button converts the armature into a mesh that you can sculpt.

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Creating a Body for the Dragon Using ZSpheres

In this section, you’ll learn how to create a body for the dragon head model you sculpted in Chapter 3 using ZSpheres. Follow these steps to begin:

1. Click the Open button in the File palette to open the last version of your dragon head, or open the Dragon_Chapter4.ZPR project from the Chapter 4 folder on the DVD.
2. In the SubTool subpalette of the Tool palette, click the slot for the dragon’s head. Currently, it is still named PolySphere. Click the Rename button below the stack and change the name to DragonHead.
3. Since the ZSphere is always available in the tool library, you don’t need to load it as you did with the PolySphere earlier in the chapter. You can just append it to the dragon’s head. Click the Append button in the SubTool subpalette of the Tool palette, and choose the ZSphere from the pop-up library (see Figure 4-40). It will be added to the subtool stack below the dragon’s head.

Figure 4-40 : Append the ZSphere to the dragon head model.

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Classic Adaptive Skinning
The adaptive skinning process was upgraded with the release of ZSphere 3.5. The new adaptive skin created by ZSpheres more closely resembles the armature than the skin that was created using the original skinning method. However, there are advantages to using the old, original (aka classic), adaptive skinning method, and therefore ZBrush has an option for switching to classic skinning.
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A number of options become available when you click the Use Classic Skinning button. These options can change the way the mesh is generated when you make the adaptive skin. You can see how these changes affect the mesh while the ZSpheres are in Preview mode.
When ZBrush creates an adaptive skin in Classic Skinning mode, it determines how many polygons each ZSphere will create. This is known as the mesh resolution. Some parts of the mesh are at a higher resolution than others: ZSpheres that have a number of child ZSpheres attached to them generate a higher resolution. The Ires slider determines how many child ZSpheres are needed before a parent ZSphere generates a high-resolution mesh.
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Raising the MC slider increases the amount of curvature in the membrane profile at intersections.
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The Minimal Skin To Child (Mc) button reduces the resolution between a child ZSphere and its parent, which can create a kind of webbing between the ZSpheres. Minimal Skin To Parent (Mp) does the same thing but in reverse.
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The Insert Local Mesh button lets you replace a selected ZSphere with a polymesh object. When you click this button, the tool inventory appears. If you select one of the polymesh objects in the inventory (non-polymesh objects are grayed out in the inventory), the selected ZSphere will be replaced by the mesh.
The Insert Connector Mesh button also opens the tool inventory. The selected polymesh object replaces the connector ZSpheres between the selected ZSphere and its parent.
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If you open the mannequin projects available in the Project section of ZBrush, you’ll see a number of ZSphere mannequins that were created by replacing parts of a ZSphere armature with simple primitive shapes. These mannequins were created using the Insert Connection Mesh feature, which is active only when the Use Classic Skinning button is on.
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Magnet ZSpheres can be used as a way to deform the skin when Use Classic Skinning is active. To create a magnet ZSphere, add a child ZSphere to the chain, pull it away from its parent, switch to Draw mode, and hold the Alt key while clicking the gray connecting ZSpheres. Press the A hotkey to see how the magnet ZSphere influences the adaptive skin.
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Negative ZSpheres create an edgeloop in the surface but only when using classic skinning. To create a negative ZSphere, use Draw mode to add a child ZSphere and then use Move mode to push it into the parent ZSphere. The ZSphere will become semitransparent, indicating that it has a negative ZSphere. Press the A hotkey to see the effect on the topology of the adaptive skin preview.
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4. Lower your Draw size to 3 or 4. Using a small Draw size will help you to place new ZSpheres more accurately as you build the armature.
5. Make sure the eyeball icons for both the DragonHead and the ZSphere are turned on in the SubTool subpalette stack. Otherwise, when you switch subtools, the head or the ZSphere may become hidden.
6. You probably can’t see the ZSphere on the canvas because it’s inside the DragonHead subtool. Select the ZSphere in the subtool stack so that its slot becomes highlighted. Click the Transp button on the right shelf. This button toggles on Transparency for all of the inactive subtools. Now, you can see the ZSphere in the center of the head (Figure 4-41, left).
7. Press the X hotkey to activate Symmetry for the ZSphere. Rotate the view so you can see the ZSphere from the front. Press the W hotkey to switch to Move mode and drag on the ZSphere; pull it toward the back of the dragon’s head (Figure 4-41, center).
8. Press the Q hotkey to switch to Draw mode. Add a ZSphere to the front and back of the ZSphere by dragging on the original ZSphere. Rotate the view as you work as needed to do this (Figure 4-41, right).
9. Now you have the initial three-ZSphere arrangement discussed in the previous section. Next, you’ll pull the ZSphere at the back of the head outward to form a neck. Press the W hotkey to switch to Move mode; drag on the ZSphere at the back of the head and pull it outward to form the neck. Pull it back quite a way; you’ll add the body in between this ZSphere and the root ZSphere (Figure 4-42, top).

Figure 4-41 : Turn on Transparency so that the ZSphere is visible in the dragon’s head (left image). Move the ZSphere to the back of the head (center image). Add a ZSphere to the front and back of the initial root ZSphere (right image).

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10. Switch to Draw mode (hotkey = Q), and click the gray connecting ZSpheres in three different places to add three ZSpheres, as shown in the second image from the top in Figure 4-42. You don’t need to be terribly precise.
11. Switch to Scale mode (hotkey = E). Drag downward on each ZSphere to scale it up in size. You want to create a rough swelling in the middle, which will become the mass of the dragon’s body (Figure 4-42, second from bottom).
12. Experiment with the position of each ZSphere, and think about how you would like the body to look (see Figure 4-42, bottom). Think about how much personality you can give to the body of your dragon using just this simple ZSphere armature.
13. When you have something that roughly looks like an interesting body, click the Save button in the File menu and save the project as Dragon_Chapter4_Body.ZPR.

In the next section you’ll add legs and a tail.

ZSphere Errors
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If it looks as though part of the ZSphere chain turns transparent while you are posing your armature or adding new ZSpheres, this is just ZBrush letting you know that the position of the ZSpheres may cause problems in the topology of the mesh that will be generated by the skinning process. The error is shown in the image. Try repositioning the ZSpheres until the display returns to normal.

Figure 4-42 : Pull the rear ZSphere back, and add three ZSpheres by clicking the connecting ZSpheres. Scale the new ZSpheres up, and use Move to position them to form the body.

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Adding ZSphere Legs and a Tail

In this section, you’ll add legs, complete with feet and toes, and a tail. The emphasis will be on keeping things simple so that it’s easier to sculpt the surface once it’s converted to a mesh.

1. Continue with the project from last section; first, you’ll add the front legs. Switch to Draw mode and hold the mouse over the large ZSphere of the body. The red dots may or may not turn green, indicating the best spot to create a new ZSphere, but that’s OK. Click the side of the large ZSphere to add a new ZSphere. This will be mirrored on the other side; these two ZSpheres will be the shoulders (Figure 4-43, top left).
2. Press the A hotkey to see a preview of the mesh (see Figure 4-43, top right). If the surface is not twisted or if you don’t see any obvious problems, then you should be OK. If there is a problem, you can press the A hotkey again to toggle back to ZSphere mode, move the offending ZSphere, and press the A key to preview the mesh to see if the problem has been fixed. It’s usually a good idea to preview the mesh frequently as you work so that you can catch problems early when they are easier to fix.
3. Press the A hotkey again to switch out of Preview mode. Switch to Draw mode (hotkey = Q), and add another ZSphere to the shoulders. Switch to Move mode (hotkey = W), and drag this out to form the front legs (Figure 4-43, bottom left).
4. To add a knee, switch back to Draw mode and click the center of the leg; again, you don’t need to be overly precise. Switch to Move mode and move the knee ZSphere to create an angle in the leg (bottom right in Figure 4-43).
5. Add another ZSphere at the end of the leg for the foot. Use Move and Scale modes to shape it as shown in Figure 4-44.

Figure 4-43 : Add legs to the front of the Dragon (upper left). Press the A hotkey to check for errors in the mesh (upper right). Pull the legs downward to extend them (lower left). Insert knees in the model of the leg (lower right).

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Figure 4-44 : Add a ZSphere to the end of the front legs to create feet.

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6. You can repeat steps 1 through 5 to create the back legs. Remember to preview often! In my version I added a second angle in the leg to create the typical dogleg-style anatomy (Figure 4-45, left).
7. The tail is pretty simple; just add a ZSphere to the ZSphere at the end of the body. Pull it out as far as you think it needs to go. To add a bend you can switch to Draw mode, click the gray connecting ZSphere, and add as many bends as needed (however, if you want to add large scales and other details later, you may want to keep the tail straight for now). To delete a ZSphere, hold the Alt key and click the ZSphere you want to remove while in Draw mode. Try to keep the body symmetrical along the x-axis; this will make it easier to sculpt later on (Figure 4-45, right).

Figure 4-45 : Use ZSpheres to add back legs (left image) and a tail (right image).

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You can add toes using the same techniques; however, there’s a trick you can use that will make toes easier. This trick also works well for human fingers.

8. Switch to Draw mode and click the foot ZSphere; drag out slowly to scale it up but keep the ZSphere fairly small. Think of this ZSphere as a knuckle (see Figure 4-46, top left).
9. Add a new ZSphere to the knuckle, but after you start dragging it, hold the Shift key. This will snap the ZSphere to the same size as the knuckle. Switch to Move mode and pull the finger ZSphere away from the knuckle (see Figure 4-46, top right).

This idea behind this technique for adding toes is that by first creating a knuckle ZSphere and then creating a finger ZSphere, you avoid the conical shape that would be created by simply adding the finger without the knuckle.

10. After you create the finger, you can switch to Draw mode and click the gray connecting ZSpheres to add more joints. Use Move mode to move the ZSpheres to create a bend in the finger (see Figure 4-46, bottom). Repeat these steps to add additional fingers. Try to keep some space between the fingers as you create them so that they’re easier to sculpt later on.

Figure 4-46 : Add a knuckle to the foot (top left). Draw the toe and hold the Shift key as you draw to match the size of the knuckle; then pull this away from the foot (top right). Add a ZSphere in the finger to create a joint (bottom left). Press the A hotkey to preview the result (bottom right).

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11. Repeat this process to create toes for the back legs.
12. Spend a few minutes using Move and Scale mode to adjust the ZSpheres of the armature. Take advantage of the simplicity of ZSpheres to experiment with different proportions and poses. Try to keep the pose symmetrical across the x-axis so that it’s easier to sculpt later on (see Figure 4-47).
13. When you’re happy with your dragon body, save the project. In the next section you’ll convert the ZSphere armature to a mesh and merge it with the head.

Figure 4-47 : Toes are added to the back feet, and the armature is adjusted to shape the dragon’s body.

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Skinning the ZSphere Dragon Body

The basic ZSphere body created in the previous section is your armature. To make the ZSpheres into a sculptable surface, you’ll convert it to a mesh using adaptive skinning.

1. Continue with the project from the previous section. Make sure the ZSphere is the currently selected subtool in the subtool stack.
2. Scroll down to the Adaptive Skin subpalette of the Tool palette. (Note that this subpalette is visible only when you have a ZSphere selected. If you don’t see it, chances are you have the wrong subtool selected in the subtool stack.)
3. Click the Make Adaptive Skin button (see Figure 4-48). You won’t see any change in the model. When the skin is created, it is placed as a new tool in the tool library. The new tool has the prefix skin_ attached to it. In this case it will be named skin_ZSphere1.

Figure 4-48 : Click the Make Adaptive Skin button in the Adaptive Skin subpalette of the Tool palette.

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4. Click the Append button to add the skin_ZSphere1 tool to the subtool stack, as shown in Figure 4-49. Turn off the Transp button on the right shelf to deactivate Transparency.

Figure 4-49 : Append the skin to the dragon as a subtool.

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Now the dragon model has three subtools: the dragon_head, the ZSphere, and the skin_ZSphere1 surface. You can neaten things up a little by renaming the skin_Zsphere1 subtool and deleting the original ZSphere tool. You don’t have to delete the tool, and in some cases you may find that there’s a good reason to keep it around. In this case, you can delete it to keep the subtool stack simple and uncluttered. Deleting a subtool is not undoable, meaning that if you change your mind after deleting it, it’s too late to bring it back. For this reason I make it a habit to always save the project before deleting a subtool.

5. Click the Save As button in the File menu to save your project.
6. In the subtool stack, make sure that the ZSphere is selected (not the skin_ZSphere1 subtool). Click the Delete button in the SubTool subpalette of the Tool palette. You’ll see a warning appear letting you know that this is not undoable. Click OK.
7. Select the skin_Zsphere1 tool in the subtool stack. Click the Rename button and rename the tool DragonBody.
8. Save the project again (sometimes I like to save the project with a new version number so that I can go back to the version that still has the ZSphere armature if I need to).
9. Select the DragonBody subtool in the subtool stack. Press the X hotkey to activate Symmetry. Spend a few minutes using the Move and Smooth brushes to sculpt the surface to make it look a bit more natural and less like a balloon animal.
10. Subdivide the model by pressing the Ctrl+D hotkey. This adds another level of subdivision to the body. Use the clayTubes, Standard, Move, Smooth, and DamStandard brushes to shape the dragon body a bit more. Try to make the neck look as though it flows into the back of the head.
11. Add one more level of subdivision and continue sculpting (Figure 4-50). There is no need to go into detail such as scales just yet since the body will be merged with the head and dynameshed.

Figure 4-50 : Subdivide and sculpt the body using the sculpting brushes.

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ZSphere Strategies
When creating a ZSphere armature, how many ZSpheres should you use? Should you pose the armature, or should you make sure the limbs are symmetrical along the x-axis? Should you use adaptive or classic skinning? The answers to these questions depend on the situation or your own personal style of working.
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Some artists prefer to keep things as simple as possible and add detail to the adaptive mesh after it’s been converted or add detail using ZSketching techniques (described in the next section). Other artists like to add a lot of detail in the ZSphere armature before skinning.
The same is true when deciding whether or not to pose the ZSphere armature. For sculptors who work in clay, the pose is usually established at the very beginning when creating the wire armature. The following image shows how ZSpheres can be used to establish the pose before converting the ZSpheres into an adaptive mesh. However, clay sculptors don’t have the benefit of automated symmetry that ZBrush sculptors enjoy. You may want to keep the ZSphere armature as symmetrical as possible so that when you create an adaptive skin, you can easily sculpt on both sides at the same time and then use the transpose tools or other methods to pose the mesh after conversion. This is a good approach for beginners.
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The choice to use classic adaptive skinning or to use the newer ZSpheres 2 adaptive skinning method (the default setting for ZBrush 4) will probably be made based on the situation. Use the A hotkey to toggle on and off the adaptive skin preview, and experiment with the settings to see what skinning method suits you the best. The following image compares the ZSphere 2 adaptive skinning (top) with classic adaptive skinning (bottom).
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As you become more experienced with ZBrush, you’ll develop your own strategies for modeling with ZSpheres. While you’re first learning, it’s probably a good idea to keep things simple. This will ensure that it will be easier to sculpt the meshes that you generate from your ZSphere armatures. That said, you should also take time to experiment and try making complex ZSphere armatures and posing them as well.

Merging the Head and Body

At this point you can merge the DragonHead and DragonBody subtools so that it will be easier to create a seamless transition between the head and the body. Merging subtools means that two subtools are collapsed into a single subtool. The geometry remains intact, but now the merged surfaces can be affected by the sculpting brushes as a single mesh.

It’s important to understand that you don’t have to merge subtools unless you want to; it’s ultimately an artistic choice. I have created many ZBrush models over the years that consist of dozens of subtools, and that’s perfectly fine. It is necessary to merge subtools if you want to create a single seamless surface using Dynamesh, which is why you’ll merge the head and the body in this section.

1. Continue with the project from the previous section. Select the DragonBody subtool. In the Geometry subpalette make sure the SDiv slider is set to the highest subdivision level. Click the Delete Lower Subdiv button to remove all lower subdivision levels.
2. Select the DragonHead subtool. In the Geometry subpalette, turn off the Dynamesh button.
3. Merging subtools is not an undoable operation, so it’s a good idea to save the project before merging subtools. Do this now using the Save As button in the File palette.
4. With the DragonHead subtool selected in the subtool stack, click the Merge Down button (see Figure 4-51). You’ll get a warning again letting you know that this is not undoable. Click OK (see Figure 4-52). The subtools are now merged.
5. Click the Dynamesh button in the Geometry subpalette to “dynamesh” the merged head and body. Keep in mind that before you apply Dynamesh you can set the resolution using the Resolution slider below the Dynamesh button in the Geometry palette. Higher resolution will mean more detail from the original is transferred to the Dynamesh version. Lower resolutions may make it easier to sculpt primary forms into the mesh. The choice is yours. I recommend experimenting with different resolutions. If you don’t like the result of a particular resolution setting after you use Dynamesh, you can press Ctrl+Z to undo and then try again using a different setting.

Figure 4-51 : Click the Merge Down button to merge the head with the body.

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Figure 4-52 : A warning message lets you know that merging is not undoable.

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6. Use the sculpting brushes to sculpt the surface a little more. Again, don’t worry about details at this stage (Figure 4-53). I used my own variation of the InsertSphere brush to create the scaly armor on the back. This same technique was demonstrated in Chapter 3 for adding teeth to the dragon’s mouth.
7. When you’re happy with the result, save the project.

Figure 4-53 : After the dragon is merged, it is dynameshed and sculpted

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Tips on Merging Subtools
  • The Merge Down button merges the selected subtool with the subtool directly below it. If you need to merge two subtools that are not next to each other in the stack, use the arrow keys to move the subtools as needed.
  • The Merge Similar button merges subtools that have the same polygon count and geometry. For example, if you have a separate subtool for each wheel on a car and the wheels are all duplicates of each other, you can use this button to automatically merge them all into a single subtool.
  • The Merge Visible button creates a copy of the tool in the tool library in which all subtools that are currently visible are merged into a single tool. Note that when you use this button your current tool won’t look any different; you have to keep in mind that the merged version has been placed in the tool library.
  • When subtools are merged, the polygrouping is maintained so you can continue to isolate parts of the mesh for masking.
  • You can use Group Split to split a surface into multiple subtools based on the polygrouping of the mesh. Make sure that before you use this feature, the polygroups have all been organized in a logical fashion so that you don’t end up with a few hundred or so subtools.
  • If you would like to merge two subtools while at the same time keeping their subdivision levels, make sure that both subtools have the same number of subdivisions and that both are set to their highest subdivision level before merging. This works most of the time, but always save your file before merging.

ZSketching with ZSpheres

ZSketching involves painting ZSpheres on top of an existing ZSphere armature or mesh object. It’s an amazing process that feels just like adding strips of clay to a model. The ZSketch can then be skinned using unified skinning. The unified mesh creates a sculptable object made up of square and triangular polygons that evenly cover the surface. This is the same type of topology you get when using Dynamesh. This differs from an adaptive mesh introduced earlier in the chapter, which adapts the size and number of polygons based on the size of the ZSpheres (see Figure 4-54). Think of ZSketching as yet another tool in your arsenal that you can use to start a digital sculpture.

Figure 4-54 : A ZSphere armature has been converted to an adaptive skin in the left image. The same armature has been converted to a unified skin in the right image.

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Creating a ZSketch

In this example, you’ll learn how to create another style of dragon head using ZSketching. ZSketching can be applied to an existing ZSphere armature, or you can simply start with a single ZSphere and then use the special ZSketch sculpting brush to create forms in empty space. Since this is the easiest way to ZSketch, you will use this method:

1. Start a new ZBrush session on a blank canvas.
2. In the Tool palette fly-out inventory, select the ZSphere. Draw it on the canvas and switch to Edit mode (hotkey = T).
3. Expand the Tool palette and find the ZSketch subpalette toward the bottom. This subpalette is available only when ZSphere is the current tool.
4. Click the EditSketch button (see Figure 4-55). You’ll see the ZSphere turn to a single color.

Figure 4-55 : The EditSketch button is enabled.

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The sculpting brushes in the library switch to a subset of the sculpting brushes designed to work only when ZSketching (see Figure 4-56). These brushes can be divided into several groups:

Sketch Brushes Armature and Sketch 1: The Sketch brushes draw the ZSpheres on the original armature as well as on the canvas.

Figure 4-56 : The ZSketch brushes

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Smooth Brushes Smooth 1, Smooth 2, Smooth 3, and Smooth 4: The Smooth brushes smooth the position and size of the sketched ZSpheres. Each smoothing brush has a slightly different quality to the way it smoothes the surface. Just as with sculpting brushes, the smoothing brushes are mapped to the Shift key. If you choose one of these brushes, you’ll see a reminder at the top of the screen letting you know that the chosen Smooth brush is only active when you are holding the Shift key while in Draw mode.
Bulge Brush This brush causes the ZSketch to swell—or shrink if you hold the Alt key.
Additional Brushes Flush, Float, Flush, Flush Dynamic, Flush Resize, and PushPull: The manipulation brushes help you fine-tune the position and size of the sketched ZSpheres. These brushes and other variations are found in the ZSketch section under Brushes in Light Box.
5. From the fly-out material library on the left shelf, select the SketchGummyShiny material. This is one of several materials designed to help you see your ZSketch as you create it.
6. Reduce your brush size and select the Sketch 1 brush. Press the X hotkey to activate Symmetry if it is not active already (you should see a red circle on the left and right side of the ZSphere if Symmetry is on).
7. Start drawing on the ZSphere. You’ll see a series of spheres follow the stroke. Extend the stroke out into empty space.
8. Rotate the view of the ZSketch (see the top image in Figure 4-57).

The ZSpheres you add with the ZSketch brush are unlike the ZSpheres you used to make the dragon armature. These ZSpheres can only be added using the special ZSketch brushes when ZSketch mode is on. You need to have at least one ZSphere on the canvas, and the sketch has to start on a ZSphere, but after the initial stroke you can continue to add more ZSpheres and build up the model by drawing on existing strokes.

One Undo Too Many
Sometimes you may find that if you press Ctrl+Z to undo the last ZSketch stroke, the ZSphere turns red, and it seems like the ZSketch brushes no longer work. What has happened? This is simply a result of going back too far in the undo queue. You’ve basically stepped out of ZSketch mode. To fix this, turn the Edit ZSketch button in the ZSketch subpalette back on and continue working.

Figure 4-57 : New ZSpheres are sketched onto the initial ZSphere (top image). The ZSpheres are smoothed into the surface when you brush them with the Smooth brush (bottom image).

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9. Hold the Shift key and paint over the surface of the newly sketched ZSpheres. This activates the Smooth 1 brush, which helps to straighten the position of the sketched ZSpheres. It also scales the ZSpheres at the ends to match the original ZSphere (see Figure 4-57, bottom).

The Smooth 2 brush will push the end ZSketched ZSpheres into the armature but it will not change the radius of the ZSpheres.

The Smooth 3 brush will not change the radius of the ZSketched ZSpheres. It applies a global smoothing to the sketch, which can help straighten the line of the ZSketch.

The Smooth 4 brush scales the end ZSpheres down and embeds them deeper onto the other ZSpheres.

The typical method for adding ZSketched ZSpheres to an armature is to draw out a single line using the ZSketch ZSpheres on the armature and then smooth the newly added ZSpheres using whichever smoothing brushes you prefer. Do this each time you sketch on the armature to ensure that the model is neat and easy to use. Think of it as adding strips of clay to your model. Each time you add a strip, use a smoothing brush to push it into the rest of the models, just as if you used your thumbs to smooth out the strip of clay on a real model.

10. Hold the Alt key and draw on top of the ZSketch. Holding the Alt key deletes parts of the ZSketch, so use this to erase what you have drawn so far.
11. Click the Floor button on the right shelf to turn on the grid. Make sure Persp is off. Rotate the view so that you can see the ZSphere from the side.
12. Starting from the ZSphere, paint an S shape that moves up toward the right. This will be the neck for this version of the dragon’s head (see Figure 4-58, left).

Figure 4-58 : The dragon’s neck is started by painting an S shape. The Smooth brush is used to refine the shape. In perspective view, you can see how two lines of ZSpheres overlap to form the neck.

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13. After you draw out the neck, hold the Shift key and paint over the ZSketch to smooth their position and size (see Figure 4-58, center).
14. Rotate the view of the model. You’ll see that since Symmetry is enabled, you have drawn two lines of ZSpheres. Using the Smooth brush has caused these lines to converge toward the end of the neck. That’s okay. In fact, that’s a big part of how ZSketching works. Overlapping lines of ZSpheres will become the basis for the model’s form (see Figure 4-58, right).
15. Rotate back to a side view. Activate the Move button on the top shelf (hotkey = W). Drag on the ZSpheres to adjust the shape of the neck if you need to (see Figure 4-59, left).

Figure 4-59 : Use Move and Scale modes to adjust the position and size of the ZSketch.

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16. Switch to Scale mode (hotkey = E) and drag upward on the ZSpheres at the end of the neck to scale them down. This adds a taper to the neck (see Figure 4-59, right).
17. Switch back to Draw mode (hotkey = Q). Use the ZSketch 1, ZSketch 2, and ZSketch 3 brushes to form a triangular head at the end of the neck. Draw a few lines at a time and then hold the Shift key while painting over the ZSpheres to smooth the shape. Rotate the view and adjust your draw size as you work. Remember that you can erase ZSpheres by holding the Alt key, and you can move and scale ZSpheres by switching to Move or Scale mode. Figure 4-60 shows how I created the head for my dragon.

Figure 4-60 : A basic head is created at the end of the neck using the ZSketch brushes.

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When you’re smoothing multiple lines of sketched ZSpheres, the smoothing brushes work on whichever sketched line of ZSpheres you touch with the smoothing brush first and then any lines sketched after that. For example, if you sketch three lines of ZSpheres on top of each other and then use the smoothing brush to straighten them, if you touch the third line first with the smoothing brush, only the third line will be smoothed. However, if you touch the second line first with the smoothing brush, both the second and third line will be smoothed. Touching the first line with the smoothing brush will smooth all three. This feature gives you precise control over how the smoothing is applied.

18. When you are happy with the look of the head and neck, click the Save As button in the File menu to save the project as ZSketchDragon.ZPR.

Absolute precision is not necessary when ZSketching. The process should feel natural and organic, which is why it’s called ZSketching. The best approach is to add a few lines at a time, slowly and deliberately, and then hold the Shift key while brushing to smooth the forms of the model. Be mindful, but not obsessive, of how you paint the ZSpheres on the armature because their position and size can affect the look of the unified skin.

Previewing the Unified Skin

Just as when you created the ZSphere armature, you can preview the mesh that the ZSketch will create by pressing the A hotkey. Remember that you don’t want to use the sculpting brushes on the ZSketch preview. Once you’re finished with the ZSketching, you will convert the ZSketch into a skinned copy, which you can then sculpt into a more refined shape. A number of settings in the Unified Skin subpalette toward the bottom of the Tool palette will determine how the unified skin looks and behaves (see Figure 4-61).

Figure 4-61 : The settings in the Unified Skin subpalette of the Tool palette

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1. Continue with the ZSketch you created in the previous section or use the ZSketchDragon_v01.ZPR project from the Chapter 4 folder on the DVD.
2. Press the A hotkey to preview the unified skin that will be created from the ZSketch (see the upper-left image in Figure 4-62).

Typically, ZSketch ZSpheres are converted into a unified mesh, as opposed to an adaptive mesh. As mentioned earlier in the chapter, a unified mesh is made up entirely of quadrilaterals that are all the same size. You can increase the number of polygons in the mesh and reduce their size by increasing the resolution of the preview.

3. Press the A hotkey again to switch back to the ZSketch. In the Unified Skin subpalette, set Resolution to 400 and create another preview. The result more closely resembles the ZSketch. The upper-right image in Figure 4-62 shows the preview when the resolution is set to 400.

Figure 4-62 : The ZSketch dragon is previewed using various settings in the Unified Skin subpalette of the Tool palette.

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The ideal resolution value for your particular ZSketch will vary depending on the ZSketch; usually it takes some experimentation to find the value that’s right for you. You try to get the lowest density mesh possible that still retains the level of detail that you want for the sculpt. Remember that eventually you’ll be working over the converted mesh with the sculpting brushes, so you may not need to have a very high resolution to get the basic shape of the ZSketch.

Tips on Creating Unified Meshes
  • SDiv subdivides the resulting mesh just as when you add subdivisions to a regular mesh object. The Preview button displays the mesh at the subdivision level specified by the SDiv slider.
  • Smooth evens out the surface of the mesh. For an interesting look, try setting the resolution to 128 and the Smooth slider to 0. The mesh will look as though it is made of tiny cubes (see Figure 4-62, lower left).
  • The Sdns slider will add ZSpheres in between every ZSphere that was sketched out. It will create a smoothing, in a way. For example, if you set it to 100, ZBrush will add 100 ZSpheres between the ZSpheres that were sketched out. The lower-right image in Figure 4-62 shows the unified mesh with a Resolution value of 400, Smooth value of 10, and Sdns value of 100.
  • The Polish Surface slider is another way to smooth the surface. There are two Polish modes you can use to polish the surface. To choose a mode, click the tiny circle to the right of the Polish slider. The open circle ensures that the polished mesh will maintain the original volume of the ZSketch. The closed circle allows the skin to be stretched; the original volume is ignored, as shown in the following image. Experiment with different combinations of values for the Smooth and Polish sliders and see how they affect the mesh preview.
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  • The Border slider is active only when Polish is above 0. Each line of ZSpheres you sketch on a surface generates a new polygroup. The Border slider inserts loops of polygons along the borders of existing polygroups. The number of loops is determined by the value of the Border slider. The result is similar to when you apply the Group Loops button in the Geometry palette to a regular mesh object. The Smooth slider has to be more than 0 in order for ZBrush to generate the loops. The following image shows how loops are inserted in the mesh when the resolution has been set to 128.
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  • The Allow Tri button lets ZBrush generate triangular polygons when needed. This can result in a smoother-looking mesh.

Adding Details

To create the face, use a small Draw Size value and scale up the view to zoom in on the head:

1. Switch out of Preview mode by pressing the A hotkey. Zoom into the head region. Use the Sketch 2 brush to add lips around the mouth and large nostrils (see Figure 4-63, top left).
2. Switch to Move mode (hotkey = W) to carefully reposition the lips and nostrils and eyebrows.
3. Switch back to Draw mode (hotkey = Q) and hold the Shift key. Paint over the ZSpheres to smooth the changes you have made (top right in Figure 4-63).

Figure 4-63 : The face is formed using a variety of ZSketch brushes.

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Tips on ZSketching
Here are some tips to keep in mind while you create a ZSketch:
  • To reposition the ZSpheres you paint on the surface, you can use the Push Pull brush or switch to Move mode (hotkey = W) and drag the ZSpheres to place them wherever you like, even away from the ZSphere armature.
  • To erase ZSpheres, switch to Draw mode (hotkey = Q) and use any of the ZSketch brushes while holding the Alt key.
  • The Armature brush lets you easily paint the ZSpheres in any direction on the canvas as long as you start the stroke on the armature or on part of the exiting sketch.
  • The Float, Flush, and Fuse brushes are found in the ZSketch section of Light Box under Brush. The following image shows where to find the extra ZSketch brushes in Light Box.
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  • Float pushes the sketch out along the original stroke direction, and holding the Alt key while using Float pushes the ZSketch in toward the model.
  • Flush pushes and scales the ZSpheres along the viewing axis toward the back of the canvas. Hold the Alt key to push the ZSpheres in toward the model along the viewing axis.
  • Flush Dynamic positions the ZSketch along the same plane based on the stroke path.
  • Flush Resize uses the viewing angle to flatten the ZSketch line as well as scale the ZSketched ZSpheres.
  • Fuse blends the ZSpheres together.
  • In the Tool directory of Light Box are several examples of ZSketches created by other artists, such as the ZSketch_Bug, ZSketch_Critter, and ZSketch_Facial Anatomy tools. It’s a good idea to examine these sketches to pick up some useful techniques. The following image shows a facial muscle anatomy study created with ZSketching.
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Figure 4-64 : Details are added to the rest of the neck.

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4. Choose the Bulge brush from the brush fly-out library and use it to resize parts of the face as needed. Hold the Alt key while brushing over the ZSpheres to shrink them (bottom left in Figure 4-63).
5. Choose the Armature brush and use small strokes to add short lines of ZSpheres. The Armature brush adds strips of ZSpheres parallel to the viewing angle, so you may want to rotate the view of the dragon to add the ZSpheres in specific spots.
6. Use these techniques to add and shape details such as teeth, flames, swirls of hair, and whiskers (see Figure 4-63, bottom right).
7. Use these techniques to add detail to the rest of the neck (see Figure 4-64).
8. Save the project as ZSphereDragon_v02.ZPR.

Binding and Posing the ZSketch

You can repose the ZSketch while you are working on it using a ZSphere armature. In this exercise you’ll build a simple ZSphere skeleton for the ZSketch dragon and then use the skeleton to adjust the pose of the dragon.

1. In the ZSketch subpalette, deactivate the Edit Sketch button. The sketch will disappear; don’t worry, it has not been deleted.
2. Click the ShowSketch button. The sketch reappears as a transparent mass over the original ZSphere (see Figure 4-65).

Figure 4-65 : The ZSketch appears as a transparent mass over the original ZSphere.

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3. Make sure the Draw button is activated on the top shelf. Hold the cursor over the ZSphere at the start of the neck. Symmetry should still be activated. Position the cursor so that the two red dots on the ZSphere come together to form a single green dot (upper-left image in Figure 4-66) and drag on the surface to add a ZSphere (Figure 4-66 upper right).

Figure 4-66 : ZSpheres are added to the initial ZSphere to form a simple armature for the neck.

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4. Switch to Move mode (hotkey = W) and pull this ZSphere outward (see Figure 4-66, lower left).
5. Add several more ZSpheres to this armature to match the curvature of the neck (see Figure 4-66, lower right).
6. Add more ZSpheres to the chain that fit inside the head and the jaw. Figure 4-67 shows the armature next to the ZSketch. I added extra branches for the horns.

Once you have created a basic ZSphere armature, you can bind the ZSketch to the armature and then move the ZSpheres around to adjust the pose of the ZSketch.

7. In the ZSketch subpalette of the Tool palette, click the Bind button.
8. Activate the Move button on the top shelf. Try moving the ZSpheres around and see how it affects the ZSketch (see Figure 4-68).

Figure 4-67 : ZSpheres are added for the jaw and horns.

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Figure 4-68 : The ZSketch is posed by moving the underlying ZSpheres.

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In all likelihood you’ll need to spend some time cleaning up the model after posing. If you work slowly and methodically, you should be able to minimize the amount of touch-ups. The ZSketch is bound to the armature based on the distance between the ZSpheres and the ZSketch. You can turn off the Bind button, adjust the SoftBind slider, and even edit the position and scale of the ZSpheres in the armature and then click the Reset Binding button. Turn on Bind and continue posing.

9. When you have posed the dragon, turn off Bind Pose, and then turn on the Edit Sketch button and use the ZSketch brushes to clean up any problems. Remember that you can delete stray ZSpheres by pressing the Alt key while the Draw button is activated (see Figure 4-69).

Figure 4-69 : After posing, edit the ZSketch to fix any problems.

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Creating a Unified Mesh

The whole point of ZSketching is to allow for an intuitive way to sketch out a design in three dimensions. ZSketching is perfect for when you want to experiment with ideas and concepts. Once you have the initial ZSketch created, you can convert it into a unified mesh, which allows for easy sculpting. From there you can continue to develop your idea.

Just as with standard ZSpheres, creating a unified mesh means making a copy of the ZSketch that is made up of polygons instead of ZSpheres. Before creating this copy, you’ll want to preview the unified mesh in order to fix any problems that may occur during the conversion process:

1. In the Unified Skin subpalette, set Resolution to 304, which is a good resolution for this particular model. Of course, other models may require experimentation to determine the best resolution.
2. Experiment with the Polish Surface, Smooth, and Sdns settings. Try setting Smooth to 10, Polish Surface to 5, and Sdns to 50.
3. Press the A hotkey to see the preview. Examine the surface from as many views as possible to see if there are any holes that need to be filled.
4. Press A to switch out of Preview mode. Make any last changes you need to fill holes by adding to the ZSketch or moving parts around (Figure 4-70). Adjust the unified skin settings as you see fit.
Tips on Posing
When using the techniques described in this section to pose and change the original armature, try to work slowly and deliberately. You can switch between posing the armature and editing the ZSketch as often as you like while you work. It’s a very flexible workflow.
In some cases, you may find that the original armature is making it hard to add the details you’d like or parts of it are included in the mesh preview in an undesirable way. When this happens, try these steps to get the armature out of the way:
1. Turn off the Edit ZSketch button.
2. Turn on the Show ZSketch button so you can see the ZSketch as a transparent ghost over the armature.
3. Don’t turn on the Bind button. Leave it off so that the changes you make don’t affect the ZSketch.
4. Switch to Scale mode and reduce the size of the ZSpheres that are causing the problem.
5. Turn on Edit ZSketch and continue ZSketching.
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Figure 4-70 : Inspect the preview for holes and the quality of the mesh.

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5. Click the Make Unified Skin button in the Unified Skin subpalette of the Tool palette to create the unified mesh. The new mesh will appear in the tool inventory with the skin_ prefix before the name.
6. Save the project as ZSketchDragon_v03.ZPR. This will save both the ZSketch version and the unified mesh in a single project file.

Sculpting the ZSketch

Once you have created the unified mesh, you can subdivide it just like any other 3D mesh and use your favorite sculpting brushes to shape it into a finished product. The unified mesh method of skinning creates a mesh in which all of the polygons are the same size and cover the mesh uniformly. This makes it easy to sculpt. However, if you want to use the geometry in an animation, you may need to retopologize the mesh so that it can easily be deformed in your animation software. Retopology is covered in Chapter 6, “Advanced ZSphere Techniques.” The sculpted dragon is shown in Figure 4-71.

Figure 4-71 : The unified mesh is subdivided and edited using the sculpting brushes.

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Save the final dragon as ZSketchDragon_v04.ZPR.

ZSketching Techniques
There are additional techniques you can use that can make ZSketching even more powerful. For example, you can sketch ZSpheres on top of an existing mesh object. This is a great way to add details. To do this, follow these steps:
1. Append a ZSphere as a subtool to an existing mesh.
2. Select the ZSphere subtool in the SubTool subpalette of the Tool palette. Turn on the Edit ZSketch button in the ZSketch subpalette of the Tool palette.
3. You can turn on the Transp button on the right shelf if you’d like, but make sure that the Ghost button is off. Otherwise, you will not be able to draw on the mesh.
4. Use the ZSketch brushes in the sculpting brush library to paint ZSpheres on top of the mesh.
5. You can press the A hotkey to preview the unified mesh while you work.
6. When you are ready to convert the ZSketch to a mesh, click the Make Unified Skin button in the Unified Skin subpalette of the Tool palette.
7. The unified skin appears in the tool inventory. You’ll need to append the skin to your original mesh if you want to incorporate it into your sculpt.
The following image shows how whiskers and flames can be drawn onto the surface of the Chinese dragon mesh using the ZSketch brushes.
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Summary

In this chapter you learned how to select parts of the mesh using the selection brushes. You learned how to organize the polygons of a surface into polygroups as well as techniques to use polygroups and masking together. You learned how to append subtools and work with the controls in the SubTool subpalette. You learned how to use the SliceBrush to cut apart a surface. ZSpheres were introduced as well as ZSketching techniques.

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