Reader small image

You're reading from  Sculpting in ZBrush Made Simple

Product typeBook
Published inMar 2024
Reading LevelN/a
PublisherPackt
ISBN-139781803235769
Edition1st Edition
Languages
Right arrow
Author (1)
Lukas Kutschera
Lukas Kutschera
author image
Lukas Kutschera

Lukas Kutschera is a 3D artist known for his digitally sculpted characters and creatures for high-end clients in the VFX, Games, and Collectibles industries. These clients include Platige Image, Pixomondo, Hot Toys, and many more. He has also earned recognition for his contributions to the Golden Globe-winning TV show House of the Dragon, where he sculpted the shows' largest dragon, Vhagar. Lukas' interest and expertise in anatomy is evident in his personal artwork, featuring digitally sculpted anatomy studies and portraits. Besides his professional work, he inspires and educates future sculptors by sharing his knowledge and techniques with his following on YouTube and Instagram.
Read more about Lukas Kutschera

Right arrow

Exploring the Gizmo, PolyGroups, and Masking

In this chapter, you will explore some of ZBrush’s most powerful functionality, demonstrated on the DemoSoldier 3D model from ZBrush’s content library, LightBox. We will examine ZBrush’s individual 3D model units called subtools, and how to modify and move these subtools in 3D space.

Then we’ll introduce ZBrush’s powerful Masking and Selection tools, using them to make additional modifications to our model, as well as looking at PolyGrouping, an efficient way to organize your models, make local changes, and maximize your efficiency as a modeler or sculptor.

After completing this chapter, you will be able to navigate ZBrush’s project structure and create your own 3D model consisting of multiple subtools, which you can deform and transform using various techniques.

So, we’re going to cover the following topics:

  • Managing your 3D model
  • Using the Gizmo to move objects
  • Understanding...

Technical requirements

For the best experience, it is recommended that you have a strong PC that meets the minimum requirements described in the first chapter’s Technical requirements section. However, you can work on this chapter with just a mouse, a functional PC setup, and a ZBrush license.

Managing your 3D model

To begin this chapter, we are going to load the demoSoldier.zpr ZProject file from LightBox, in order to have a practical example while I introduce the next topics.

To do this, press , on your keyboard to open LightBox and navigate to the Project sub-menu. Then double-click on demoSoldier.zpr and the project will load:

Figure 3.1 – DemoSoldier, available in LightBox

Figure 3.1 – DemoSoldier, available in LightBox

With the project open, we will now look at subtools, the individual 3D models within a tool, introducing you to several useful operations for managing these subtools. We will also learn about Symmetry mode, a powerful functionality that most ZBrush users could not live without – as its name suggests, it allows you to achieve symmetric results by mirroring your sculpting on one side to the other side.

Subtools

Subtools are individual meshes (objects) in your 3D scene. In our solider scene, you can see how different clothing pieces such as shirt or...

Using the Gizmo to move objects

The Gizmo is a tool with multiple functions – though it allows you to complete simple tasks such as translating, rotating, and scaling objects, it also lets you assemble and build up your 3D scene, change proportions, center objects, or apply more sophisticated deformations to models (the last of which we will see more of in Chapter 9).

To access the Gizmo, press the Move, Rotate, or Scale button located above the canvas in the default ZBrush UI. Alternatively, you can access them through the Transform menu, or by pressing W for Move, E for Scale, or R for Rotate on your keyboard. A colorful icon with two arrows should appear, like so:

Figure 3.6 –  The Gizmo

Figure 3.6 – The Gizmo

The Gizmo tool should appear close to the selected subtools; however, in certain scenarios, it can be located somewhere in empty space and hard to locate. In that case, you can select Tools | Masking | Go To Unmasked Center.

Once you have the Gizmo...

Understanding PolyGroups

PolyGroups are groups of polygons that share a unique color. A PolyGroup can be selected, isolating it from the rest of the mesh (3D model) by hiding the remaining PolyGroups. This makes it easier to modify the model without affecting parts of it accidentally. It is especially helpful when working on specific parts repeatedly, as it saves time.

The division of your mesh into PolyGroups is relevant for a variety of tools and operations. Some of these will be covered in later chapters, but by far the most common use is to hide part of the mesh for a more convenient modeling or sculpting experience.

Important note

You can see the PolyGroups by pressing Shift + F or enabling Polyframe by hitting the PolyF button in the Transform palette.

The following screenshot shows how a complex armor on a 3D character is made up of many PolyGroups, allowing you to isolate parts and work on them conveniently:

Figure 3.9 – The armor is a single subtool, but multiple PolyGroups allow fast access to individual parts of the subtool for convenient editing

Figure 3.9 – The armor...

Using the Selection and Masking tools

In this section, we are taking a look at the Masking and Selection tools. Both play an important role in organic sculpting by allowing us to focus on a smaller target area in a variety of ways; hard surface and polymodeling would not be possible without them.

Selection

Making selections is important for a range of operations, but the most common use lies in the ability to work on a smaller area of polygons while making sure the rest stays unaffected.

The Selection tool becomes active when you hold down Ctrl + Shift. By default, you will have SelectRect equipped. Once you switch to this selection mode, the brush icon on the left side of the canvas will change from your primary sculpting brush to the icon of the selection brush.

In order to make a selection on your model with SelectRect, hold Ctrl + Shift and drag the green rectangle over the part of your model that you want to isolate:

Figure 3.12 – Applying a selection on a 3D model

Figure 3.12 –...

Summary

Congratulations on completing the third chapter! You covered a lot of ground learning the most essential ZBrush functionality needed for a variety of tasks.

We started this chapter by taking a look at ZBrush’s subtools and essential functionality, such as Symmetry mode. Then, we were introduced to the Gizmo and showed how to move, rotate, and scale objects, which we also tested with a practical exercise on the soldier model from LightBox.

After that, we explained the basic functions and benefits of PolyGroups, selecting, and Masking, which work in combination to allow for greater efficiency in your modeling workflow and let you deform objects in a variety of ways

The next chapter will explore ZBrush’s wide variety of diverse and powerful brushes. We will look at the most important and useful brushes, as well as special kinds that behave differently and come in handy for specific use cases. Plus, we will create and save our own custom brushes, enabling...

lock icon
The rest of the chapter is locked
You have been reading a chapter from
Sculpting in ZBrush Made Simple
Published in: Mar 2024Publisher: PacktISBN-13: 9781803235769
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
undefined
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $15.99/month. Cancel anytime

Author (1)

author image
Lukas Kutschera

Lukas Kutschera is a 3D artist known for his digitally sculpted characters and creatures for high-end clients in the VFX, Games, and Collectibles industries. These clients include Platige Image, Pixomondo, Hot Toys, and many more. He has also earned recognition for his contributions to the Golden Globe-winning TV show House of the Dragon, where he sculpted the shows' largest dragon, Vhagar. Lukas' interest and expertise in anatomy is evident in his personal artwork, featuring digitally sculpted anatomy studies and portraits. Besides his professional work, he inspires and educates future sculptors by sharing his knowledge and techniques with his following on YouTube and Instagram.
Read more about Lukas Kutschera