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Introduction
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PLACES TO HELP
YOU WITH ZBRUSH
ZBCentral
Pixologic
3DLinks
SouthernGFX The Aurickle  |
Over
the next few months I will be providing a series of tutorials that
will give Zbrush users the know-how to model, texture, add material,
light and render a head.
I will aim the tutorials at people
who have some 3D knowledge with other packages but want to dive
straight into Zbrush and start creating. There are a number of
little stumbling blocks (as with any new software) that people find
makes the learning curve that little bit steeper. My aim would be to
remove the blocks and help the the artist concentrate on creating
art!
I have
used Zbrush 1.23B for this project and where possible I will ensure
that demo users can follow as well. There are certain restriction in
the demo and you can check there out at the bottom of this
page
I have
sketched out the design for the head model in front, top and side
views so that you can import the image into a layer (much like more
conventional packages). Full commercial version users can import the
image in Zbrush but unfortunately, demo users will have to do
without as the import document function is disabled. The tutorials
cover:- |
One sure fire
way to improve your ZBrush knowledge is to download the manual from
here ZBrush
PDF 6meg
PURCHASE ZBRUSH
3DShop - $279.00
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| First Hurdles |
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Learning a new
graphic package is never easy. It takes time and practice to learn
all the features and how to get around the interface, then you have
to actually do something with it. These tutorials will get you going
with ZBrush and to help things along I will point out some of the
more common sticking points. |
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Snapshotting. Why can't I pick up my object once it is
in the document window? |
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If
you're used to 3D applications you have an advantage when
modeling objects.
ZBrush is a 2.5D paint program. It
takes elements from 2D programs like Painter of Photoshop,
adds in modeling, lighting and other elements from 3D
programs, then hits frappé. The result is something completely
unique to the graphics world, and of necessity it doesn't
behave like other 3D programs.
A
common problem that new users encounter (which is the first
hurdle that any new ZBrush user has to overcome) is when a 3D
object is finally "snapshot" to the canvas. Below is a
description of why you can't pick up an object once it is
snapshop.
It was written by Mathew Yetter in answer to
a member of the ZBCentral forum and I think it explains it
very well. |
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catch: when an object is snapshot, it no longer is made up of
polygons. Instead, it is turned completely into "pixols" --
these smart pixels record not only the color, but also
material, depth, orientation, etc. This allows several
interesting things to happen. First off, it allows ZBrush to
operate in true real time rendering without you having to have
some kind of supercomputer. Once an object is snapshot to the
canvas, ZBrush no longer has to worry very much about the
hidden faces. All it cares about is making what's visible look
as good as possible. The second advantage is that once the
object has become pixols, you can now use all of the other 2D
and 2.5D tools to paint more detail into your scene.
It's these additional tools that give ZBrush scenes
such amazing quality compared to other 3D programs. The rest
relies on textures and lighting. What ZBrush does is to allow
you to take the scene even further, painting additional detail
into the scene like a 2D program but doing so with the depth
of a 3D program.
All of which brings us back to the fundamental hurdle;
the fact that once snapshot it is very awkward to try and pick
an object up again. Imagine this: you snapshot a sphere to the
canvas and then use the Cone3D to add spikes to it. Next, you
use other 2D and 2.5D tools to add additional details to this
spiked ball. Now what would happen if you were to pick the
initial sphere back up again? What's the program supposed to
do with all of that other stuff that you just painted on? It's
not a part of the geometry. It's not a texture, either, since
it has depth of its own. The processing power to move all of
that other stuff in 3D while you work on the sphere some more
would be horrendous -- if your computer could even handle it,
real time rendering would go right out the window.
So in the end, while it is inconvenient in some ways to
try and get used to ZBrush's unique way of doing things, those
wacky methods are all there for a reason. They let ZBrush do
what no other program can do. Along the way, they also happen
to really benefit other programs (such as by making it easy to
create morph targets, textures, or original 3D models). They
also allow ZBrush to be a mighty fine rendering engine all by
itself. And, of course, everything works together beautifully
to allow artists to create amazingly detailed and realistic
scenes from start to finish in ZBrush in far less time that it
would require in another app.
It's just a matter of "unlearning" a few techniques and
thinking in a new way...
above text © Mattew yetter used with
permission Visit Mattews site 'The Aurickle' to see some
of his work | |
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So learn this!
Once it's in, it's in for good! I bet you get caught
out.
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Materials are always live |
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A good
point to remember for a new user is that any material that you
use in a document remains 'live' in the image.
This
means that if you modify a parameter in the MODIFIER
panel it will effect anything in the document that uses that
material. It is very easy to start modifing a material that
you have already used only to find that it does not fit or
suit the image that it is part of. |
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The Clipping plane and layers |
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 IMAGE BY UPHAM
2002 |
In these
tutorials you will beging to construct an entire head, the
'Purple Nasty'. To combine the head, eyes and teeth I needed
to use multiple layers to separate the objects with differing
materials. Unlike other programs with layers in ZBrush it does
not matter which layer is in-front of which, because each
layer has its own depth.
A
ZBrush image is built up as shown on the left. All objects
start out on the clipping plane and can be moved in and out of
the image. Once in (snapshot) they are there for good,
remember!.
With layers it is possible to put a head
into the image on one layer and the eyes in on another. Even
thought form your perspective thet overlap, one cannot effect
the other. THis allows you to paint on an object in one layer
and leave the other layers
untouched. |
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| DEMO RESTRICTIONS |
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Pixologic are
one of the few companies that give away a demo of their software
with most of the main features intact. TO get hold of a copy visit
their website now: |
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Below is a list of the features that are
disabled:-
Demo document size is limited to 640x480.
Saving tools is disabled.
The import and export of objects is disabled.
Importing textures is disabled.
Import/Export Alphas is disabled.
Custom materials cannot be saved.
ZMovie recording is disabled.
ZScripts recording is disabled.
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