Introduction
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

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Tutorial Status
1. Modeling the head Online
2. Texturing the head with Texturemaster.
Online
3. Modeling and texturing the eyeballs Online
4. Modeling the teeth Online
5. Lights and rendering Online
6. Post work. Online
 
First Hurdles
  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.
  Snapshotting. Why can't I pick up my object once it is in the document window?
 

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.

 
Here's the 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

  So learn this! Once it's in, it's in for good! I bet you get caught out.
  Materials are always live
 
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.

  The Clipping plane and layers
 

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.


DEMO RESTRICTIONS
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:
 
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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Copyright © 2002 International Computer - 3DLinks.com
Written by Glen Southern. Visit southerngfx for more information and images.
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