Learn tips on how to optimize using ZBrush. Ryan Kittleson explains how to use 3D form modes, hot keys, custom layouts, grids, stamp brushes, and more.
Overview
Syllabus
Introduction
- Welcome
- Using the exercise files
- The 3 different modes of making 3D forms in ZBrush
- Setting up a default project
- Making a custom grid
- Customizing the interface
- Making a stamp brush
- Amplifying detail with morph targets
- Setting preferences for recording movies
- Automating thickness extrusion with a macro
- Adding thickness to a model with subdivision levels
- Decimating the inside of a model for 3D printing
- Growing or shrinking a selection with hotkeys
- Making a macro to expand or contract masks
- Making Macros to toggle Anti-aliasing
- Making a custom “ledge” brush
- Giving the move brush a sharp point
- Making a Whittled Wood look
- Selecting more precisely with Magnifying Glass
- Making a custom Paint Brush
- Saving masks for later use
- Saving masks with layers
- Scaling models without ruining details
- Editing UVs in Zbrush
- Turning a model into a bas-relief sculpture
- Projecting texture without projecting shape
- Making a wireframe model
- Deleting masked and hidden polygons with a hotkey
- Splitting up a model that is too big for a 3D printer
- Deleting Polygons from a model with subdivision levels
- Making a filigree pattern
- Making a model subdivide like other software
- Subdividing a model without losing volume
- Smoothing a model's open edges
- Masking a model's open edges
- Creating a custom alpha within ZBrush
- Making a tiling track brush
- Making subtool names unique
- Smoothing an entire model at once
- Inflating and deflating an entire model at once
- Storing camera views with a timeline
- Deleting tools from the tool palette
- Simulating a pottery wheel
- Making folds on low-poly clothing
- Scaling tips
- Engraving text around the inside of a ring
- Working with dynamic brush scale
- Adjusting viewport brightness and contrast
- Creating new objects with morph targets
- Keeping polygroups when decimating
- Locking an object to the surface of another object
- Making cracked and peeling paint
- Making a shirt with a collar
- Modular character design in ZBrush
- Using the bump viewer material
- Examine silhouette with a flat material
- Setting the camera to a more natural view angle
- Using some hidden secret settings
- Switching between clay, polypaint, and textured views
- Making an insert mesh brush for primitives
- Closing complex holes
- Saving custom colors with the system palette
- Fixing scale problems in zbrush
- Keeping texture maps from flipping
- Customizing viewport navigation controls
- Using the adjust plugin
- ZSceneManager plugin
- Sculpting a tree branch
- Making mountain ranges with a custom brush
- Making parts of a model transparent
- Making a macro run automatically on startup
- Editing macros
- Adding a background image
- Using sensitive slider mode
- Adding noise to a brush
- Simplifying the Transpose Line and Gizmo modes
- Turning 2D clip art into 3D
- Making cartoony eyes for 3D printing
- Cutting up a model for printing in parts
- Cutting a model with keying
- Making a model hollow for 3D printing
- Importing UV maps
- Automatically generating polygroups
- Organizing subtools
- When ZBrush stamps out copies of your model
- Advanced scale management
- Sending render layers to Photoshop
- 2D painting with QuickSketch
- Creating ring sizes
- Painting materials
- Recording a history time-lapse video
- Quickly moving objects around
- Appending custom primitives
- Using live Booleans with solo and transparent modes
- Restoring pressure sensitivity
- Decimating flat surfaces
- Picking colors
- Repeating a stroke
- Making a fillet
- Making precise hard-surface corners
- Advanced polygrouping tips
- Opening reference images in the viewport
- Subdividing only part of a model
- Making a toon outline
- Constraining the proportions of masks and selections to perfect squares and circles
- Using PolyGroupIt
- Smoothing and adjusting curve length
- Using Merge Undo
- Using Project Primitive
- Subdividing without losing masks
- Controlling dynamic brush size
- Toggling see-through mode
- Smoothing the entire model evenly
- Duplicating with the Gizmo
- Toggling subtool solo and transparency modes
- Simplifying color and material fill
- Remove warning pop-ups
- Masking with Smart Transpose
- Painting shadows on teeth
- Changing the QuickSave location
- Removing a material from an object
- Scaling in two axes
- Using the new Snake Hook brushes
- Polygrouping by normal
- Making view presets
- Avoiding DynaMesh glitches
- Styling hair
- Fixing curve snap issues
- Making a wireframe turntable
- Continuing towards ZBrush mastery
Taught by
Ryan Kittleson