Level up your character modeling through master Shortcuts
- INSERT MULTI MESH BRUSHES
Create your own greebles in ZBrush and save them out as IMM (Insert Multi Mesh) brushes so that you can easily access them later. Convert them to NanoMesh brushes and use the NanoMesh feature to add repetitive modeling greebles simultaneously, such as placing bullets on a belt, or feathers on a bird, for example.
- SPLIT UP YOUR DETAILS
As a guide, split your sculpting work between around six levels of subdivision in ZBrush. Primary details should be worked on in subdivision levels 1 and 2, secondary details should be worked on in levels 3 and 4, and tertiary details should be worked on in levels 5 and 6. Use ZBrush layers to split your finer details up and work non-destructively.
- MARI MASKS INZBRUSH
Use Mari masks to drive texture and sculptural details simultaneously. Once the masks are made you can load them into ZBrush through the Surface Noise feature. Ensure you use the UV mode to wrap the mask over your asset. This is useful for creating things like procedural brick walls with grout and so on.
- SCULPT IRISES
Rather than just using a bump map, try sculpting your iris details in ZBrush to help give more realism to your eyes. You can use the radial symmetry mode to sculpt lots of fibers simultaneously. Use these as displacement maps in your rendering software to really make the eyes pop.
- HONE YOUR ALPHAS
Spend time creating good quality alphas for skin details such as pores and fine wrinkles. Mix these with pre-made textures such as the TexturingXYZ displacement maps in order to achieve a higher degree of realism.
- ZBRUSH POLYGROUPS
Use polygroups in ZBrush to define areas of the face for blend shapes. If you create a distinct polygroup per muscle group in the face, this helps localise areas for masking etc and will speed up your workflow and keep it clean. Store your blendshapes in separate layers so that you can quickly and easily test them out and see how they work together.
- ENSURE CRISP SCULPT DETAILS
To get an accurate displacement, make sure your base mesh isn’t too low resolution. Try using subdivision levels 2 or 3 if the base mesh doesn’t carry the sculpt in your rendering software. Create a second displacement on your second highest subdivision level and use as a bump map to retain crispness in the tertiary details of your sculpt.
- CLOTHING IN ZBRUSH
Draw out your clothing shapes on your ZBrush sculpt (make sure it has UVs) and then use the texture from the flattened UVs as a blueprint template in Marvelous Designer to get a first pass out for clothing. You can then refine topology and details in ZBrush.
- COMBINE DISPLACEMENT MAPS
When generating 32-bit EXR displacement maps for separate subtools that share the same UV space, you can merge the maps after in Nuke using a ‘merge over’ node set to plus. Ensure you read and write the files in as ‘raw’. This process will prevent any data loss when combining maps.
10 MODELLING HOTKEYS For:
- LAZY MOUSE – L: This hotkey will enable the Lazy Mouse option for your current brush.
- SELECT SUBTOOL – ALT+ CLICK ON SUBTOOL : This will allow you to quickly select a subtool, useful if you have a large number of them.
- POP-UP BRUSHES – F2 : A quick way to access the brushes library
- POP-UP ALPHAS – F4 : Gives quick access to the Alpha library
CTRL + FlO: Convert your current polygon selection to edges , CTRL + F9 Convert your current polygon selection to vertices CTRL + Fl Convert your current polygon selection to faces SHOW MODELLING SET MENU- F4 Quick access to Modelling set menu FRAME SELECTED INACTIVE PANEL- F Useful if you lose your selected asset in the panel window SWITCH BETWEEN ATTRIBUTE EDITOR AND CHANNEL BOX – CTRL + A Useful when working on transposing and attribute changes simultaneously