ZBRUSH: SIMPLE DRAGON, PART 1 – BLOCK

ZBrush: Foundations

If you’re an existing Maya user, this page will help you learn ZBrush version 4r8 and above (ZBrush now is in version 2018).

You’ll see how to block this Simple Dragon, and in later lessons, you’ll learn how to sculpt, texture and, and export him back into Maya for rendering.

We’ll explore many of the ZBrush features so that you’ll be able create your characters too.

ZBrush uses non-standard naming conventions that can make it confusing, but it shares the universal 3d principles that you should already know. This page will help you translate your existing knowledge of Maya into ZBrush terminology.

What Is ZBrush?

ZBrush is primarily a 3d sculpting program, but it also comes with polygon and texturing tools too. ZBrush can be addictively fun to learn with its ability to effortlessly manipulate million-polygon models.

In animated production, ZBrush can quickly detail concept sculpts. It’s ideal for building models with complexity.

ZBrush compliments with Maya nicely, you can think of it as an extension of Maya’s capabilities. Maya is great for polygon modeling and ZBrush for sculpting.

What Will You Learn Here?

On this page you’ll learn the basics such as navigating, creating and managing objects, and you’ll learn how to use the sculpt brushes and various blocking workflows.

The following pages (parts 2 and 3) will teach you sculpting, textures and export workflows.

Block Workflows

There’s three main block workflows demonstrated on this page…

1. Primitive Block Workflows
2. Maya To ZBrush GoZ
3. Sculpt Block Workflow

The first workflow called `primitive-blocking` covers the foundational tools, and you’ll see how poly-groups can help you manage complex objects. You’ll also see Dynamesh that can be used to join your objects easily.

The second workflow will show you how to block a model in Maya and import it into ZBrush for sculpting which is one of our favorite ways of working.

And in the last section, you’ll discover the fastest workflow which uses masking to extrude new forms. This technique can cause lumpy side effects, and requires more sculpting expertise for the beginner.

Dynamesh and ZRemesher

The blocking workflows on this page feature Dynamesh and ZRemesher.

Dynamesh allows you to join multiple objects into one high polygon mesh. And ZRemesher is ZBrush’s auto-retopology tool. These tools make ZBrush an essential program for advanced 3d artists.

Which Version Of ZBrush Should You Use?

ZBrush comes in a ‘fully featured’ version and the discounted `ZBrush Core` which has many of its tools disabled. There is a 45-day trial but no free or educational version outside of large institutions.

ZBrush 2018 45 Day Trial
ZBrush 2018 Core $179.95 USD
ZBrush 2018 (Full Version) $895 USD

On this page, we’ll be teaching the full version. ZBrush Core lacks the ZRemesher feature which is used in a significant number of our workflows. It’s also missing GoZ, Project All, Displacement, Normal Mapping, Decimation Master (Poly Reduce) and more.

Please support Pixologic the creators of this great program by at least buying ZBrush Core. Remember that the license is not subscription based and can last many years without any upgrade fees.

C3dC Hotkeys And UI Config

To make ZBrush easier, you can download our customized menus and hotkeys. The application’s most important buttons are difficult to find and our menus put them into one easy-to-find location.

Andrew will demonstrate each video with our custom hotkeys and menus, but if you prefer to use the default settings, you can find those in the notes under each video.

Download The C3dC ZBrush UI And Hotkeys.

Animation Warning!

ZBrush is a fun and rewarding program. However, if your goal is to animate characters, we recommend that you complete an intermediate level character in Maya (or equivalent) before learning the software. It’s rare for beginners who start 3d in ZBrush to animate their characters. If you don’t intend to animate or work within an animation team, then that’s fine too.

ZBrush has made an enormous contribution to concept art and detailing, but it’s more of a supporting package in the context of the 3d industry which requires moving images. Games, Film, and TV. We recommend a foundational polygon knowledge as a pre-requisite for this class.

Important Note

Important Installation Note

The config and hotkeys work well with ZBrush 2018 which is the upgrade from version 4r8.

If you are using version 4r8, please make sure you have ZBrush 4r8 installed with the Patch 2 upgrade. The Patch 2 update fixes many bugs. Previous to Patch 2 our UI may crash due to backward compatibility issues.

1. ZBRUSH FUNDAMENTALS (13:18 MINS)

Get started in Zbrush with the basics in this section.

1. Open A Dynamesh Sphere
2. Load the C3dC Custom Prefs and Hotkeys
3. Learn the Maya style orbit modes and set the camera’s angle of view
4. Beware of the 2d mode in ZBrush and find how to fix scenes while accidentally entering it
5. Learn the basic Navigation hotkeys which vary from the Maya style.

This section shows the basics that you need to know while first opening the program.

No.

Video Points

1.

Introduction (0:00)

2.

Image Planes (0:20)

3.

Primitive Block (0:30)

4.

Maya Block (1:20)

5.

Sculpt Block (1:40)

Information

This video is an overview of the class on this page. This page is an introduction into ZBrush for Maya users and concentrates on 3 different blocking methods.

1. Primitive Block
2. Maya Block
3. Sculpt Block

No.

Video Points

1.

Introduction (0:00)

2.

Open Dynamesh Sphere (0:40)

Information

This video shows how to open a Dynamesh sphere using Lightbox. Lightbox will open when you load ZBrush it’s a button found on the top right of the screen.

The Lightbox window manages different ZBrush Assets; you can find the DynaMesh_Sphere under the Projects tab.

Command

Menu/Description

Hotkey

Lightbox

Opens the window for loading Zbrush assets

Preferences > Lightbox > Lightbox

, (C3dC)
, (default)

No.

Video Points

1.

Introduction (0:00)

2.

Load Custom UI (0:25)

3.

Close Windows Fix (0:50)

4.

Close Side Windows (1:12)

5.

Store Config (1:40)

6.

Load Hotkeys (2:14)

7.

Store Hotkeys (2:30)

8.

Restore Standard UI (2:35)

Information

Important Note

The config and hotkeys work well with ZBrush 2018 which is the upgrade from version 4r8. If you are using version 4r8, please make sure you have ZBrush 4r8 installed with the

Patch 2 upgrade

. The Patch 2 update fixes many bugs and unfortunately makes our UI crash in earlier versions due to backward compatibility reasons.

Video Notes

This video shows how to install the Custom UI and Custom Hotkeys. The Custom UI adds extra buttons to the window and gives two new menus which you’ll see docked to the left side panel. ZBrush is a relatively simple 3d program but it’s various buttons, and cumbersome interface can make it seem much more complicated. So the C3dC Custom UI takes the necessary buttons and places them in one easy to use location. The Custom Hotkeys add extra hotkeys to those buttons that may be missing shortcuts. To find the hotkey of a button, hover over it with your mouse and the tooltip will let you know if one exists. To see the default location of a button hold Ctrl while hovering over it. The tooltip will show the menu path in dark gray at the bottom of the description. You can find the appropriate hotkeys notated at the bottom of each video. Both the default and C3dC hotkeys will be included. Download The

C3dC ZBrush UI And Hotkeys

.

Command

Menu/Description

Hotkey

Load UI Config

Loads a custom UI config from a .cfg file on disk

Preferences > Config > Load Ui

None (C3dC)
None (default)

Store UI Config

Stores the currently loaded UI Config for restart

Preferences > Config > Store Config

ctrl shift i (C3dC)
ctrl shift i (default)

Load Hotkeys

Loads Hotkeys from a text file. Needs to be stored for restart.

Preferences > Hotkeys > Load

None (C3dC)
None (default)

Store Hotkeys

Stores the currently loaded hotkeys and changes for restart

Preferences > Hotkeys > Store

None (C3dC)
None (default)

No.

Video Points

1.

The Y Button (0:00)

2.

Diagonal Example (0:20)

3.

Shift Note (0:30)

4.

Angle Of View (0:50)

5.

Angle View Hotkey (1:30)

Information

You’ll want to press the Y icon in the right shelf which locks the camera so it can’t roll. It makes the camera navigation behave like Maya. Without this pressed most Maya users will find that the camera can turn upside down. Turn this on for each ZBrush session.

Another scene default to set early is the Angle Of view on the camera. The default ZBrush camera has quite a wide angle lens so setting it to 25 will give the camera a longer lens and is better suited to modeling. The Angle Of View should be set once per project file.

Command

Menu/Description

Hotkey

Rotate On Y Axis

Sets a navigation style where the roll of the camera is locked, similar to Maya.

Transform > Rotate On Y Axis

None (C3dC)
None (default)

Angle Of View

Sets the Angle Of View for the ZBrush camera. Lower numbers equal a longer lens. 25 is a good starting point.

Draw > Angle Of View

alt v (C3dC)
None (default)

No.

Video Points

1.

Always sculpting (0:00)

2.

Edit Button (0:30)

3.

Weird 2d Mode Fix (0:40)

4.

Clear Canvas (0:58)

5.

Repeat Fix (1:10)

Information

This video shows a typical issue while navigating inside ZBrush, you’ll find is by hitting (t) which is the Edit Object mode. With this clicked off the canvas is put in a 2.5 D mode and the scene is no longer 3d. Clicking it on will have the last tool turn into a true 3d object, but additional models will still clog up the view.

To fix make sure that Edit Object (t) is on and hit Clear Layer (ctrl n) to clear the unwanted models.

Command

Menu/Description

Hotkey

Edit Object

Enables you to sculpt a 3d object. Clicking this off disables 3d mode.

Transform > Edit

t (C3dC)
t (default)

Clear Layer

Clears the background layer, especially useful while switching to 3d (edit) mode and wanting to clear the background layer.

Layer > Clear

ctrl n (C3dC)
ctrl n (default)

Fit Mesh To View

Frame the selected object in the view. Hit it twice to set to the center of the object.

Transform > Fit Mesh To View

f (C3dC)
f (default)

No.

Video Points

1.

Orbit Camera (0:10)

2.

Orbit Modes (0:15)

3.

Mask (0:23)

4.

Frame/Fit Selected (1:00)

5.

Pan/Track (1:15)

6.

Zoom/Dolly (1:30)

7.

Tablet Note (2:15)

8.

Conclusion (2:35)

Information

Navigation in Zbrush is different to Maya and most 3d programs, with practice you’ll get used to the ZBrush way. The three navigation modes are…

Navigation Free Rotate (Orbit)Alt+Right-click & drag
Navigation Move (Track)Alt+Click & drag
Navigation Scale (Dolly Zoom)Alt+Click & drag

You can also hold shift to snap to the 90-degree angle views…

Navigation Constrain 90 DegreesAlt Click+drag, press Shift

And roll the camera too…

Navigation Rot Around ZShift, Click, release Shift, drag

You can also change from the perspective mode using

Perspective Orthographic Togglep

Command

Menu/Description

Hotkey

Navigation Free Rotate (Orbit)

Orbits around the model

Alt+Right-click & drag (C3dC)
Alt+Right-click & drag (default)

Navigation Move (Track)

Tracks the camera planar to camera

Alt+Click & drag (C3dC)
Alt+Click & drag (default)

Navigation Scale (Dolly Zoom)

Zooms the camera in and out of the object

Alt+Click, Release Alt, drag (C3dC)
Alt+Click, Release Alt, drag (default)

Navigation Constrain 90 Degrees

Snaps the navigation camera to the front top side views etc

Alt Click+drag, press Shift (C3dC)
Click+drag, press Shift (default)

Navigation Rot Around Z

Spins the camera on the z axis, tilting it

Shift, Click, release Shift, drag (C3dC)
Shift, Click, release Shift, drag (default)

Perspective Orthographic Toggle

Toggles between orthographic and the perspective camera

Draw > Perspective

p (C3dC)
p (default)

2. SETTING IMAGE PLANES (8:13 MINS)

There are many ways to create image planes in ZBrush. Here you’ll see the two methods…

1. Using Grid Image Planes
2. Using Spotlight as a Reference Plane

Grid image planes map onto the floor grid and are easy to use. Toggle between the orthographic camera with p and use shift to snap the camera to front side and top.

Spotlight is a tool often used while texturing. But you can use it for reference as well. Be sure to check off the “Spotlight Projection” button this will allow you to sculpt as per normal.

No.

Video Points

1.

Reload Scene (0:00)

2.

Image Plane Section (0:35)

3.

Load Front (0:50)

4.

Floor Grid (1:30)

5.

Top View (1:52)

6.

Side View (2:00)

7.

Flip Image (2:10)

8.

Image Settings (2:15)

9.

XYZ Isolate (2:44)

10.

Opacity Settings (2:55)

11.

Axis Visibility (3:53)

12.

Find UI Location (4:07)

Information

This video shows how you can create Grid image planes in ZBrush.

Load the maps for the front side and top views using the C3dC Mesh > Image Planes section then Front-Back, Up-Down, Left-Right and the first map.

There’s a few settings within that UI, best to turn the Projection Lines to zero to disable the projection lines. Enhance Opacity Image Plane (alt n) and Enhance Factor Image Plane (shift n) control the transparency of the model and images.

Simple Dragon Image Planes

Command

Menu/Description

Hotkey

Load Image Plane Grid

Adds an image to the grid as image planes, add to front side or top views

C3dC Mesh > Image Planes > Front or Up or Left > ZMap1 Draw > Front or Up or Left > ZMap1

None (C3dC)
None (default)

Floor Grid

Toggles the floor grid on and off

Draw > Floor

alt g (C3dC)
shift p (default)

Enhance Opacity Image Plane

Slider for setting the transparency of the grid image plane

C3dC Mesh > Image Planes > Enhance Opacity or Draw > Enhance Opacity

alt n (C3dC)
None (default)

Enhance Factor Image Plane

Slide for the XRay Transparency of the object while over an image plane

C3dC Mesh > Image Planes > Enhance Factor or Draw > Enhance Factor (default)

shift n (C3dC)
None (default)

Projection Lines

Projects lines for the grid image planes, setting to zero switches this off.

C3dC Mesh > Image Planes > PLine Opacity or Draw > PLine Opacity (default)

None (C3dC)
None (default)

No.

Video Points

1.

Import Texture (0:00)

2.

Load Texture (0:30)

3.

Add To Spotlight (0:47)

4.

Spotlight Settings (1:00)

5.

Hide Spotlight (1:30)

6.

Spotlight Proj Off (2:15)

Information

This video shows how to load an image plane as a reference that sits on top of the camera using Spotlight.

1. Import the image plane as a texture
2. Load the texture, so it’s currently active
3. Add To Spotlight
4. Turn Spotlight Projection Off

You can move spotlight around with its dial controls, scale and opacity are the most helpful. You can toggle the dial on and off using…

Edit Spotlight (z)

To toggle spotlight on and off use…

Turn On Spotlight (shift z)

Simple Dragon Image Planes

Command

Menu/Description

Hotkey

Import Texture

Imports a texture into ZBrush

Texture > Import

None (C3dC)
None (default)

Current Texture

Loads a texture and makes it currently active

Texture > Current Texture

None (C3dC)
None (default)

Add To Spotlight

Adds the currently loaded texture to Spotlight

C3dC Mesh > Image Planes > Add To Spotlight or Texture > Add To Spotlight

alt ctrl t (C3dC)
None (default)

Edit Spotlight

Toggles the Spotlight tool slider on and off

Transform > Edit Spotlight

z (C3dC)
z (default)

Turn On Spotlight

Toggles Spotlight on and off

C3dC Mesh > Image Planes > Turn On Spotlight or Texture > Turn On Spotlight

shift z (C3dC)
shift z (default)

Spotlight Projection

Turns the Spotlight Projection on and off so you can sculpt using the transparency of Spotlight or disable it.

C3dC Mesh > Image Planes > Spotlight Projection or Brush > Samples > Spotlight Projection (default)

ctrl p (C3dC)
None (default)

Floor Grid

Toggles the floor grid on and off

Draw > Floor

alt g (C3dC)
shift p (default)

No.

Video Points

1.

Save Project (0:00)

Information

This short video shows how to save a project file (.zpr) in ZBrush.

.zpr files contain everything in the scene and most closely resemble .ma or .mb files. There are two other file formats that you can use, .ztl where you save the current tool only and document .zbr which is a 2.5 D file, don’t save as .zbrs!

For most people, it’s easiest to save as .zprs which will include everything in the scene including the image planes and textures.

Command

Menu/Description

Hotkey

Save Project .zpr

Saves the ZBrush Project File

File > Save As

ctrl s (C3dC)
ctrl s (default)

3. SUBTOOLS (ZBRUSH’S OBJECTS) (6:01 MINS)

A Subtool is the equivalent of a Maya object; you can organize them using the Subtool view under tools. Think about this area as the equivalent of the Outliner window.

Split helps you break apart shells of a single mesh to create many objects like Maya’s Extract.

Merge, usually Merge Down is the equivalent of Combine, and you can reorder, rename, and delete Subtools as you like.

ZBrush has no groups or hierarchies, and so it can be difficult to handle many objects. By using Masking and Polygroups, you can work around some of these shortcomings. You’ll learn about those concepts in later sections.

No.

Video Points

1.

Subtools (0:15)

2.

Gizmo Manipulator (0:55)

3.

Ctrl Duplicate (1:30)

4.

Masking (1:45)

5.

Split Unmasked Points (2:23)

6.

Move Between Subtools (2:40)

7.

Exit Manipulator (2:50)

Information

This video introduces Subtools which are ZBrushes objects. It also shows how to duplicate and move components around inside of a subtool.

The Move (w), Scale (r), and Rotate (e) modes in ZBrush all fall under the one Gizmo (manipulator). Although they can be toggled to transpose tools with more functionality it’s easiest to think of the Gizmo as these modes combined into one tool.

Find Subtools under Tools > Subtool. The layout there can’t be moved.

You’ll usually dock the Tools menu screen right. You can think of the Subtool layout as the Outliner, and there are no hierarchies or groups.

Since it’s common to work within one subTool Zbrush uses a lot of masking which is like Freeze in Maya or Mudbox. In ZBrush the masks appear as darkened areas on the mesh.

To Split objects is the similar to Maya’s Extract. Use Split Unmasked Points (alt ctrl shift e) to split the unmasked selection into a new subtool. Or Split To Parts (alt e) to split by shells.

To move between subtools hold alt and click on the new subtool, a small brush size may help (s). The selection will switch to that subtool, you can also hold Subtool And Popup (n).

Draw Pointer (q) exits out of the Gizmo back to brush mode.

Command

Menu/Description

Hotkey

Subtool And Popup

Shows all subtools, on the hotkey it pops up a window

Tool > Subtool

n (C3dC)
n (default)

Move

Enters The Gizmo, hit it twice to go into transpose move mode

Transform > Move

w (C3dC)
w (default)

Scale

Enters The Gizmo, hit it twice to go into transpose scale mode

Transform > Scale

r (C3dC)
e (default)

Rotate

Enters The Gizmo, hit it twice to go into transpose rotate mode

Transform > Rotate

e (C3dC)
r (default)

Split Unmasked Points

Splits the Unmasked area into a new subtool

C3dC Mesh > Sub Tool > Split Unmasked Points or Tool > Subtool > Split > Split Unmasked Points

alt ctrl shift e (C3dC)
None (default)

Split To Parts

Splits the mesh shells into new subtools

C3dC Mesh > Sub Tool > Split To Parts or Tool > Subtool > Split > Split To Parts

alt e (C3dC)
None (default)

Change Subtool

Switchs to a new subtool by alt clicking on a mesh

Tool > Subtool

alt click mesh (C3dC)
alt click mesh (default)

Draw Pointer

Enters draw mode, deselects Gizmo modes

Transform > Draw Pointer

q (C3dC)
q (default)

No.

Video Points

1.

Append Cylinder (0:00)

2.

Brush Size (0:40)

3.

Position Neck (0:50)

4.

Merge Down (1:40)

5.

Split To Parts (2:10)

6.

Delete Subtool (2:30)

Information

This video shows more functionality of Subtools.

Append Subtool (ctrl a) will add a new subtool at the bottom of the list. You can use it to append a cylinder to our current subtool.

Change the brush size with Draw (Brush) Size (s)

To combine subtools together, you can use Merge Down (alt d), that will merge the current subtool to the one below in the subtool list.

To delete a subtool use Delete Subtool (alt ctrl shift d).

Command

Menu/Description

Hotkey

Append Subtool

Appends a new subtool to the current subtool to the bottom of the list

C3dC Mesh > Sub Tool > Append or Tool > Subtool > Append (default)

ctrl a (C3dC)
None (default)

Insert Subtool

Inserts a new subtool to the current subtool below the currently selected subtool

C3dC Mesh > Sub Tool > Insert or Tool > Subtool > Insert (default)

ctrl i (C3dC)
None (default)

Draw (Brush) Size

Sets the brush size, larger smaller

Draw > Draw Size

s (C3dC)
s (default)

Merge Down

Merges the current subtool with the one below in the list. Like combine.

C3dC Mesh > Sub Tool > Merge Down or Tool > Subtool > Merge > Merge Down (default)

alt d (C3dC)
None (default)

Split To Parts

Splits the mesh shells into new subtools

C3dC Mesh > Sub Tool > Split To Parts or Tool > Subtool > Split > Split To Parts

alt e (C3dC)
None (default)

Delete Subtool

Deletes the current subtool

C3dC Mesh > Sub Tool > Delete or Tool > Subtool > Delete (default)

alt ctrl shift d (C3dC)
None (default)

Floor Grid

Toggles the floor grid on and off

Draw > Floor

alt g (C3dC)
shift p (default)

4. BLOCKING WITH PRIMITIVES WORKFLOW (10:27 MINS)

The first blocking workflow is “Primitive Blocking.” The ZBrush method here is much like Maya’s.

You’ll discover how to use IMM primitives to insert shapes into the current Subtool (object) and see how masks can be useful for managing different mesh elements.

The new 4r8 (also in version 2018) deformers under the Gizmo tool can be compared to Maya’s deformers so you should feel comfortable here.

The Move brush is the first brush to learn, and it’s identical to Maya’s grab brush.

Mirroring is robust in ZBrush too, so no need to worry about center lines or merging, the program will handle all the hard stuff for you.

No.

Video Points

1.

Perspective Mode (0:00)

2.

Duplicate object (0:20)

3.

Center Pivot (0:30)

4.

IMM Primitives (0:50)

5.

Position Neck (1:22)

6.

Show Wire Polygroups (1:35)

Information

IMM Primitives is a brush that inserts primitives into the current subtool. It will mask the other mesh elements so if you’d like a new object just use Split Unmasked Points (alt ctrl shift e) after inserting the object.

The brush is easy to use, click and drag out your object. Remember you can click and drag through all the primitive options at the top of the window.

To exit the tool select any regular brush.

Command

Menu/Description

Hotkey

Perspective Orthographic Toggle

Toggles between orthographic and the perspective camera

Draw > Perspective

p (C3dC)
p (default)

IMM Primitive Brush

Enter the IMM Primitive Brush

C3dC Mesh > Brushes – Sculpt – Geo > IMM Primitive

shift 1 (C3dC)
None (default)

Draw Polyframe

Toggles Polyframes on and off to show wires and Polygroups

Transform > Draw Pointer

shift f (C3dC)
shift f (default)

No.

Video Points

1.

Deformers (0:00)

2.

Taper (0:18)

3.

Bend Curve (0:45)

4.

Switch To Gizmo (1:20)

Information

ZBrush now has Maya like deformers under the settings (cog) options of the Gizmo.

In this video, you can see the basics of Taper and Bend Curve. It’s a good idea to get to know the deformers, and we’ll cover them on a page after the Simple Dragon series.

Command

Menu/Description

Hotkey

Gizmo

Can be entered through any of the transform tools, the ZBrush manipulator and various deformers and options

Transform > Gizmo 3d

w (C3dC)
w (default)

Taper (Gizmo)

Deformer To Taper and Object

Gizmo > Settings > Taper

w (C3dC)
w (default)

Taper (Gizmo)

Deformer that acts like a spline deformers using a curve

Gizmo > Settings > Bend Curve

w (C3dC)
w (default)

No.

Video Points

1.

Invert Mask (0:10)

2.

Move Brush (0:20)

3.

Smooth Brush (1:10)

Information

See how ZBrush uses simple masks and how to use them effectively here. You can invert the mask selection with

Mask Inverse (ctrl click background)

Masks can also be painted with the Mask Pen (hold ctrl (alt 1)), but beware if you deselect a mask Deselect Mask (ctrl drag background) the mask can only be recovered with undo. You can save masks as maps, and in most cases, it’s just better to use Polygroups which you’ll see later.

The Move Brush (2) is almost identical to Maya’s Grab brush. It’s easy to click move the mesh planar to the camera. You can also use alt to pull or push from the surface normal.

Command

Menu/Description

Hotkey

Draw Pointer

Enters draw mode, deselects Gizmo modes

Transform > Draw Pointer

q (C3dC)
q (default)

Mask Inverse

Inverts the current mask

C3dC Mesh > Masking > Inverse or Tool > Masking > Inverse (default)

ctrl click background (C3dC)
ctrl click background (default)

Move Brush

The Move Brush can move the mesh around like Maya’s Grab brush, hold alt to pull or push in the normal direction of the selection. Hold `alt` to move in the direction of the normals.

C3dC Mesh > Brushes – Sculpt – Geo > Move

2 (C3dC)
None (default)

Draw (Brush) Size

Sets the brush size, larger smaller

Draw > Draw Size

s (C3dC)
s (default)

Smooth Brush

Smooths the mesh, release shift for relax mode, hold alt for roughen

hold shift (any brush) (C3dC)
hold shift (any brush) (default)

No.

Video Points

1.

Clip Curve (0:00)

2.

Using Clip Curve(0:40)

3.

Resulting Mesh (1:00)

4.

Reverse Clip (1:20)

Information

Clip Curve is a great hidden brush in ZBrush that allows you to cut through geometry. It has its kinks but works pretty well. It also has secondary functionality and can turn corners by tapping alt.

In this case, we’ll use it to make a simple cut. It uses a form of Dynamesh to add lots of detail to the underside of the cut.

Clip Curve Brush (9)

Command

Menu/Description

Hotkey

Clip Curve Brush

Cuts the mesh, can turn corners, tap alt for rounded corner or double tap alt for corners. Hold ctrl shift to use.

>C3dC Mesh > Brushes – Active Select – Clip > Clip Curve

9 (C3dC)
None (default)

Floor Grid

Toggles the floor grid on and off

Draw > Floor

alt g (C3dC)
shift p (default)

No.

Video Points

1.

IMM Primitive Brush (0:00)

2.

Move Mode (0:30)

3.

Replace Cone (0:40)

4.

Symmetrical Scale Issue (1:10)

5.

Symmetry Mode Toggle (1:20)

6.

Mask Box Select (1:30)

7.

Position Left Horn (1:40)

Information

The IMM Brush is used here again for the horns. Since there’s no cone primitive in the brush you can just replace it using the gizmo after creating any object. The gizmo will replace the unmasked subtool and works well with the IMM brush.

The Gizmo has an unfortunate problem with symmetrical scale, so we’ll just turn off the symmetry and mirror it in the next video.

Command

Menu/Description

Hotkey

IMM Primitive Brush

Enter the IMM Primitive Brush

C3dC Mesh > Brushes – Sculpt – Geo > IMM Primitive

shift 1 (C3dC)
None (default)

Move

Enters The Gizmo, hit it twice to go into transpose move mode

Transform > Move

w (C3dC)
w (default)

Activate Symmetry

Toggles symmetry mode on and off

Transform > ActivateSymmetry

x (C3dC)
x (default)

Mask Pen

Enters the mask mode, click on the mesh to paint the mask, click and drag on the background to draw a rectangle mask.

C3dC Mesh > Masking > Mask Pen

hold ctrl (alt 1) (C3dC)
hold ctrl (alt 1) (default)

No.

Video Points

1.

Missing Button Bug (0:00)

2.

Reload UI (0:30)

3.

Color Note (0:40)

Information

This video shows a potential bug with the Custom UI. We believe this is a bug. If the issue happens to you, you can reload the UI from the file. You may wish to store the UI too for the next startup.

Hopefully, Pixologic will fix this bug in the future.

Command

Menu/Description

Hotkey

Load UI Config

Loads a custom UI config from a .cfg file on disk

Preferences > Config > Load Ui

None (C3dC)
None (default)

Store UI Config

Stores the currently loaded UI Config for restart

Preferences > Config > Store Config

ctrl shift i (C3dC)
ctrl shift i (default)

No.

Video Points

1.

Mirror Conventions (0:00)

2.

Flip Mirror (0:17)

3.

Mirror And Weld (0:25)

Information

There are a few ways to mirror in ZBrush, here you’ll see two methods.

Mirror Flip Object (ctrl shift m)

Will flip the object like a negative scale on x.

Mirror And Weld (shift m)

Will mirror from +x to -x which is the reverse direction from most Maya defaults. ZBrush handles mirroring very well and will add extra mesh lines if none exist.

Command

Menu/Description

Hotkey

Mirror Flip Object

Flip Mirrors the current subtool with inverted scale

C3dC Mesh > Geo Misc And Mirror > Mirror or Tool > Geometry > Mirror (default) Tool > Geometry > Mirror (default)

ctrl shift m (C3dC)
None (default)

Mirror And Weld

Mirrors an object -x to +x

C3dC Mesh > Geo Misc And Mirror > Mirror And Weld or Tool > Geometry > Mirror And Weld (default)

shift m (C3dC)
None (default)

5. SHAPING AND JOINING PRIMITIVES (10:18 MINS)

This is the second part of the first workflow “Primitive Block”. The section will show you how to sculpt a rough pass on the forms and use Dynamesh to join your meshes together.

Dynamesh is one of the most impressive ZBrush tools that allows you to combine multiple shells instantly. Although the resulting mesh is dense it’s fine for sculpting.

Dynamesh allows you to invent workflows without needing to worry about topology. It’s a destructive tool which can erode previously sculpted details, when it’s used correctly it’s indispensable.

No.

Video Points

1.

Difficulties Separating (0:00)

2.

Mask By Polygroups (0:20)

3.

Result (0:40)

Information

Polygroups are a good way of organising your current subtool without having to have multiple subtools for each object. They are a lot like Maya’s sets and when you export with GoZ to Maya they will become sets.

Here you’ll see how Mask By Polygroups help use to work on indiyidual pieces of this subtool.

Mask By Polygroups (shift p)

To see Polygroups be sure to have PolyFrames on

Draw Polyframe (shift f)

Unlike sets you can only have one polygroup per face.

Command

Menu/Description

Hotkey

Mask By Polygroups

Masks between each polygroup so that you can only sculpt on one group at a time.

C3dC Mesh > Masking – Mask By Polygroups or Brush > Auto Masking > Mask By Polygroups

shift p (C3dC)
None (default)

Draw Polyframe

Toggles Polyframes on and off to show wires and Polygroups

Transform > Draw Pointer

shift f (C3dC)
shift f (default)

No.

Video Points

1.

Shaping The Face (0:00)

2.

Brush Maximum Size (0:15)

3.

Adjust Image Plane (1:25)

4.

Rotate Around Z (2:00)

5.

Move Normal Direction (2:30)

Information

This video shows how you can roughly shape the form of the dragons head to match the references using,

Draw Polyframe (shift f)Draw (Brush) Size (s)Smooth Brush (hold shift (any brush))

The image plane transparency can be adjusted with,

Enhance Opacity Image Plane (alt n)
and
Enhance Factor Image Plane (shift n)

Command

Menu/Description

Hotkey

Move Brush

The Move Brush can move the mesh around like Maya’s Grab brush, hold alt to pull or push in the normal direction of the selection. Hold `alt` to move in the direction of the normals.

C3dC Mesh > Brushes – Sculpt – Geo > Move

2 (C3dC)
None (default)

Draw (Brush) Size

Sets the brush size, larger smaller

Draw > Draw Size

s (C3dC)
s (default)

Enhance Opacity Image Plane

Slider for setting the transparency of the grid image plane

C3dC Mesh > Image Planes > Enhance Opacity or Draw > Enhance Opacity

alt n (C3dC)
None (default)

Enhance Factor Image Plane

Slide for the XRay Transparency of the object while over an image plane

C3dC Mesh > Image Planes > Enhance Factor or Draw > Enhance Factor (default)

shift n (C3dC)
None (default)

Navigation Rot Around Z

Spins the camera on the z axis, tilting it

Shift, Click, release Shift, drag (C3dC)
Shift, Click, release Shift, drag (default)

Smooth Brush

Smooths the mesh, release shift for relax mode, hold alt for roughen

hold shift (any brush) (C3dC)
hold shift (any brush) (default)

No.

Video Points

1.

ZBrush Thinking (0:00)

2.

Adding Divisions (0:40)

3.

Active Points (0:46)

4.

A Million Polys (1:05)

5.

Fix Errors (1:15)

Information

Dynamesh is the process of joining the objects together in one dense mesh. This video shows you how to prepare for the join by adding divisions to the faceted mesh.

Divide Mesh is the way you can add more detail; it’s the same as Poly Smooth in Maya. ZBrush’s has added functionality where it keeps each level, and you can navigate up and down the levels, similar to Mudbox.

Higher Res Division (shift d)
and
Lower Res Division (shift d)

Beware, each time you divide the mesh is multiplying by four. In this video, we reach point counts of over one million because of the dense mesh of the head and body.

Command

Menu/Description

Hotkey

Floor Grid

Toggles the floor grid on and off

Draw > Floor

alt g (C3dC)
shift p (default)

Draw Polyframe

Toggles Polyframes on and off to show wires and Polygroups

Transform > Draw Pointer

shift f (C3dC)
shift f (default)

Divide Mesh

Adds a division into the mesh, similar to polysmooth, Mesh will have 4 times as many polys with each division.

C3dC Mesh > SubD – Division > Divide or Tool > Geometry > Divide (default)

ctrl d (C3dC)
ctrl d (default)

Mask By Polygroups

Masks between each polygroup so that you can only sculpt on one group at a time.

C3dC Mesh > Masking – Mask By Polygroups or Brush > Auto Masking > Mask By Polygroups

shift p (C3dC)
None (default)

Move Brush

The Move Brush can move the mesh around like Maya’s Grab brush, hold alt to pull or push in the normal direction of the selection. Hold `alt` to move in the direction of the normals.

C3dC Mesh > Brushes – Sculpt – Geo > Move

2 (C3dC)
None (default)

No.

Video Points

1.

Dynamesh Intro (0:00)

2.

Dynamesh (0:25)

3.

What Is Dynamesh (0:50)

4.

Mask By Polygroups Off (1:30)

5.

Smooth The Join (1:40)

Information

Dynamesh (alt ctrl shift r) is the process of joining the objects together in one dense mesh. This video shows you how it works. Dynamesh is one of the most impressive tools found inside of ZBrush and it forms the base for most concepting workflows.

To Dynamesh, the button must be on, then ctrl drag the background with no mask.

We like to think of Dynamesh like a giant sieve which cuts from each grid angle. Where the quads from each plane meet the mesh will have triangles. Because of the density of the Dynamesh objects, the triangles aren’t much of a problem while sculpting, particularly in the blocking phase.

Be sure to exit Mask By Polygroups (shift p) after the Dynamesh so you can smooth the joins.

You’ll use ZRemesher (ZBrush’s Auto-Retopology tool) to create the final sculpt base mesh. But Dynamesh is handy in the block stages while the form is constantly changing.

Relax (alt r) and Polish (alt p) are handy tools for global smoothing, you’ll see those later in the video.

Command

Menu/Description

Hotkey

Dynamesh

With this on, use ctrl click drag background with no mask. Dynamesh will brute force add polygons and is great for adding new areas to your mesh wehre there isn’t enough geometry.

C3dC Mesh > DynamMesh – ZRemesher > Dynamesh or Tool > Geometry > Dynamesh (default)

alt ctrl shift r (C3dC)
None (default)

Draw Polyframe

Toggles Polyframes on and off to show wires and Polygroups

Transform > Draw Pointer

shift f (C3dC)
shift f (default)

Smooth Brush

Smooths the mesh, release shift for relax mode, hold alt for roughen

hold shift (any brush) (C3dC)
hold shift (any brush) (default)

Mask By Polygroups

Masks between each polygroup so that you can only sculpt on one group at a time.

C3dC Mesh > Masking – Mask By Polygroups or Brush > Auto Masking > Mask By Polygroups

shift p (C3dC)
None (default)

Relax

Relaxes the unmasked mesh using the relax smooth type

C3dC Mesh > Geo Misc And Mirror > Relax or Tool > Deformation > Relax (default)

alt r (C3dC)
None (default)

Polish

Smooths the unmasked mesh using the polish smooth type

C3dC Mesh > Geo Misc And Mirror > Polish or Tool > Deformation > Polish (default)

alt p (C3dC)
None (default)

No.

Video Points

1.

Primitive Block Conclusion (0:00)

2.

Maya Block Note (0:20)

3.

ZBrush Poly Model Note (0:40)

4.

Fast Block Introduction (0:55)

5.

Save File (1:05)

Information

This video concludes the Primitive Block Workflow. You’ll also see how to save the file as a ZBrush project file or .zpr.

There are 3 ways of saving files in ZBrush. While starting it’s best to use Save Project…

Save Project .zpr (ctrl s)

as the other modes, document and tool can potentially lose data.

Command

Menu/Description

Hotkey

Save Project .zpr

Saves the ZBrush Project File

File > Save As

ctrl s (C3dC)
ctrl s (default)

Draw Polyframe

Toggles Polyframes on and off to show wires and Polygroups

Transform > Draw Pointer

shift f (C3dC)
shift f (default)

6. SEND BETWEEN ZBRUSH/MAYA (3:17 MINS)

GoZ is ZBrush’s send feature, its well tailored for Maya users.

In this section, you’ll see how you can transfer and update objects between the two programs efficiently.

It’s ideal to use both programs for their strengths, and being able to move between applications effortlessly is crucial.

This section shows how to send and join a block mesh from Maya into ZBrush and then back again.

Maya has strengths in poly blocking, it’s hierarchies, and pivot tools are superior to ZBrush’s, but ZBrush is the king of sculpting and high poly counts, so it can be useful to use both programs in tandem for different tasks.

No.

Video Points

1.

Send Obj From Maya (0:20)

2.

Merge Down (1:15)

3.

Add Divisions (1:30)

4.

Dynamesh (1:38)

5.

ZRemesher (2:00)

6.

Retopology Result (2:30)

7.

Send To Maya (2:54)

Information

GoZ is the method that ZBrush uses to send between programs. To install GoZ use…

1. Close Maya
2. Install GoZ from inside ZBrush
Preferences > GoZ > Path To Maya
and then
Preferences > GoZ > Force Reinstall
3. Load Maya, a new ZBrush Shelf should appear

GoZ is new and improved in 4r8 (and also in version 2018), it’s 4 to 10 times faster and supports polyframes as sets.

We’ll leave the details for another more comprehensive video, but you can see a quick workflow here.

Also shown at the end of this video is ZRemesher (alt ctrl shift z), this is ZBrush’s fantastic auto-retopology tool.

Command

Menu/Description

Hotkey

GoZbrush

Sends Selected Objects To ZBrush

GoZBrush (shelf) > GoZ

None (C3dC)
None (default)

GoZ

Sends the current subtool to an external program such as Maya

C3dC Mesh > File Import – Export > GoZ or Tool > GoZ (default)

None (C3dC)
None (default)

Merge Down

Merges the current subtool with the one below in the list. Like combine.

C3dC Mesh > Sub Tool > Merge Down or Tool > Subtool > Merge > Merge Down (default)

alt d (C3dC)
None (default)

Divide Mesh

Adds a division into the mesh, similar to polysmooth, Mesh will have 4 times as many polys with each division.

C3dC Mesh > SubD – Division > Divide or Tool > Geometry > Divide (default)

ctrl d (C3dC)
ctrl d (default)

Dynamesh

With this on, use ctrl click drag background with no mask. Dynamesh will brute force add polygons and is great for adding new areas to your mesh wehre there isn’t enough geometry.

C3dC Mesh > DynamMesh – ZRemesher > Dynamesh or Tool > Geometry > Dynamesh (default)

alt ctrl shift r (C3dC)
None (default)

Smooth Brush

Smooths the mesh, release shift for relax mode, hold alt for roughen

hold shift (any brush) (C3dC)
hold shift (any brush) (default)

ZRemesher

ZBrushes auto-retopology tool, will automatically retopologise the quads as per the density settings

C3dC Mesh > DynaMesh – ZRemesher > ZRemesher or Tool > Geometry > ZRemesher (default)

alt ctrl shift z (C3dC)
None (default)

Activate Symmetry

Toggles symmetry mode on and off

Transform > ActivateSymmetry

x (C3dC)
x (default)

7. FAST SCULPT BLOCK WORKFLOW (19:17 MINS)

This last section on the blocking page shows an alternative fast and dirty way of working inside of Zbrush.

This workflow is prone to creating more lumps and bumps, but the accomplished sculptor who can fix these issues will find that it can be one of the fastest and most powerful ways of working.

The Fast-Sculpt Blocking Method uses Masks, Move, and Dynamesh to quickly extrude forms. Multiple shell meshes can be combined and joined to create block shapes quickly. And then you can add ZRemesher (Auto-Retopology) into the mix which produces perfect sculpt base meshes.

The goal of the block is to build base forms that can be easily detailed. With practice, this seemingly rough workflow has the potential to produce impressively fast results.

No.

Video Points

1.

Split To Parts (0:00)

2.

Mask Head Section (1:05)

3.

Invert Mask (1:20)

4.

Move Create Neck (2:00)

5.

Gizmo Create Neck (2:10)

6.

Bad Mesh (3:05)

7.

Dynamesh (3:15)

Information

Dynamesh workflows make ZBrush versatile, one example of this is in Fast Block Workflows which use masking and the move Gizmo to extrude shapes. These extruded shapes have terrible geometry, but Dynamesh can quickly turn terrible topology into sculpt worthy meshes.

Because of ZBrushes Dynamesh ability, many artists use fast block workflows to concept models with great speed. This video shows the fundamentals of this workflow.

The downside of a Mask/Move/Dynamesh workflow is that it can create lumpy models that are difficult to cure without a lot of experience sculpting. But it’s certainly one of the fastest ways of working once you’ve some experience.

We find Fast Block Workflows are ideal for busts and experimentation. However while blocking more complex shapes like whole characters and arms, we’d suggest using Maya to block out the forms before coming to ZBrush for the joining processes.

Command

Menu/Description

Hotkey

Dynamesh

With this on, use ctrl click drag background with no mask. Dynamesh will brute force add polygons and is great for adding new areas to your mesh wehre there isn’t enough geometry.

C3dC Mesh > DynamMesh – ZRemesher > Dynamesh or Tool > Geometry > Dynamesh (default)

alt ctrl shift r (C3dC)
None (default)

Split To Parts

Splits the mesh shells into new subtools

C3dC Mesh > Sub Tool > Split To Parts or Tool > Subtool > Split > Split To Parts

alt e (C3dC)
None (default)

Change Subtool

Switchs to a new subtool by alt clicking on a mesh

Tool > Subtool

alt click mesh (C3dC)
alt click mesh (default)

Floor Grid

Toggles the floor grid on and off

Draw > Floor

alt g (C3dC)
shift p (default)

Mask Pen

Enters the mask mode, click on the mesh to paint the mask, click and drag on the background to draw a rectangle mask.

C3dC Mesh > Masking > Mask Pen

hold ctrl (alt 1) (C3dC)
hold ctrl (alt 1) (default)

Mask Inverse

Inverts the current mask

C3dC Mesh > Masking > Inverse or Tool > Masking > Inverse (default)

ctrl click background (C3dC)
ctrl click background (default)

Draw (Brush) Size

Sets the brush size, larger smaller

Draw > Draw Size

s (C3dC)
s (default)

Move

Enters The Gizmo, hit it twice to go into transpose move mode

Transform > Move

w (C3dC)
w (default)

Deselect Mask

Deselects the mask if a mask exists on the current subtool

ctrl drag background (C3dC)
ctrl drag background (default)

Draw Polyframe

Toggles Polyframes on and off to show wires and Polygroups

Transform > Draw Pointer

shift f (C3dC)
shift f (default)

Draw Pointer

Enters draw mode, deselects Gizmo modes

Transform > Draw Pointer

q (C3dC)
q (default)

Smooth Brush

Smooths the mesh, release shift for relax mode, hold alt for roughen

hold shift (any brush) (C3dC)
hold shift (any brush) (default)

No.

Video Points

1.

Rough Neck (0:00)

2.

Match Top (0:40)

3.

Clay Buildup (1:25)

4.

Smooth Accelerator (2:00)

5.

Merge Down (2:25)

6.

Dynamesh (2:33)

7.

Dynamesh Resolution (2:52)

Information

This video shows how to rough out the neck to match the reference, then joining the body using Dynamesh. The resolution of Dynamesh can matter, and it’s relative to the Grid Size, here we’re using the whole gird so you can lower the resolution to 64 which will make it easier to smooth.

Smooth Note Correction

There are ways of accelerating Smooth in ZBrush, but it can be a little clunky to use. We’ve added these to the C3dC UI under…

C3dc Mesh > Brushes

The tool functions include…

Weighted Smooth Mode
Weight Strength
Min Connected Points
Polish Strength

Command

Menu/Description

Hotkey

Floor Grid

Toggles the floor grid on and off

Draw > Floor

alt g (C3dC)
shift p (default)

Move Brush

The Move Brush can move the mesh around like Maya’s Grab brush, hold alt to pull or push in the normal direction of the selection. Hold `alt` to move in the direction of the normals.

C3dC Mesh > Brushes – Sculpt – Geo > Move

2 (C3dC)
None (default)

Navigation Constrain 90 Degrees

Snaps the navigation camera to the front top side views etc

Alt Click+drag, press Shift (C3dC)
Click+drag, press Shift (default)

Perspective Orthographic Toggle

Toggles between orthographic and the perspective camera

Draw > Perspective

p (C3dC)
p (default)

Clay Buildup Brush

Clay Buildup brush is one of the most popular brushes, it builds geometry from the lowest cavities making it ideal for layering geometry.

C3dC Mesh > Brushes – Sculpt – Geo > Clay Buildup

4 (C3dC)
None (default)

Focal Shift

Affects the strngth of falloff for the current brush

Draw > Focal Shift

alt f (C3dC)
None (default)

Merge Down

Merges the current subtool with the one below in the list. Like combine.

C3dC Mesh > Sub Tool > Merge Down or Tool > Subtool > Merge > Merge Down (default)

alt d (C3dC)
None (default)

Dynamesh

With this on, use ctrl click drag background with no mask. Dynamesh will brute force add polygons and is great for adding new areas to your mesh wehre there isn’t enough geometry.

C3dC Mesh > DynamMesh – ZRemesher > Dynamesh or Tool > Geometry > Dynamesh (default)

alt ctrl shift r (C3dC)
None (default)

No.

Video Points

1.

HPolish (0:00)

2.

HPolish Use (0:20)

3.

Result (0:50)

4.

Clean Up Shape (1:00)

Information

The H Polish Brush (5) is one of ZBrush’s two main flatten brushes. In this video, you’ll see a different technique for cutting the bottom of the dragon bust. HPolish pushes this part of the mesh to make it flat.

Command

Menu/Description

Hotkey

H Polish Brush

The HPolish brush is similar to a flatten brush, it can also be used to polish bumps on a dense model. Similar to Trim Dynamic with a slightly different algorithm for corners

C3dC Mesh > Brushes – Sculpt – Geo > H Polish

5 (C3dC)
None (default)

Smooth Brush

Smooths the mesh, release shift for relax mode, hold alt for roughen

hold shift (any brush) (C3dC)
hold shift (any brush) (default)

Move Brush

The Move Brush can move the mesh around like Maya’s Grab brush, hold alt to pull or push in the normal direction of the selection. Hold `alt` to move in the direction of the normals.

C3dC Mesh > Brushes – Sculpt – Geo > Move

2 (C3dC)
None (default)

Draw Polyframe

Toggles Polyframes on and off to show wires and Polygroups

Transform > Draw Pointer

shift f (C3dC)
shift f (default)

Floor Grid

Toggles the floor grid on and off

Draw > Floor

alt g (C3dC)
shift p (default)

No.

Video Points

1.

Dynamesh (0:00)

2.

Mask Horn Base (0:20)

3.

Move Up Smooth (0:40)

4.

snakehookBrush (1:25)

Information

In the Primitive Block workflow you saw how to use cones to create the horns for the Dragon, but here you’ll see other ways of creating them. One effective method is to mask the mesh and move the horns out with the Move Brush (2).

You’ll also see how Snakehook Brush (ctrl 2) can extrude points with curved lines, Snakehook is great horns, hair, and branches.

Command

Menu/Description

Hotkey

Dynamesh

With this on, use ctrl click drag background with no mask. Dynamesh will brute force add polygons and is great for adding new areas to your mesh wehre there isn’t enough geometry.

C3dC Mesh > DynamMesh – ZRemesher > Dynamesh or Tool > Geometry > Dynamesh (default)

alt ctrl shift r (C3dC)
None (default)

Mask Pen

Enters the mask mode, click on the mesh to paint the mask, click and drag on the background to draw a rectangle mask.

C3dC Mesh > Masking > Mask Pen

hold ctrl (alt 1) (C3dC)
hold ctrl (alt 1) (default)

Mask Inverse

Inverts the current mask

C3dC Mesh > Masking > Inverse or Tool > Masking > Inverse (default)

ctrl click background (C3dC)
ctrl click background (default)

Perspective Orthographic Toggle

Toggles between orthographic and the perspective camera

Draw > Perspective

p (C3dC)
p (default)

Draw Polyframe

Toggles Polyframes on and off to show wires and Polygroups

Transform > Draw Pointer

shift f (C3dC)
shift f (default)

Move Brush

The Move Brush can move the mesh around like Maya’s Grab brush, hold alt to pull or push in the normal direction of the selection. Hold `alt` to move in the direction of the normals.

C3dC Mesh > Brushes – Sculpt – Geo > Move

2 (C3dC)
None (default)

Smooth Brush

Smooths the mesh, release shift for relax mode, hold alt for roughen

hold shift (any brush) (C3dC)
hold shift (any brush) (default)

Snakehook Brush

An extrude brush that pulls out pointy peaks that can turn corners, useful for hair and horns, branches etc.

C3dC Mesh > Brushes – Sculpt – Geo > Snakehook

ctrl 2 (C3dC)
None (default)

No.

Video Points

1.

Mask Eye (0:00)

2.

Inverted Clay Buildup (0:24)

3.

Clay Buildup Brow (0:40)

4.

HPolish Lump Remove (1:04)

5.

Brow HPolish (1:55)

Information

Clay Buildup Brush (4) is one of the most used Brushes in ZBrush. The brush works by first filling crevices (low-lying areas) and building upwards, it’s a lot like how clay works, and it’s fabulous for laying form.

You’ll see how Clay Buildup used in tandem with H Polish Brush (5) can be very useful.

Command

Menu/Description

Hotkey

Mask Pen

Enters the mask mode, click on the mesh to paint the mask, click and drag on the background to draw a rectangle mask.

C3dC Mesh > Masking > Mask Pen

hold ctrl (alt 1) (C3dC)
hold ctrl (alt 1) (default)

Clay Buildup Brush

Clay Buildup brush is one of the most popular brushes, it builds geometry from the lowest cavities making it ideal for layering geometry.

C3dC Mesh > Brushes – Sculpt – Geo > Clay Buildup

4 (C3dC)
None (default)

Perspective Orthographic Toggle

Toggles between orthographic and the perspective camera

Draw > Perspective

p (C3dC)
p (default)

Floor Grid

Toggles the floor grid on and off

Draw > Floor

alt g (C3dC)
shift p (default)

H Polish Brush

The HPolish brush is similar to a flatten brush, it can also be used to polish bumps on a dense model. Similar to Trim Dynamic with a slightly different algorithm for corners

C3dC Mesh > Brushes – Sculpt – Geo > H Polish

5 (C3dC)
None (default)

Draw (Brush) Size

Sets the brush size, larger smaller

Draw > Draw Size

s (C3dC)
s (default)

No.

Video Points

1.

ZRemesher Intro (0:00)

2.

ZRemesher Result (0:45)

3.

Smooth Move Forms (1:00)

4.

Low Topology Note (2:05)

Information

ZRemesher (alt ctrl shift z) is ZBrush’s auto-retopology tool. It can create beautifully quaded sculpt meshes in a short amount of time.

Some people confuse zRemesher for creating regular base meshes, and while in some cases it may be handy for generating animation base meshes quickly, in most circumstances manual quad draw will achieve superior results in Maya. But for simple prop objects, or for sculpt base meshes that will have more density, ZRemesher is a massively powerful tool.

It is possible to sculpt Dynamesh types of topology right through until the final stages but having a clean grided mesh is superior in most cases.

Over the next few pages you’ll see how having a solid Sculpt Base Mesh gives you a command over your mesh as you can surf up and down the division levels too. Smoothing issues are less problematic than with Dynamesh which will have tris all over the 45-degree sections of the mesh. In the block this is not such an issue, but later those areas of the mesh can get frustrating.

Command

Menu/Description

Hotkey

ZRemesher

ZBrushes auto-retopology tool, will automatically retopologise the quads as per the density settings

C3dC Mesh > DynaMesh – ZRemesher > ZRemesher or Tool > Geometry > ZRemesher (default)

alt ctrl shift z (C3dC)
None (default)

Smooth Brush

Smooths the mesh, release shift for relax mode, hold alt for roughen

hold shift (any brush) (C3dC)
hold shift (any brush) (default)

Move Brush

The Move Brush can move the mesh around like Maya’s Grab brush, hold alt to pull or push in the normal direction of the selection. Hold `alt` to move in the direction of the normals.

C3dC Mesh > Brushes – Sculpt – Geo > Move

2 (C3dC)
None (default)

No.

Video Points

1.

Divide (0:00)

2.

SubD – Division Menu (0:30)

3.

SDiv Slider (0:40)

4.

Delete Higher (1:15)

Information

There are two methods for adding smoothness to the mesh in ZBrush. Divide Mesh (ctrl d) and Dynamic SubDs (ctrl alt 3).

In this video, you’ll see how to divide the mesh and switch levels. You’ll be using this principle a lot in the next class.

Dividing the object will add four times the detail with each division. And the divisions are always quads. The extra detail will be handy while adding the more subtle details.

To add a new division use Divide Mesh (ctrl d)
To navigate down the levels use Lower Res Division (shift d)
To navigate up the levels use Higher Res Division (shift d)

You can also delete lower and higher levels, removing higher levels will erase the detail stored there.

Delete Higher Division (ctrl alt shift (up arrow))
Delete Lower Division (ctrl alt shift (up arrow))

Command

Menu/Description

Hotkey

Divide Mesh

Adds a division into the mesh, similar to polysmooth, Mesh will have 4 times as many polys with each division.

C3dC Mesh > SubD – Division > Divide or Tool > Geometry > Divide (default)

ctrl d (C3dC)
ctrl d (default)

Higher Res Division

Step up a division level for the current subtool if one exists

C3dC Mesh > SubD – Divisions > Higher Res or Tool > Geometry > Higher Res (default)

shift d (C3dC)
shift d (default)

Lower Res Division

Step down a division level for the current subtool if one exists

C3dC Mesh > SubD – Divisions > Lower Res or Tool > Geometry > Lower Res (default)

shift d (C3dC)
shift d (default)

Delete Higher Division

Delete all higher division levels if they exist

C3dC Mesh > SubD – Divisions > Del Higher or Tool > Geometry > Del Higher (default)

ctrl alt shift (up arrow) (C3dC)
None (default)

Delete Lower Division

Delete all lower division levels if they exist

C3dC Mesh > SubD – Divisions > Del Lower or Tool > Geometry > Del Lower (default)

ctrl alt shift (down arrow) (C3dC)
None (default)

No.

Video Points

1.

Dynamic SubDs (0:00)

2.

Reason For Dynamic (0:32)

3.

File Size Note (0:45)

4.

Conclusion (1:00)

Information

Dynamic SubDs (ctrl alt 3) will display the divisions of a SubD mesh but it won’t actually add more detail to the base mesh. It’s the same as the SubD type in Maya you’ll know from the 3 (or C3dC ctrl alt 3) keys.

Dynamic SubDs are useful when you don’t want to add detail but would like to see the mesh smoothed correctly. Say you’re coming from Maya and have a few objects to sculpt, but you’d also have various subtools that you’d like smoothed, but you won’t need to work on them.

They can also be handy because they won’t have to calculate extra points on the mesh, so it’s keeps the project file size down.

This video concludes the Blocking Stage; the next class will take have you detail the character with various sculpting workflows.

Command

Menu/Description

Hotkey

Dynamic SubDs

Temporary SubD mode, won’t add divisions, just a display mode. Similar to the 3 key (ctrl alt 3 ) key in Maya.

C3dC Mesh > SubD – Divisions > Dynamic or Tool > Geometry > Dynamic SubDiv > Dynamic (default)

ctrl alt 3 (C3dC)
None (default)