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        Wiley ZBrush Studio Projects: Realistic Game Characters
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1.       Sculpting Tools and Workflow    Figure 1 1  Planes define  the sculpture  by Carpeaux     You face two COTE  issues when you create realistic game characters  tech     nology and artistic ability  Five years ago the biggest problem was technology  We simply  couldn   t put enough polygons on the screen to get true realism  Today  artistic ability is  the biggest factor limiting a 3D modeler   s growth in the game industry    The demand for realism increases with technological advances  Today  it is your abil   ity to sculpt a face  but in two years    time realism may depend on understanding what  happens to the palpebral ligament when your character is frightened    Your artistic ability is the one constant in the equation of creating realistic characters     whether you are painting in Photoshop or sculpting in ZBrush     The Problem of Sculpting    The central problem of sculpting  in my view  revolves around understanding the hierar   chy of planes  In a life model  we are confronted with thousands of planes all calling for  attention  How do we know which planes to focus on and which to ignore  at least for the  moment  Figure 1 1 shows a sculpture by Jean Baptiste Carpeaux of a woman smiling   Even with its smooth  beautiful surface  the underlying planes of its construction still    shine through           2    CHAPTER 1  SCULPTING TOOLS AND WORKFLOW    Figure 1 2    Anatomy Tool   s  artist busts    The key to working with planes is to move from the largest to t
2.     sa  SMe  3 la    bee     113  LETS  ITE  1  44 T  Wy Spier es   E       LI 5phereliruzh        amp lphsEruns     amp  m     x mizlsbr unt    npnhsrs    T    Bul    b    ln    Ti  1       SubTool    Layers    a  Fiar       kenmetry    Dearie iry HE    Ep    Pravin  Surface    Deformation    Morph Target  Palypaint   WW rap   Texture Map  Displacement hiap  Hormal hap  Dizplaywy Properties    Unid Skin       4 CHAPTER 1  SCULPTING TOOLS AND WORKFLOW    Figure 1 4    Side view with  the S curve of  the side of face    e gt  SBrush 3 5R PAGE WH AEH T  PREG  Sfhrameeh Doacunivedt  Obje  508  Hemi FAHA Freee 1 392        1M B ER ial hi Zuul    zolala Rgb Intensity 100 Z Intensity 51    Sub Ton    Layers   Geometry  lemnmetey HO  Previn   Surface  Deformation      Lee kien   Vizibility  Polygraups      argh Target  ralvpaint   iL Map   Te burke hiap  Displacement Map  Hnrmal Hap  Display Proper tine    iL aen loin       Rotate the model to a front view  Set your Draw Size to 256 and pull the sides inward  to flatten them  Continue working over the surface of your model  At a certain point  you will suffer diminishing returns and form will be harder to create  When that  happens to you  it s time to switch brushes    Once you have your  digital clay  roughly in the shape of the head  it is time to  sculpt some of the internal forms  such as the cheeks  forehead  eye area  and mouth  area  We ll start this process with the Clay brush  Click the Brush icon in the far left  tray and
3.   e Cont Ori      Select Orientation    To understand what these features do  we should back up a bit and return to the sphere  of influence from the Depth section  When you click on the surface of the model  ZBrush  samples the polygons within its sphere of influence  It then determines the orientation of  that sphere by averaging out the surface normal within its sampled radius  However  the  job is not done there  ZBrush has a choice  It can either continually resample the orienta   tion or lock it down and drag that through your model  Figure 1 17 illustrates the effect  of each option     Once Ori    Once Ori    First point clicked    b  1    Picks continuously    Cont Ori       UNPACKING OUR TOOLKIT E 17    The Once Ori option  see Figure 1 18  will lock down the orientation to the area of  the model on which you first clicked  The selected angle will be used for the rest of your    brush stroke  The Trim Adaptive brush uses this feature to great effect  Figure 1 18    In fact  Trim Dynamic and Trim Adaptive provide the clearest The Once Ori option    example of the steering differences  Once Ori is the defining charac        teristic of the Trim Adaptive brush  Set Cont Ori on and you essen   tially have the Trim Dynamic brush    Selected Orientation is different  In this feature  you have to click the arrow in  the center and move it around to the angle you want to enforce  You can also click  the arrow and drag it to a specific area of your model to choose exactly th
4.  Gradicen T       mn   S late Texture Map       Ez    Ewitchtolpr Bisplacenienh hap  Hormal Map    Display Properties    Unified Skim       Trim Dynamic is an extension of the Clay brush  Its algorithm goes further than the Clay  brush  however  and allows you to build up planes with a loose freehand stroke that cannot    be achieved any other way  It is an essential tool in your toolkit     6  To create precise forms  we will need a sculpting knife  We can use the Standard  brush for this  Set Draw Size to somewhere around 10 and press Alt while you carve    into the model     When you do this  it   s important to proceed with caution and maybe even to use  multiple strokes to carve in the surface  As always  it   s very important to smooth  out any irregularities as soon as you see them  When you are finished  your model    should resemble Figure 1 7     The Standard brush is one of the oldest brushes in ZBrush and still considered by many art   ists to be the workhorse of all the brushes  You can also try a variation of the Standard brush  called the Dam_Standard brush  named after the artist who created it  Damien Canderle  You    can access the Dam_Standard brush from Lightbox     OUR SCULPTING TOOLKIT 7    Figure 1 7    z    Brush 2 5R9  ZCEQ VEFIHU AEHO APRPU  Brush Document  Dbi F527   emk 661451 Frec 1063    Defaultzsceipt aM mM  a WR om    mE SEN 3  am  rose  gt  Results after using  Ta Ss TA PEN yok the Standard brush    Load Tool inre g  Tinigeier t Export    Proj
5.  as needed by choosing Tool  gt  Geometry  gt   Divide  In fact  with the newer topology independent brushes such as Clay  we can  begin to increase our polygon count earlier in the sculpting process without worry   ing about muddy form     5  Eventually  your sculpt will have a lot of the form you want  but it will be a little  messy  This is where Trim Dynamic comes in  Select Trim Dynamic from the Brush  palette and use it the same way you use the Clay brush  Notice how the form it cre   ates is very clean and planar     Continue developing the form  switching between the Clay brush and Trim Dynamic   When you need to add more form  use the Clay brush  Then immediately switch to  Trim Dynamic and create the necessary planes  Figure 1 6 shows you how far you  should take your work with Trim Dynamic  Again  don t take your model too far  We  will keep looking at new tools for each stage     6 E CHAPTER 1  SCULPTING TOOLS AND WORKFLOW    Figure 1 6    d Brush 3 583  ZCEQ VFEIH AFEHO PREPG  Brush Document  Dbi F328   emk 3194102 Freee 1200 Defaultzsceipt a   Me a ri ab 7    Results after using  the Trim Dynamic  brush      Tool    Load Tool inre As  Tinigpeier t Export     Orie    Quick    Projection Light Enx hs    hasten Clone Hake PolyMesh2b       intensity TF  Chone All Sub Teas    Polyiphere_1  4f R    Ee EET d    sipi aEr ush    5ubTool  Layers  Geometry  Geometry HE  Previaur   Toor Face  Deformation  Masking  visibility  Palygroups  Morph Target  Polypaint    Leadiant 
6.  select the Clay brush    Press Alt and dig into the eye area to create the eye cavities  Continue sculpting into  the side of the nose  top of the nose  and down into the mouth  Release Alt when you  want to build the form back up    Add a little bit of clay in the mouth area  but stay away from defining the lips  At this  point  you should be more focused on sculpting the barrel shape of the teeth  When  done  your model should look like Figure 1 5  Don t try to take it much further than  that  as we will use other tools to refine the surface  The Clay brush is used mostly to    add volume and roughly sketch in form     OUR SCULPTING TOOLKIT E 5    Figure 1 5    Fai eT Deacunivedt  Obj 7515  Hemi 49435 Free   Tia   gl  1 T    Results after using  the Clay brush      Tool   ETET E Tool awe As  grt   po  T Siculi bi Zuul o TT TIT Export  k  h x  zo  Rgb Intensity 180 Z Intensity 50 Clone   Make PalyHeshisp  Gone All su ols    Paly5phere 1  48    Sub Ton    Layers   Geometry  brometry HO  Previr   Surface  Deformation  Masking   Vizibility  Polygroups      arph Target  Polypalnt   Ww Map   Tax bur hiap  Displacement Map  Amal Hap  Display Proper tion    Unificd Slim       The Clay brush is an important part of our sculpting workflow because of its unique algo   rithm  ZBrush 4 has added newer brushes that build upon this and give us greater control     but the Clay brush remains an important part of the process in the early stages     4  Make sure to add geometry to your model
7.  smoothing out    Preserve Edge 30 5964       the other areas of the model     Working with Masks    Masks are essential for controlling effect on specific areas of your model  You can work  with masks through the Tool   Masking subpalette or by using the hotkeys as follows       To create a mask  press Ctrl  LMB and click and drag on the surface      To erase part of a mask  press Ctrl Alt LMB and click and drag on the surface      To clear a mask  press Ctrl  LMB and click and drag outside of the model      To invert a mask  press Ctrl  LMB and click outside of the model     To blur a mask  press Ctrl  LMB and click on the model    If you want to make a lasso selection of a mask or drag out a selection rectangle to   mask off an area  then just select the MaskLasso or the MaskRect brush in the Brush  pop up     The Road Ahead    While unpacking our toolkit  we have looked at a few features that I want to keep on your  radar as we continue learning about ZBrush  Once you understand how ZBrush s brush  system works  you can create your own Rake brush  custom stitch brushes  and a whole    host of other customized tools     THE ROAD AHEAD E 19    It   s important to keep in mind that learning an art form is a lot like learning a new  language  You cannot rush it  Your brain will change only so fast  and you can retain  only so much information  Be patient with yourself  Learn to turn frustration into suc   cess  not by overcoming it but by outlasting it  Frustration is part of
8.  the learning process   Whatever you do  though  don   t give in     
9.  your brush shows the brush size   but it doesn   t indicate the real spherical nature of a brush  All  ere the variations and modifications of the brush take place within  Sa ia ME this sphere of activity  As you brush along the model  this sphere  is dragged along the surface  In thin areas of your model it will  affect the other side as well    We Gravity Strength 0 Depth either raises this sphere above or lowers it below the   I surface of your model  as shown in Figure 1 13  Now  I know  what you are thinking  You re thinking   Isn t that what Z   Intensity does  Doesn t Z Intensity decide how far up or down my brush pushes the sur    face of the model   Well  in short  no  Z Intensity is something else entirely    Think about it this way  Depth   DrawSize defines the outer limits of your brush   s  intensity  DrawSize defines how large an area your brush will affect  Depth defines  where  along the normal that area will intersect with your model  as well as the maxi     mum distance the brush will push or pull the form     Imbed         Depth hask       UNPACKING OUR TOOLKIT E 13    Z Intensity controls how fast you will reach those limits  If you set Z Intensity to 100   then your brush will be at full intensity right from the start  If you set Z Intensity to 5  then  it will take some time to reach full intensity  and you can be more subtle about it    A lot of other factors determine the maximum distance the brush will push or pull  the form  such as Alphas  Tablet P
10. a road  Driving through  Kansas  there isn t much need for a robust suspension system  Except for the occasional  pot hole  it s a pretty flat state  However  going four wheeling in Moab  Utah  is a whole  different story     Sample Radius    7       Sample Radius    1    Sample Radius   2       UNPACKING OUR TOOLKIT E 15    The heart of Samples is Sample Radius  see Figure 1 16   This is the shock absorber  of the entire system  In simple terms  Sample Radius determines whether your brush   s  response to the road is light and snappy to the road or whether it bulldozes through any  surface variation    In more specific terms  Sample Radius determines how much of the area within your  brush   s sphere of influence will be used to calculate the orientation of your brush  By  default  Sample Radius should be set to provide a quick but not hypersensitive response  to your surface  Think Porsche  For most brushes this is  75  but this does vary    As you decrease this number  ZBrush considers a smaller and smaller percentage of  the surface area  This makes it much more responsive to changes in the surface direction  and makes for a very bumpy ride    Another way to think about this is with a boat analogy  A smaller boat has a smaller  area of the water   s surface to sample from  so it is more sensitive to waves and swells  A  cruise ship  on the other hand  has a vastly larger area of the water   s surface to sample  from and is therefore much more stable  However  a cruise shi
11. at orienta   tion  The effects of this brush are the defining characteristic of the Trim Front brush   Figure 1 19 illustrates the effect of the front brush used at several points along the    model    Figure 1 19  The effects of  Selected Ori    Once Ori    Cont Ori       18 E CHAPTER 1  SCULPTING TOOLS AND WORKFLOW    Figure 1 20  Interface  BrushMod    Figure 1 21    Preserve Edge       Dam_ Standard Brush and Brush Modifier    The Dam_Standard brush is amazingly smooth and cuts through your model as if it were  butter  The secret of its power comes in the Brush    Modifiers    Brush Modifier slider   This slider behaves differently for each brush  but for the Standard brush it works to com   bine either the Pinch brush or the Magnify brush  The Dam_Standard brush combines  the Pinch brush with the Standard brush by setting the slider to 32  The effect is to bring  more polygons into the valley while you are sculpting it and create    Brush Modifier 32    smoother  cleaner lines  Figure 1 20 illustrates the location of this    feature in the Brush palette     H_Polish Brush and Preserve Edge    The H_Polish brush makes great use of the new Preserve Edge feature in the Brush  gt   Samples palette  shown in Figure 1 21  The goal of Preserve Edge is to do exactly what it  says  preserve edges  A great way to see the difference is to run the M_Polish brush over an  edge and then repeat that same stroke with the H_Polish brush   H_Polish will work to keep hard edges while still
12. e surface of your model  you may want to smooth out some    areas and refine the surface  The Polish brushes are great tools to do this     I like to use H_Polish because it respects hard edges very well  This allows me to be  looser and more freehand without worrying about messing up the clean edge work  I created earlier  Consider H_Polish a finishing tool  The form has to be in place for    this brush to do its job right  Use Figure 1 10 as your guide     he finishing tools of ZBrush  You        Figure 1 10  ZErush z 3R1    CED W  IHD AFH3 PRHEI 2Brueh Gocurmernt  Obje 7907  ram p 7304 493 Freep 1004 Del aui arpl i d    Results after using  the Polish brush     nrnh Target    Palypaint    Wt ip  I2sxture    ap  Displacenient Map     aornisl Lap       Dieplay Prupur lise    Unpacking Our Toolkit   Let   s review our toolkit and make sure that you understand what is in it and what each  tool is good for  This section is the largest lecture based section of the book  There will be  a lot of reference style descriptions  Use this section as you would any reference book and    come back to it when you need an explanation of things like ZBrush   s Depth setting   Move brush Our first tool  it creates the largest planes and biggest form changes     Clay brush Blocks in areas of the model and adds    clay    to the model that you will refine  with other brushes     10 E CHAPTER 1  SCULPTING TOOLS AND WORKFLOW    Figure 1 11    Brush system  spectrum    Trim Dynamic Creates the pri
13. ection Light Boo cu  Duick 3M ZR Hrgb sj aub       laster     4 MELLE LL Wosa Seda Rotate Rgb intensity 100    Intensity 51 Ha Clone   Make PolyHeship    Clone All Sub EE    Polyiphere_1  4f    SubTool   Layers   Geometry   Genre try HD  Previcur   Durt ane  Dafornmation  Masking   visibility  Palygroups  Morph Target  Polypaint   UW biag   Texture Fiap  Bisplacenienh bap  Hormal Hap  Display Properties    Unified Skim       7  Now we should have a fairly good approximation of the face  We should have clear  planes  but the separation of planes may not be very precise  All in all  our model    should look like a blurry but planar version of what we want     To create more precise breaks in the form  we use Trim Adaptive  Click on the side  plane of the nose and use Trim Adaptive to create a consistent plane  With Trim  Adaptive you have to be careful where you start your brush stroke  The brush will  take the orientation of the first place you click and extend that orientation through  your model     To get the most out of Trim Adaptive  repeat the stroke while pressing Alt  and the  brush will lift areas of the surface as well  Using Trim Adaptive and Trim Dynamic    and experimenting with Trim Front should get your sculpt to the level of Figure 1 8   8  Masks allow us to isolate one part of the model and keep it safe from our brush     Press and hold Ctrl and brush on the general shape of the ear  Then choose Tool  gt   Masking  gt  Inverse to invert this mask  Using the Mo
14. er to be a sculptor   s workflow  This workflow should help you  organize complexity  create your own hierarchy of planes  and sculpt realistic characters    faster than ever before     Project  Sculpting a Human Face    To really get a sense of how tools work together  we will look at them in the context of a    project  In this case  we will sculpt a human face and look at each tool in its turn     1  Our first goal is to establish the overall shape of a head with the Move brush so that  we can use other brushes to create the internal forms  Start with a PolySphere on the    canvas  see Figure 1 3   Make sure Symmetry is on     2  Set Draw Size to 200 to increase the size of your brush  Click on the bottom half of  the PolySphere and drag downward to form the jaw and lower face     Lower your Draw Size to somewhere around 50 and pull the nose outward and to the  left  Then push the eye socket inward toward the right  Note the S shaped curve in  Figure 1 4   Figure 1 3    rush 3 589  z2CEQ  MirHU X AFH T PERLE  PArush Dorurment  Og x 63919  Hence 400412 Freep i723  Menus  GeFaultesoript a I  le in En m  a E    A PolySphere    Toler  s  nl P d TT I ier Marke aber hui kar Prefers inca L ae as   3   Taal  ae on the canvas    Tool  Load Tool Sane AS            Y 7 Inport Export  Projection Light Box B tu Ick  7 ee M rk a Mrab Rab      zadd   zsub        ater zg Shetek Edt Dg rm  y Jr Hone Make FolyrieshtO    Ma igh Intensity TUN e intensity 25  eee             Hone All Sub tools
15. he smallest  You  the  artist  must create inside of your own brain a 3D model that has multiple levels of resolu   tion  On level 1  it should have the most basic and simplistic planes  On level 5  it might  have planes small enough to describe the caruncula of the eye    The sculpture by Carpeaux reveals that the side of the nose is a plane  the lips have  several planes  and even the round surface of the eye can be distilled into a few essential  planes  As we get more detailed with our model  though  we focus on smaller and smaller  planes  In Figure 1 2 you see Anatomy Tool   s artist busts  which helps break down the dif   ferent stages of sculpting a face into easy to digest forms  The human body is simply too  complex to tackle everything at once  Creating a hierarchy of planes will help you solve  only the problems you need to at each stage of your sculpt    Finding these planes and organizing them is  unfortunately  a task through which I  can only guide you  You must enter the dark woods by yourself and find your own way    through the endless variations of form that come before you  I will do my best to provide    a map  arm you with the necessary tools  and send you on your way with my best advice        OUR SCULPTING TOOLKIT B 3    Our Sculpting Toolkit    There are many features in ZBrush and many ways to work with the application  The goal  of this book is to guide you in creating realistic game characters  and so in this section  I  will present what I consid
16. ions  can create both hard and soft forms  The Clay brush is a good example of this    At the center of these two axes are core features of the sculpting system  features like  Zadd Zsub  DrawSize  and Z Intensity  These features are the same no matter what you  are sculpting    Between the brush types and the core features are all the brush modifiers  which are  as basic as Alphas and Stroke Type and as specific as BackTrack  Samples  Depth Imbed   and Tablet Pressure  These modifiers can have a profound effect on your brush and com   pletely alter its behavior  As we look at each part of the brush system  try to place each    feature somewhere in the spectrum     The Brush Algorithm  At the core of every brush is the algorithm that it uses to affect the surface  The algorithm    is the 1s and Os  the very foundation of a brush   s behavior  and Pixologic excels in finding  and exploiting new algorithms  We call this algorithm the brush type    ZBrush contains close to a hundred brushes  but most of them are derivatives of other  brushes  For example  the Polish brushes appear to be derived from the Flatten brush   Some brushes are different by just a few settings  Some brushes are a variation on the  algorithm of the brush type itself    The Magnify and the Inflate brushes are good examples of variations on an algorithm   while brushes like the Rake brush use the same algorithm but have preset modifications  that alter its behavior    First  we ll unpack the Clay brush and 
17. mary planes of your model and keeps the surface clean and    structured     Trim Adaptive Creates and extends planes  It is the wooden sculpting tool you would use  to enforce a strong plane  and you may even cut into the model with it     Dam_Standard and Standard brushes These are great knifes  By setting DrawSize low   you can cut thin lines into the model     Masks Isolate areas of the model to help you when you are making large changes or even  small adjustments  In ZBrush 4  you have several different masking options  To change  your masking type  simply select it in the Brush pop up     The Polish brushes Create refined surfaces and blend structured planes into each other     The Sculpting Spectrum  The entire brush system in ZBrush can be divided into four zones  see Figure 1 11   These  zones correspond to your approach toward sculpting and what you are actually sculpting     Are you sculpting loosely or do you need more refined control  Are you sculpting soft    forms or hard forms        UNPACKING OUR TOOLKIT E 11    Along the outside of this spectrum are the brush types  Every brush was created to fit  a specific need  Some brushes  like the Blob brush  can create amazingly random concrete  surfaces with just a few simple modifications  Other brushes  like the Planar brushes  create  hard edged and mechanical details but require some complicated brush modifications to  work  Some brushes blend magically between these two opposites and  with only a few mod   ificat
18. p can   t be turned on a dime  as a smaller boat can  The trade off is the same in ZBrush  stability for maneuverability     The other features that influence the brush   s stability and maneuvering are as follows     Stabilize Orientation    Stabilize Direction    Constant Sample    OnSurface    Preserve Edge    Buildup  All these features work together to give you the ride you need for the form you are try     ing to create  When adjusting them  it is useful to keep in mind that Sample Radius is the    main influence  Everything else works to help Sample Radius do its job     Trim Adaptive    Trim Adaptive is built to give us a more controlled experience  If used freehand style   it can get a little too aggressive  If used in a controlled manner  though  it creates clean  planes that would be very hard to create any other way  At the core of its control is a fea     ture in ZBrush that hasn t received a lot of attention  orientation     16 E CHAPTER 1  SCULPTING TOOLS AND WORKFLOW    Figure 1 17    The effect of the    Picker palette  options    Orientation    Orientation is the steering system in ZBrush  Often you aren t even aware of it  and that s  the way it should be  We don t think about the steering column once we are in our car   We just put the key in and go    Sometimes  though  we need to take full control of our steering wheel and we do this  in the Picker palette  The three buttons that we are concerned about in the Picker palette    are as follows   e Once Ori
19. ressure  Zadd  Zsub  Samples  and Stroke Type  Depth   though  could be considered tiber Depth  It controls where the center of your brush   s  power is coming from    A good example of the use of Depth is in the Skin brush  Its depth is set to    74  In  combination with the Alpha and small circular strokes  the Skin brush will lay down an  amazingly detailed skin texture without destroying your form or adding too much new  volume  Try lowering and raising the Depth value to understand the effect better    If Depth is   ber Depth  Depth Mask is the squash and stretch of your brush   s outer  limits  While DrawSize controls the circumference of your brush  Depth Mask allows  you to narrow in on a specific slice of the sphere for your brush to take effect    A great example of Depth Mask is the PlanarCutThin brush  Try setting Depth to 14  and turning off MRGB to get some interesting results  This brush also does wonders for  creating rock striations when used with the Spray stroke    So how does Depth relate to the Clay brush  It determines how far outward or inward  the Clay brush will push form  To see it in action  set Brush    Depth    Imbed to 100 and  make one stroke  Set it to 3 and make another stroke    In general  I leave Imbed at default settings unless I am creating softer forms  In that  case  I set Imbed to 3  If you feel the need to increase it above 10  consider using the Move    brush instead     Figure 1 14  Depth Mask limits  yy mbedo your effect toa    Lin
20. see what makes this brush so special for block     ing in form     Clay Brush    The Clay brush was definitely created to work with soft surfaces in a freehand way   However  with a little finesse it can also block out harder surface objects    The algorithm of the Clay brush was an important step toward sculpting brushes that  are topology independent  that is  they behave the same regardless of whether your model  is an organized mesh or decimated scan data  Its specific behavior is such that it fills up  the lowest areas of the surface before it affects the higher areas of the surface  This allows  you to quickly build up form without worrying about all the interpenetration and arti   facting that the Standard brush might introduce    An important part of the Clay brush is the Depth Imbed setting  Let s take a good look    at Depth to be sure you have a solid understanding of how to use it     12 E CHAPTER 1  SCULPTING TOOLS AND WORKFLOW    Figure 1 12    The Depth  subpalette    Figure 1 13    The effects of Depth       Depth   The Depth feature was introduced in ZBrush 3 5r3  It is located in the Brush    Depth sub   palette  see Figure 1 12  and is a change from ZBrush 3 1  where Brush    Brush Modifier  was sometimes used for this purpose  Now Depth is a major new feature that affects the  entire spectrum of your brush   s behavior    What does Depth do  To understand it better  you should be clear that a brush in  ZBrush is a 3D sphere  The red circle that encompasses
21. us cross section of      your model     Im bed 0    E    y Hs J ssn  ELLA zin    ish Dep th   Distana  a Gravity Strength fh  uH    Area of influence    Depth    OuterDepth    2  InnerDepth    2       14 E CHAPTER 1  SCULPTING TOOLS AND WORKFLOW    S ammndles    Buildup    ConstSample OnSurface  Samples Radius 0 11  Mornnal 1 Posi  Preserve Edge 1  Stabilize Orientation     Stabilize Direction 0    Ortho          Figure 1 15    Samples subpalette    Figure 1 16  The sampled area    Trim Dynamic   Trim Dynamic is an extension of the Clay brush s algorithm  it allows you to work free   hand while creating both hard and soft surfaces  To create softer surfaces  you must lower  the DrawSize and make smaller and smaller plane changes  To work with hard surfaces   you can use this brush to establish broad strokes and major planes and then switch over  to Trim Adaptive for more localized control    The Trim Dynamic brush gives you an opportunity to understand how ZBrush  responds to the surface of your model  By default  most brushes are designed to feel light  and snappy in your hands  Yes  designed  The experience each brush gives you when you  brush along the surface of your model is something that is as designed as the car you    drive     Samples    Speaking of cars  if the brush system is a car  Samples is part of the suspension mecha   nism  Samples control how your brush responds to the surface of your model  see  Figure 1 15   Think about your model s surface as if it were 
22. ve brush  pull out the backs of  the ear and set up the simple planes as shown in Figure 1 9     8 CHAPTER 1  SCULPTING TOOLS AND WORKFLOW    Figure 1 8    ad rush Wi HQ  AFH I PR HE  zBr Jer umet Jl 2 20 hemp 6174416 Frew p 1102 D  k  IND WR    Results after  using various Trim  brushes    Loud Toot Saw Ar    Irpenit Expnrt    us    s  irngbh H PALTT a1  p qm    slate Rub Intensity td Z Intensity Fl T Clone Make Polystone    Clone All Suh E    head  trim     sub ronl  Layors  Ceamcbriy  Gemnekry HO  Brewer  Surface    a Deformation  E a     zs Masking  ial 3 Ta Wisibility    Bolygeoupes  Gradiant Morph Target  ut Polypaint    Lg pap    witch olor  LESS Map    Dunplacerneent hiap  Hormal Map    DicHay Properties    Figure 1 9  2 gt  MArush 3 5R3  2CEQ WTIHC AFH T PUEEHE  Thrush Dururnmeni  Olip FEF  Meme FHO 9S1 Fres p 1815 3 3 all iF E    Using masks to    establish the ear    E       4n ust ene  W ij    wer Lith klar Te eee   aree   reterenice ene r trake  ETE s  Tool    Load Tool tave   s    mpr t Xpo    x i Hegh H Import Export  Projection Light Box F    hacker y E  zd E ede Bil Lbuenuiby RU Cane   Make Polyteshcil gt     Clor All SubT    head brim  4a    SinplzErazh    Flare     ETE  Layers  Geometry  Geometry HD   n Preview    Surface     Deformation  z Eu  o T  i   EIE    Polygroups  Gradsent Scala blurpli Target  Ca F Bolypaimt  in Uv Map      Texbire Map   is placement Fap    kormeal Hap    lay Propertits       UNPACKING OUR TOOLKIT E 9    9  After you have worked th
    
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