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    SearchThisVideo: Getting Started with Sculpting – ZBrush for Beginners Tutorial

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    hey guys having immortan front flip

    normals here in this video we're gonna

    cover pretty much everything you need to

    know to get started with ZBrush it's

    gonna be a fairly fairly long video

    compared to normal stuff and at the end

    of it you should have all tools required

    to make something like these sculpts

    here in order to in order to sculpt in

    ZBrush you don't actually require a lot

    of tools per se you just have to learn

    how to use a few tools pretty well so

    we're gonna cover everything in terms of

    dynamesh the general brushes and the

    general sculpting workflow the one of

    the most confusing things is going to be

    the UI it is quite confusing just

    straight out out of the bat you're just

    gonna kind of have to get used to it

    yeah we're gonna cover the most basic

    things you will need to you know to get

    you through the first couple of weeks of

    ZBrush but these are pretty much all the

    tools that we use ourselves yeah so this

    is what you're gonna see the first time

    you open up ZBrush we are running severs

    for r8p

    to know the hole has really changed in

    the last version of ZBrush

    so if you watch this from general

    tutorials online and they're a few years

    old they're most likely still gonna be

    relevant so whenever you start in Siraj

    for the first time this is confusing

    because if you start to sculpt you I

    also let's just note that we're using a

    tablet you will get these weird things

    going and you might try a couple of

    different brushes or just general things

    here but it can tell this is not

    sculpting it something went broke

    yeah something went wrong this is what

    they call two and a half D and this is

    pretty much the last time we'll mention

    to an athlete this is not relevant for

    us what you need to know is how do you

    actually get started with 3d so the very

    first thing we're gonna do is hit the

    control end key control end for new

    security cameras just make a new cameras

    here and then let's go over to our tool

    place here so this is the very first

    thing we're gonna cover we just have to

    know how to get some geometry going out

    here essentially they call a 3d model a

    tool so we can go click on this one the

    tool and

    fear 3d and if you just drag this out

    you cannot see that you have indeed a 3d

    model and if you drag it up again and

    you have the same 3d model everywhere

    there will be a lot of hurdles like this

    in ZBrush where something that might

    seem illogical

    in real life isn't in ZBrush yeah so

    this is cool you know you can't really

    do this on the 3d software but it's not

    useful in any way shape or form so again

    let's clear the canvas control end and

    let's drag out one another another

    sphere of this so up here you can see we

    have the edit mode edit mode now allows

    you to go into into this into the 3d

    mode if you wish so now this is in 3d so

    Watch video from 03:00 - 6:00

    if you try and drag out another one now

    if you just hit one a corner you can see

    that this is now in 3d so the very first

    thing we're going to talk about here is

    pretty much the navigation right now you

    can see by just but dragging around here

    on a canvas we're just rotating it there

    are several ways of rotating it the way

    I prefer to rotate is by holding down

    the right mouse button and just rotating

    around here it might be a little tricky

    to see with a sphere but yes it is

    actually rotating it the way we scale it

    is this is this gets a bit tricky you

    hold down the Alt key and then the right

    mouse button key so this will pan it

    around but the way we scale it is to

    release the old mouse button so alt

    right mouse button and then release the

    old mouse button it gets a bit tricky

    you just have to learn this and then

    here as well we also have like we said

    all throughout mouse button is just

    padding it you can also use these guys

    this might be easier in the beginning

    but I highly recommend actually learning

    to navigate this it becomes

    second-nature fairly quickly okay so the

    very first thing we've got to cover here

    is how do you save something in most

    three it's all for most software this is

    not really something you have to really

    think about ZBrush however is a bit

    special and that's something you're

    gonna see throughout this video so there

    are a couple of ways to save your scene

    document to whatever you want to call it

    so the most logical way would be to go

    in a document and save as we're not

    gonna do this this will save a snapshot

    the 2d image here so it's just an image

    it's just an image if you go to document

    save as you can't use this for anything

    what we will do though in just way too

    quickly in this document menu here we're

    just gonna change to remove the gradient

    here so I mean this is just really a

    personal preference for us but I think

    yeah most people like it just a bit nice

    yeah so wait you do this you just go to

    document and just to range all the way

    down to zero this is purely person

    preferences but we're just going to do

    that so essentially you have three ways

    of saving you have as a document which

    you never do never ever ever do this no

    argument and then we have as a file this

    is what happens when you hit ctrl s

    control s is just save most of all

    things in most software so you have file

    save as and then we have saving us a

    tool so saving is a project is probably

    gonna be the easiest for now saving as a

    project is has more features it stores

    your precision let's say you put this up

    here and you put a material on it and

    whatnot this is gonna save this is gonna

    save the position and all that and it's

    also going to save all these other ones

    here as well the current state of the

    project if you save it as a tool which

    is going if this should be here by

    default you just go to tool save ass

    this is cleaner but it's it requires a

    bit more setup so in the beginning feel

    free to just save as a project

    so without out of the way let's cover

    something some other basic basic

    interface this is this is where you're

    Watch video from 06:00 - 9:00

    gonna be living in see brush it's very

    different from other 3d software so it

    takes some time getting used this is one

    of the biggest hurdles people have when

    getting into ZBrush and also coming back

    to zbrush if you stop using C brush for

    maybe a couple months or so you come

    back into ZBrush it can sometimes be a

    little bit tricky to pick it back up

    yeah so you're not gonna use a whole lot

    of this to be perfectly honest we're

    mostly going to be living under the tool

    palette here which is docked by default

    you're going to be using most of these

    menus here over here this is where your

    you can find something like brushes you

    can find some alphas

    you up here we have the edit mode we

    have draw move tool scale so this is

    where you can we will cover these more

    later on but we will be using these

    features of here but we have you can

    change your brush size and you brush

    intensity over here so this is the draw

    size and this is your intensity if you

    know the higher brush size the stronger

    it is of the bigger it is the higher C

    intensity that this strong orange is

    going to be you can also see your active

    points here the higher number the

    heavier it's gonna be but also the more

    resolution yet so this said let's just

    get started with some very basic

    sculpting and you can see by default the

    standard brush is enabled and if you

    start to sculpt now you're gonna see

    this message here again ZBrush to the

    rescue yes thought it was gonna be easy

    it's not so what this is is telling you

    essentially you have to click this

    button here so ZBrush by default comes

    with these standard primitives and the

    standard primitives you can manipulate

    in a different way than you would a

    standard 3d object we're primarily just

    gonna be focused on the standard 3d

    objects and that's what polymesh3d makes

    them yeah oldest said click this button

    yeah and now you see p.m. 3d which just

    means published 3 so now we can start to

    sculpt on this guy here so if you just

    if you just hit the left mouse button or

    just sculpt with a pen it's just cut

    you're just gonna be able to to move out

    you're just gonna move the geometry out

    here if you want to move it in you just

    hold on the Alt key this can also be

    done through the UI if you go up to you

    see there's two buttons called the C ad

    and C sub yeah I would recommend that

    you just stick with the Alt key all

    basically just inverts whatever is

    selected for the brush whether it's C

    adders ease up once you hold down alt

    it'll switch the mode yeah we also have

    the draw size up here and we have the

    intensity you don't really have to

    change intensity a whole lot but the

    draw such you will have to do you will

    have to use so you can see here it says

    draw size and says s s means that this

    is the hotkey for the draw size if you

    desk you now

    you can just change the brought the

    brush size like this so let's just cover

    Watch video from 09:00 - 12:00

    some of the basic basic brushes we're

    gonna be using here you do this you

    access this by going over here top left

    and you can see all of these you can

    also access this by hitting the B key

    which brings up the brushes so most of

    these are not useful let's just be fair

    you have a lot of weird brushes here but

    the main ones we are gonna be using will

    be something like claybuildup

    you might use clay you definitely be

    using standard brushes so this is even

    even for us this is confusing so we have

    a little cheat sheet here where we have

    all the hotkeys this is something I

    recommend just getting started with

    right away

    I really think hotkeys is it's like it's

    the name of the game once you start

    using C brush because going into menus

    constantly in an hour different menus

    it's just gonna get super tiring yeah so

    being familiar with the most basic

    hotkeys is going to be very useful yeah

    absolutely

    so the the the one you have Karen have

    selected is a standard brush this is a

    fairly simple brush it's not really

    doing anything super fancy it's really

    useful you're gonna be using this a fair

    bit so the hotkey here is B 2 just to

    bring up the brushes and then s and T

    for brush standard put s 1st standard

    and T for T in the end yes something

    like that and then you have the clay

    buildup

    this is B C and you can see this is a

    lot coarser this has like a nice little

    texture to it this is the one I'm doing

    most of my sculpting with like the

    characters is on the beginning there

    sculpted like 95% just using this one

    here yeah the nice thing about the clay

    buildup is that it constantly adds clay

    yeah it constantly adds volume so if you

    just go over the same spot over and over

    and over again

    it'll just either add or subtract to the

    area yeah it's a fantastic yeah it's

    really it's really it's a very

    aggressive brush because there's no

    limit to it so to speak yeah you can

    very easily scrub your entire model next

    one we're going to cover is damn

    standard this is amazing this is B D s

    this is this is C sub enable by default

    which means it's gonna carve into it

    this is used a lot for adding like

    wrinkles or general like sharp edges to

    your model yeah and if you go the

    inverse of that if you hold down alt

    while you're using this and then the

    opposite result this is really handy

    yeah I use this a lot just for adding

    like sharp for just your model as well

    and then we have the trim dynamic B T D

    so this one is for planes this is

    fantastic as well particularly for doing

    anything hard surface or if you're doing

    rocks or something lat

    this will just give you nice planes

    right away yeah also but even if you're

    doing something organic like a face it's

    really easy to define like the planes of

    the the nose the cheekbones yeah things

    like that yeah exactly and then we have

    the move brush this is B and V and this

    does exactly matte this just allows you

    to move big chunks of polygons around

    Watch video from 12:00 - 15:00

    and the last part we have is a smooth

    brush you access this by holding the

    shift key and this is regardless of any

    brush yes so let's say you're using the

    clay bush okay build up b c d now you

    can just start sculpting here and if you

    want to smooth this out now you don't

    have to change the brush if you look

    over here now if you hold on the shift

    key it's just gonna give you the smooth

    brush right away one feature I think we

    should just quickly mention is within

    the draw size if you see there's a tiny

    little tag that's as dynamic so if you

    double click that it'll turn off dynamic

    sizing of the brushes dynamic it just

    basically keeps track of how close you

    are to the model or not so it'll keep

    the same scale of the brush you can see

    now that it's off okay like a smaller

    brush mover closer but with dynamic on

    it stays consistent yeah that's really

    useful yeah so you can see now that yeah

    we have all these tiny little brushes

    here but we are running out of

    resolution very quickly here no no no no

    only there was some way to fix this so

    the way you can see a wireframe here is

    or just seeing the general topology is

    by hitting the shift F key or you can

    click this button here shift F just

    allows you to see see the wireframe here

    and now you can just clearly see that

    you trying to sculpt in this area here

    nothing is really gonna happen because

    you have one polygon it's so a few

    points you move around for this you have

    four points and you can't define

    anything so if you want more a solution

    here now you can go to geometry this is

    all again all under the tool pallet

    geometry and under and sorry tool

    geometry and then you had divide this is

    something that we talked about this

    before recording video Morton has

    literally never touched this button no

    never I only use the hotkey I did I

    don't know yeah it's it was just so it

    seems so pointless to go into the menu

    and I just it was just hotkey right away

    exactly so if you hover over this you

    can see that the hotkeys control D so if

    you just hit that you could see now we

    get a lot of more resolution here every

    time you hit this the poly count

    increases by 4 times so now you if you

    had shift F again now we can see we have

    a lot more resolution here which allows

    us to really go in and sculpt this you

    also change the subdivision level here

    so if you if you want to go down again

    you can just go here and just change

    this slider I have really never really

    used this slider because I use hotkeys

    for this so the hotkey is shift D to go

    down and it's d to go up and it's ctrl D

    to add another level these are hotkeys

    you will be using constantly yeah so you

    can currently see we have around 400 or

    500 20,000 points this is perfectly fine

    in in ZBrush you can work pretty

    smoothly with it after like around maybe

    10 million police or so I wouldn't

    really go above 10 million for most

    things but if you're in a range from a

    few million police it's perfect fun yeah

    and because zebras runs on magic it also

    it also runs a fairly low-level

    Watch video from 15:00 - 18:00

    computers as well I had a laptop for

    2004 like many years ago and somehow I

    was still able to sculpt on that I think

    that's one of the things that actually

    make super so accessible that it is

    hardware it's pretty forgiving yeah you

    don't need a 2000 gaming $2,000 game in

    the rebuild run anything here so that is

    really useful so let's say we sculpt

    some more stuff on the stove

    and we having an abstract shape yeah

    we're really getting to the point now

    where we're pushing the polygons to it

    to the to their max so you can see here

    now that even we've smooth this you know

    we still don't have a lot more

    resolution yes sure we could we could

    keep subdividing this but but if we

    subdivide this region everything else

    also be subdivided so if you want to

    just add more resolution than this guy

    there is no point in subdividing the

    entire thing so we have a feature called

    dynamesh dynamesh is amazing it just

    allows you to have a dynamic resolution

    on it just allows you to yeah get the

    democrat solution areas where you need

    resolution yeah so it'll look at what

    requires them it'll have like a baseline

    resolution that will try to put across

    everything and in the sort of deep

    crevices and peaks it'll try to give you

    more resolution to preserve that detail

    yeah so dynamesh is found again under

    tool geometry and dynamesh if you had a

    dynamesh button now you can see that if

    we had you have subdivision levels it

    will ask you do would you like to freeze

    the subdivision levels before I treat

    dynamic mode don't worry too much about

    what this means just hit no yeah always

    it now yeah that's we're not going to

    get to in too much into technical

    details here this is just a beginner's

    introduction now one important thing

    that I think we should note about the

    dynamesh tool is we have the resolution

    slider and the resolution slider

    determines how many polygons we assign

    to your mesh but this is also scale

    dependent yeah so the bigger your object

    it has you kinda have to work with the

    resolution and scale of your object

    hand-in-hand yeah exactly so definitely

    keep that in mind but for now probably

    just mostly worry about resolution yeah

    so if it keeps on sculpting now and you

    let's say you're adding your going to

    the move brush V and V and you want to

    add some kind of big thing here now

    before in with just regular subdivision

    levels you you have to like again

    subdivide the entire thing but we

    dynamesh active we can just hit ctrl and

    drag outside the model and this release

    and then you can see that it dynamically

    gives us more resolution in this region

    here yeah that's the nice thing about

    the poly frame you can sort of visualize

    how that looks

    yeah

    yeah then like compared to you know

    subdividing it

    it was just adding the solution in that

    area yeah so is this is this is

    something of this is a question I got a

    lot from when students what I'm teaching

    is what's the difference between just

    subdividing it and Dinah meshing it so

    as I seen a lot of people who just use

    dynamesh for and for everything like you

    it's a 10 million polydynamics version

    Watch video from 18:00 - 21:00

    here and that's overkill dynamesh is is

    not a replacement of subdivision

    dynamesh is a starting point you know

    you start off your general design all

    that and you need more resolution then

    you do your control drag outside and you

    get more resolution in that region but

    once your general design it's working

    you know it's gonna dynamesh it again

    with higher resolution just to be able

    to add details to it then you will just

    hit control D just so you get more

    resolution of this because now you can

    go up and down in in the resolutions and

    this is just a lot better way of working

    yeah sort of if you if you're working on

    something for a let's say it's

    production or whatever yeah um you would

    never have a final model that's dynamesh

    no you would always have a final model

    where you yourself have defined the

    topology yeah dynamesh however is

    amazing unbeatable for concepting yeah

    it's so fast for for all the models we

    showed in the beginning they are all

    dynamesh maybe they're dynamesh up to

    like five hundred thousand and then at

    four hundred thousand points and then

    maybe one one or two level of

    subdivision but the majority of the work

    there is done with dynamesh so when

    talking about dynamesh there's something

    we should let's just undo all the

    solution levels control see actually

    speaking of undo we have a super nice

    feature up here this is amazing this is

    something you haven't really seen any

    other software you can just keep on

    going here and go back and forth this

    this stores up to ten thousand undos

    yeah currently we have one hundred and

    six or so yeah ten I find that it'll

    take me a few days probably to get up to

    ten thousand yeah so you know you're

    you're probably fine

    yeah so that's every single stroke you

    can see now when we do this every single

    stroke is being it's being added to it

    so that's that that's actually a good

    note on

    back to what we talked about in terms of

    saving as a project or a tool if you

    save it as a tool you will not get the

    undo history if you want to preserve it

    you can save it as a project and you can

    choose whether or not to include the

    undo history or not if you include you

    undo history the size becomes a lot

    bigger and you become unstable but it's

    also really cool because you can very

    easily backtrack and particularly wanna

    do like time lapses or whatnot but back

    to dynamesh so we don't have any sub

    notion levels now and let's just

    dynamesh this again and let's say we

    want to cut something away from this we

    can do this using something called the

    trimmed brushes if you hold on the Shift

    + ctrl button you can see that the menu

    up here to top left changes so ctrl

    shift and now you can see that we have

    the trim curve trim glass ooh we're just

    gonna use the trim rectangular for this

    this is really useful if you again hold

    on a shift and ctrl and you can now see

    that we're cutting away what's inside

    this rectangle this is extremely handy

    because you can just you don't have to

    smooth anything out let's say you want

    to cut you want to smooth away this guy

    here but you can't really it's really

    hard to do that you can just cut it away

    Watch video from 21:00 - 24:00

    mm-hmm it's no reason to anything fancy

    so with all that said let's now move on

    to some actual sculpting so the way we

    start this is let's just use a sphere 3d

    and make polymesh3d and this is already

    in edit mode now which is pretty handy

    so we just couldn't go and rotate this

    and then you can hold on a shift key

    just just snap this review yeah if you

    hold down Shift + F just to get up the

    poly frame again you can sort of see you

    have the top of the pole and then you

    just left that enables you to sort of

    visualize where I put it

    yeah so if you if you're sculpting now

    that's gonna be fine but you need

    symmetry symmetry is amazing because now

    we can actually sculpt if you don't have

    to sculpt either side in the

    individually symmetry is brought up by

    hitting the X key or by going on a

    transform and just activating symmetry

    right here so this is really useful so

    now we can just start sculpting some

    general things here just using the

    standard brush

    so let's just do a super quick face here

    this is not gonna be very pretty but

    this is just gonna show my general

    workflow for this there are many ways of

    doing this this is just one way yeah and

    this is going to utilize all the basic

    tools that we've covered yellow far yeah

    so I usually start by using the clay

    buildup which is B CP and I usually

    subdivide this a few times as well just

    because I need some more resolution

    that's ctrl D so you see now we get some

    some texturing from this and whenever

    I'm sculpting from this I just prefer to

    get some like like these are the eyes

    here I just refer to get some some

    general bounine landmarks down here some

    cheekbones there's some skull and all

    that kind of stuff it's like a Cthulhu

    skull now yes yeah and again what we

    talked about with the claybuildup brush

    the claybuildup brush is amazing for

    these kind of tasks because it's just so

    aggressive it just it just cuts stuff

    away if you're working with something

    like the standard brush for this you're

    you're often gonna end up with a very

    soft result just because it is a very

    soft brush by default yeah the

    claybuildup brush is amazing for this

    especially with with the sort of square

    look that it has to it

    yeah easy to define planes easy to find

    volumes so we could definitely

    definitely recommend using that for most

    of your basic sculpting yeah and what

    you're seeing now as well is I I will

    keep going back and forth between

    sculpting out and sculpting in to define

    planes so sculpting out and hold on they

    all keep the sculpting in so we also

    just gonna change the madcap the madcap

    is found here and you see this is just a

    bunch of materials I prefer the madcap

    gray most of these are again not

    particularly useful now so let's just

    switch the masks out great and it just

    looks a bit nicer yeah the default red

    one I really don't like and not just

    because of the color red is cuz that's a

    perfectly adequate color it's more

    because it just the model isn't

    Watch video from 24:00 - 27:00

    represented properly no I mean you could

    make this medical gray you could make

    that red yeah you have some color

    options if you wanted to adjust that

    right underneath the mat cap so if you

    wanted to play around with that that's

    totally possible

    still a good

    look at God he just shows to model in a

    good way yeah

    so when sculpting anything here I prefer

    to yeah you pretty much only used to

    claim below and use the move brush B and

    D this is to just to block in some

    general shapes here and this is where

    you know we can get to a certain point

    if we're just using a the polymesh3d

    sphere you know what we show you before

    you can get to a certain level with the

    existing yeah topologies that that's

    there when you subdivide and then once

    you start getting into the more detail

    heavy stuff pulling out maybe you will

    pull out like some crazy ears or he has

    horns or something then you would need

    to start going into dynamesh territory

    because all of a sudden the topology

    just doesn't it doesn't hold up anymore

    yeah you can see here that right now

    it's getting very stretchy so even if I

    subdivide this right now it's going a

    bit crazy and that's what we talked

    about before where if you didn't start

    to subdivide yeah you're subdividing the

    horn but you're also subdividing

    everything else yeah it gets very heavy

    very quickly so let's dynamesh this guy

    just by going under again tool geometry

    and dynamesh and hit no and you can

    always play around with let's say you

    were starting out you were starting to

    block this out but you felt there was

    too detailed

    you could always lower your resolution

    read dynamesh it again just to get to a

    lower level or if you want more you know

    up the resolution read i nimesh get more

    so this is a very nonlinear process

    we're not going like now we're done with

    subdivision or dining now we keep going

    back and forth all the time important

    thing when you're doing sculpting know

    that we're gonna get too deep into the

    sculpting here because this is more

    technical see brush with the important

    thing is don't go into details too early

    like do you know just start defining

    stuff like where the eye sockets are

    before your you're adding before you're

    actually adding the eyeballs or anything

    like that or like your eyelids because

    you've you if you don't have the socket

    you can't place an eyelid that's just

    your order of things yeah

    so we can also change the feel of this

    brush this brush currently is has a very

    harsh feel like Norseman work mentioned

    if you go under here under brush alpha

    under alphas here we can now just change

    this utter - off this said this gives an

    incredibly soft feel right away you see

    the brush responds in a completely

    different manner this is a bit too soft

    for me and this is something I'll only

    use for like later stages of the model

    when I don't need to like it's like

    taking like turpentine or I just like

    smoothing down like a real clay model so

    I prefer to keep this to alpha o 6 this

    K this is like a mix between this and

    the super harsh one it still gives you

    the texture but it doesn't give you this

    incredibly harsh look yeah and alphas

    are really a powerful thing in see brush

    Watch video from 27:00 - 30:00

    I think to some extent some people tend

    to overuse the alphas it's actually in

    the beginning you know you think you're

    having fun with the alphas you just want

    to play around and that's totally cool

    yeah it's like with power comes great

    responsibility blah blah blah but alphas

    have you know give you the opportunity

    to really add some amazing detail to

    your model yeah it's not just just for

    this where you just change the feel of

    the brush a little bit you could add

    something like skin pores or zippers you

    could have you have like I have a sipper

    texture in your alpha it's it's really

    kind of limitless what you what you can

    do with it yeah you could increase

    things or office so I keep going become

    going back and forth a few new brushes

    here PMV for the move brush I'm just

    giving with some ears I guess no now's a

    good time you can see now that you

    started pulling out ears it's hard to

    get more resolution out of it so if you

    hold down the ctrl key and drag on your

    canvas you can see that you'll start to

    add more of a solution so now you can

    just you can just keep dragging more

    things out so you're not really

    constrained to technical limitations

    which you might be no two three two

    sulfur you can just keep just adding and

    changing your design like crazy so let's

    show the trim versus again in them for

    more practical point of view now so

    let's say you want to remove this horn

    it's incredibly tricky just to smooth

    this out or like to move this and it can

    be really nasty sometimes

    so what we can do we can use

    the trim brushes so if you hold on

    control and shift again we know you now

    how to trim brush enabled here if you

    don't have this just find it up here so

    we're just gonna use the trim rect and

    now you can just cut it out and you can

    see that gone instantly gone have a

    little problem though a little problem

    its symmetry not working with symmetry

    and this is this is kind of annoying and

    sivir's so there are either one or two

    buttons you have to hit for this

    depending so the first button maybe the

    only one is under geometry again most

    things are in the geometry and modify

    topology and this is a long and scare

    list we want mirror and weld but now you

    can see that does the wrong thing and

    brought a horn back so this works this

    this works from in mirrors from the left

    to the right so you would assume oh say

    from left to right but wait why does it

    add the horn from right to left that's

    because we are now actually sculpting

    this the wrong way we're actually

    sculpting on the backside and that's

    something you it's which is kind of hard

    to know when you're sculpting ZBrush and

    just having fun with this

    it's you can like if you were to you

    know you could activate perspective in

    the floor mode to maybe give you a

    better idea of where things are you can

    see we are it's also upside down we're

    upside down where the wrong way around

    right so it's it's it doesn't it doesn't

    really matter for our concepts go you

    can always correct these things but

    those two buttons can sort of help you

    you know get a feel for where where is

    your model yeah so if it does this and

    Watch video from 30:00 - 33:00

    and it's bringing you back instead of

    just kind of like kind of cutting away

    in the other side as well

    we're just going to go under under tool

    deformation and now we can go up here

    and hit Mirror Mirror just that's

    exactly what it mirrors the model and

    then we can again go under geometry and

    mirror and weld and tada there we go

    this is just something you have to play

    around with him get used to yeah I think

    there are a lot of things you have to

    get used to when it comes to see brush

    and that's just so super useful that you

    can just cut stuff away it just becomes

    it just means that you can be creative

    and not be attached to your decisions

    because

    it's you're not gonna run into all it's

    too hard to change you can just blitz

    stuff away hmm

    anything just get rid of it perfect now

    like the symmetry options are you can

    you you have some really powerful tools

    within symmetry there's also a symmetry

    option called radial symmetry radial

    symmetry allows you to Florent define a

    certain number of points - Alice -

    actually you know so X would be the

    standard symmetry where you just have

    two points around the model if you

    activate radial symmetry you could

    define something like 816 points so

    weight more dense talking but here is

    currently we have regular symmetry which

    is which is you know basic stuff but now

    we have the cool syndrome the coolest

    it's like is radial symmetry it's not

    something I use a lot but it's just fun

    to play around with yeah exactly this

    actually brings up a good point as well

    so you find this under under transform

    and you find under here but it's a bit

    annoying if you let's see what you use

    this a lot it's a bit annoying time to

    go under here all the time what we can

    do we can talk this over so if you have

    you see this little button here you can

    just drag this over here to the right

    and now that's here so now if you just

    scroll here you can just go between tool

    and transform so you see the little guy

    here called our I know this this is

    where it gets funky oh yeah radial

    symmetry and you can define which axis

    right now it's on the x-axis yeah we do

    why is it you can do all them at once be

    crazy but okay it's a fun tool to play

    around with and you can make some really

    interesting actually kind of looks like

    my first 3d model ever again great

    powers great responsibilities do some

    really really funky things with us like

    we said this is not something we use a

    whole lot but it's really cool once you

    do need it yeah it does it does come in

    handy yeah so let's just sculpt a little

    bit more on this guy here now again just

    with symmetry hitting the X key disable

    all the other stuff here you can see now

    that we're getting into a more a little

    more refined state yeah that the softer

    clay build a brush is really nice

    because it doesn't leave us with now I'm

    gonna call them like nasty artifacts

    instead of useful things from the brush

    you know you don't get the coarse look

    of the previous alpha something that I

    also like to do is you

    I actually just switched between the the

    square alpha and no alpha hmm that helps

    Watch video from 33:00 - 36:00

    me a lot as well so it's just it's just

    whatever preference you really have it's

    really great for soft super soft skin

    details getting some puffiness in the

    eyes and you can also take the intensity

    down now like in the beginning it is not

    something I've touched but let's say

    let's subdivide this model now so you

    have some more resolution here yeah if

    you want just this can be a bit harsh if

    you just want to blend some shapes

    together you can set this to something

    like 5 and you can just work the shapes

    up it might be a bit hard to see in a

    video here but it's it's just blending

    everything a bit nicely this is this is

    particularly useful when you're using

    something like you're dragging out elfis

    like we talked about before with the

    skin pores right if you were to drag out

    an alpha like that it comes out at a

    certain intensity because you don't

    really have control over the brush

    pressure as much so adjusting the Z

    intensity there can really help you yeah

    and let's add some eyes to this guy as

    well some actual eyeballs and this

    brings her to the topic of subtools so

    if you go again under tool because

    that's where all the magic happens and

    you have sub tools here you can see a

    list of all your sub tools and as we

    have none we only have one guy here

    there's nothing here so which makes

    sense so the way we can add sub tools of

    this is we can go under append and now

    we can we can select this sphere 3d and

    you can see this automatically created a

    polymesh3d of this yeah you can't have

    the initial weird cebra primitives with

    an actual 3d model so it'll just do all

    the work for you yeah so this is handy

    because you know you can you can hide

    stuff here you can and you can just

    manage your your scene here this is

    something you will have a lot of sub

    tools after a while yeah and this is

    where we get into the differences

    between so what we've been doing so far

    in the viewport which is navigating

    around that's been sort of translating a

    camera around you know scaling or moving

    the camera closer and in panning or

    whatever now we're actually getting into

    the turret or actually manipulating 3d

    objects because obviously the eyeball is

    mal placed yes

    that's fine so so the way what we won't

    do now we want to place the eyeball

    inside his little eye so currently we

    are on on the main head here now you can

    just switch here but the mic my

    preferred way of switching between

    subtools is by hold on the Alt key and

    just clicking on them this is super

    handy because you might have like a

    hundred sub tools here eventually so it

    is all thinking and that brings us to it

    so this also brings us to how do you

    actually move scale and rotate your sub

    tools because you don't want to do this

    we would the move brush because that

    just gonna you're just gonna screw that

    up like crazy yeah cuz the actually

    deforms your your mesh yeah so we can

    see up here we have move scale and

    rotate and that's it yeah so now now

    we're looking into something different

    right now you see it's clearly different

    than what we've been doing so far so you

    can you can just move this around by

    Watch video from 36:00 - 39:00

    holding that by going to the handles

    here and if you hold in the center one

    you can scale it down a little bit this

    is kind of like a universal manic place

    right here yeah again again if you hold

    down shift while you're rotating around

    your model you sort of snap to degrees

    like 90 degree views very very useful so

    just move this into place you can also

    rotate this this is a bit hard to see

    with this guy he's perfectly spherical

    but you're gonna see the wireframe here

    now again shift F to good wireframe you

    see that we now now rotating this and

    you can see the degree on the bottom as

    well if you hold on a shift key it snaps

    to every what is it every 10 degrees 15

    degrees C 5 degrees so much snip so as

    nose that snaps that on that other evil

    degrees so now we can just move this

    into place and remember before we use

    the mirror and weld tool we can do the

    same thing now to bring this guy over to

    the other side so geometry and now we go

    to modify topology and mirror and weld

    to our eyes another they're gonna be the

    same sub tool so once you move you know

    one eye you'll move both eyes yeah so

    you can I rename this under here history

    this one you can his reign in this two

    eyes I highly recommend actually free

    naming your stuff yeah because this gets

    messy fairly quickly

    so if you want to sculpt in this now you

    have to enable symmetry again now

    symmetry is always subtool based so you

    see so now assume symmetry is on if you

    go in this guy symmetry is we can

    disable symmetry and I assume tree will

    be enabled again so this is this is a

    bit annoying because sometimes you

    forget to enable or disable symmetry

    yeah that's that's a pain yeah that is a

    pain so now we can just start sculpting

    in this kind of what they were doing

    like yeah what were the old Bernini

    sculpture all that they would actually X

    make sculpt NDI eyeballs here skulls

    incredibly efficient yes it works

    so works I will highlight here we also

    see we come to just something like this

    and now you can see a difference between

    the total points and the active points

    here yeah if you wanted to now that we

    have multiple sub tools you can let's

    say you have a bunch of than 100 now you

    can actually work with one sub tool

    visible at a time yes just if you just

    solo it or if you isolate it the super

    super nice feature if you're seeing get

    super heavy and you don't want to

    display everything at once this is

    something you're gonna use a lot yeah

    which also brings us to visibility so

    let's say like right now we can solve

    this guy here but that that just hides

    the other sub tools what if you only

    want to focus on the ears for now we can

    man we have visibility tools here which

    is pretty damn useful so if you hold and

    Shift + a ctrl shift button this is how

    we got to rectangle tools before sorry

    the the trigger much like the trim tools

    before trim rectangle we also have some

    guys here called as selection tools so

    these are the default tools that were

    selected before so by default if you

    just click on this one this this is

    Watch video from 39:00 - 42:00

    what's gonna be there by default if you

    hold down ctrl + shift now and you drag

    you see we get this green green

    rectangle and if you release now

    everything which is inside this will be

    the only thing visible which is awesome

    because now you can really go in and you

    can just focus your your efforts on one

    area without it being cluttered hmm

    really useful stuff the way you get

    everything back now is for holding on

    ctrl shift and is clicking if you undo

    this we can also just hold on ctrl shift

    and drag

    getting outside to in averse so again

    just control shift click to get this

    back a cool feature of this is like this

    works like a brush so if you hold down

    alt at the same time you actually get a

    subtraction yes and you hide whatever is

    embedded inside the rectangle cyclist if

    you will just hide ears and focus on

    everything you can just do that we also

    have instead of just a rectangle we can

    also use glass you so exact same hotkeys

    as before like I can't speak for anyone

    else but this I've hardly ever used a

    rectangle one I can see it's mostly just

    the lasso tool for me same here so this

    is usually this is something specific

    case you want to only focus on the face

    because if you look at the entire model

    you know it sometimes you just get

    overwhelmed by details in ticularly like

    you know where I run four and five

    thousand if this gets up to like 10

    million pulleys you're just gonna get a

    bit overwhelmed so really useful we can

    now just go in here and we can just

    sculpt this up specific regions here and

    you can have if you let's say you

    sculpted everything in one go you had

    the body the head everything as one hmm

    where the isolation where the selection

    tools can really come in handy is if you

    want to split parts of your model you

    can actually split parts so you then you

    create more sub tools in a way yeah just

    to lighten the load or so these are some

    nice little hotkeys for you so if you if

    you hold on the shift F key you all

    Paulo frame you can see we have

    different colors here whenever you we

    trim something away here you can see

    that we didn't get a different polar

    group so if you let's just change this

    back to our rectangle if you hold ctrl

    shift and click on this now you see you

    get isolation here you can only select

    each specific group and what Morgan is

    talking about is you can now split these

    into separate into separate sub tools in

    this case we don't want that because

    this is just automatically created but

    that would be terrible

    pretty terrible but um let's say want to

    we want to split off the ears at this

    point because why not yeah well maybe

    he's got detachable yes yes yes

    detachable years so what we can do now

    is we can go into again poi frame and we

    can hit the ctrl W key

    control double Q control W will just

    mask everything which is currently

    visible so it creates it creates a poly

    group for everything yes as you see so

    what we can do now we can go into you

    Watch video from 42:00 - 45:00

    can do this we can just refine it like

    like Morton said before we don't really

    use we don't really use the the

    rectangular we use mostly use the the

    last one it's a little harder to select

    with the rectangle but it's fine for now

    so let's see what we want to split this

    guy off here we can only control w again

    and now you can see it gets a slightly

    different color and now we can split

    this off so if you want to split this

    off now you go under again tool and sub

    tool and now we have we have tons of

    options here I really recommend you

    going through these and just learn what

    they are but the one we want now is

    split and we have group split groups

    split we'll just first we'll tell you

    hey you can't undo this this is

    something which happens in ZBrush I go

    on that's another thing you have to get

    used to it's a bit weird so we can now

    just hit OK and now you see we have a

    separate sub tool here and we can now

    call this these gears so if you isolate

    this now you can see this is a

    completely separate sub tool and there

    might be different use I mean in this

    case it's pretty silly but there are

    different use cases for for isolating

    and living things absolutely

    so let's look into masking next you see

    how I actually can't undo this like if I

    want to get back the ears now I can't do

    that because undos are based on on per

    sub tool so there is no way to really

    bring this back now which is a bit of a

    shame so let's just a masking masking is

    incredibly handy it's a bit like putting

    like tape on something if you like with

    masking tape and you want to paint

    across it it just means you can't touch

    the area which is currently mask yeah so

    if you want to if you want to let's see

    you know you want to only focus on or

    you don't want to focus on the mouth

    here you can mask out the mouth by

    holding on control key and dragging

    super useful so whatever is gray now is

    not gonna be affected by any kind of

    sculpting

    this is one of these core tools that

    it's like so what is the use case for

    this well everything

    yeah it's once you it's like you know

    once you need it

    yes it's hard to explain it's just

    incredibly useful so it to clear the

    mask control-drag outside a model as you

    might have picked up now this is also

    the same key as as dinah measuring it so

    if there is a mask and control-drag

    outside it will clear the mask if there

    is no mask and you do the exact same

    thing it will dine with Shamu yeah and

    then like with all other brushes it you

    can subtract from yes from your from

    your masking as well so now you paint it

    out with everything regular then you

    hold down alt ctrl and alt at the same

    time and then you start subtracting from

    your mask do you actually see there is a

    little plus or minus here which happens

    now it's a pretty handy hmm so let's say

    we just want to affect like the the

    bottom lip here now we don't want to top

    one to be effective you can just paint a

    little mask or the top one and this

    might take a bit of time getting used to

    Watch video from 45:00 - 48:00

    yeah and now we can just use the move

    brush B and D and we can just sculpt

    this end we can just move this enough

    you see it's a bit harsh and that's

    because the Martin the mask is just a

    harsh Moscow it was painted with harsh

    brush let's just add a bit more masking

    up here this we don't affect that if you

    want to soft and mask off you're gonna

    sit the control key and just you can see

    how everything is now being softened off

    here so now if you want to move this out

    yeah control key and tap on your model

    yeah control key tap on your model so

    masking is incredibly useful it's yeah

    you really shouldn't underestimate how

    useful masking can be yeah

    repositioning limbs or you just have

    separate parts in the model that you

    want to isolate it's it's super handy

    and also again if you hold a control key

    now control ctrl W key whatever is

    masked will now get a separate polygroup

    hmm this is the same thing we did before

    it was just out everything visible so if

    you want to make a mask or something you

    can just very oh you want to make Poli

    over something you can is very quickly

    just paint a mask for it control W and

    now you have a weird kick on that where

    to go which might or might not be useful

    yeah

    want to clear all the pull grips now hit

    the ctrl W key and we'll just get back

    to to the way it was before

    from asking as well we also have a

    little menu for it so this is a little

    mask this is again under tool like most

    things are you really don't have to go

    much outside of tool menu and we have a

    little guy here which is masking right

    there so you can do view mosque it's

    still gonna be there and you can inverse

    it and all that essentially everything

    we're just talking about in terms of

    hotkeys you just have a couple of more

    advanced features here and - an inverse

    your mask you can just also control and

    tap on your canvas and that's sort of

    inverses your mask yet so it's

    controlled tap on your canvas to inverse

    your mask but controlled tap when your

    canvas to clear your selection so you

    have to get your mind around these

    things depending on which tool you

    actually use actually so this is this is

    a bit confusing but all the things here

    are masking is all right here and if you

    go under right underneath masking you

    actually have visibility as well which

    is the selection what we're talking one

    two four yeah and you can manipulate it

    from in here if you're uncomfortable

    with the with the hotkeys for example

    you also do cool stuff like growing your

    selection and all that so there are

    definitely a lot of cool things you can

    do that

    enter visibility so it definitely

    recommend just going through some of

    these guys let's cover a quickly layers

    layers are essentially like Photoshop

    layers in the way that you can just you

    can you can sculpt something on a layer

    and you can you can remove it you

    changed intensity or afterwards it's

    like having a is like a strange on do

    and yeah that's where it's like you have

    its confined to a layer let's say you're

    making changes someone requested make

    the nose bigger or smaller eyes whatever

    you do that on a layer and you always

    have the option to just take away that

    one change yeah so that's again under

    tool and layers right here let not to be

    Watch video from 48:00 - 51:00

    confused with again weird but not even

    gonna talk about it like the two and a

    half the nastiness which is back like a

    legacy from the mid 90s whatever so made

    its terrible stuff so layers under tool

    and we have this one the big button the

    only button you have

    so we cannot just simple pretty simple

    so we cannot just do a change on this

    and now all the change I just did now

    this is stored in a layer so you can see

    we have a record button here this means

    that this is now active if you if you

    know hit a record button and then you

    can change the little eye here you can

    just turn it on and off if you want to

    go back into the layer to change it you

    have to enable record again layers are a

    bit confusing but essentially record ya

    on and off and then record just make

    sure that you are in record mode you

    also have sort of opacity for the layer

    which is just a slider so it like in

    Photoshop exactly so you just maybe you

    want to tone it down a little bit or you

    want to hold her up tone it up okay well

    okay there's a limiter so really useful

    stuff in the I know this is more

    artistic tutorial in terms of like for

    artists but in production we have to use

    layers if you if you don't use if you

    don't use layers you were so screwed

    because like more and said the note

    might be make the head smaller or bigger

    or whatnot

    and if you do that without layers they

    will yell at you and write you angry

    emails as they should as to as this

    shirt rightfully so I mean one thing to

    keep in mind is that layers will make

    your scene file bigger yeah bar tab so

    that is a necessary sacrifice and that's

    the sort of sacrifice you can also do

    this and call it just whatever name

    whatever any wickedness that delete to

    remove the layer next up let's look at

    sea spheres so the way we did this guy

    here is we just start with essentially a

    ball of clay and we just extruded that

    out using using dynamesh yeah there is a

    separate way which is super cool which

    is called sea spheres it's a little more

    old-school yes before hold is gold but

    also has a lot of uses as well

    definitely so see Spheeris a found again

    on a tool and nice friendly red one here

    so it's kind of like it's kind of like

    the primitives ZBrush premium you can

    mix a sea sphere with anything no until

    you make it a real a real boy

    yeah real 3d object

    so the very first thing we're gonna do

    here is again an able symmetry and now

    you can see that symmetry is enabled

    just by hitting X just behind the X key

    and now this gets funky mm-hmm so this

    can be used to I prefer to use this to

    create like a basic maquette for like

    characters if I'm just using a head I

    most like will not use see spheres but

    let's just quickly show you now how you

    can just make a super quick body of some

    sorts so this is where these change yeah

    Watch video from 51:00 - 54:00

    this gets weird

    so if draw is enabled you're gonna draw

    out some things and the size of the

    depend just on just how much you're

    dragging out here but if you want to

    move this out you now you have to use

    move and this is different from the

    regular yeah it's it's very bizarre you

    can just kind of have to get used to it

    yeah one of these things we can out just

    keep dragging this out you can also add

    add an icy sphere in the middle off a

    chain here so you know see if you just

    click here we get we get one of these

    and like with anything else you can

    invert it hold down alt take away the

    thing so if you want to remove this hit

    the Alt key and click so let's say this

    is an e now we can now just we just add

    an etude will you use the move let me

    just move this into place and these T's

    also work with hotkeys like the move

    scale and rotate w e and r and the way i

    prefer to do this if i want to add a

    limb is not to drag this and then and

    then use to move i just prefer to add to

    the last one here and then you just use

    the w key to get to move and then just

    move this out you can see that this is

    moving our entire thing because this is

    all these two this is because this works

    with the radius of the brush so if you

    want to make sure this only affects the

    single C's for you selected just set a

    draw size all the way down to one and I

    was only gonna affect one of them the

    reason I don't prefer to drag it out is

    because most of the time we're doing

    this I want it to be the same size as

    the last one so we can just add a little

    bit of a little bit of a body to it

    again when skies were sculpting general

    to specific

    and again using the hotkeys q is for

    draw you can just hover over these as

    well little arms here that's kind of gum

    okay now it looks like a person before

    it's like almost like a weird Christmas

    tree I think see spheres is one of those

    things that nowadays might be overlooked

    a little bit like see spheres back in

    the day was all we had was the bomb I

    still think it's a very relevant in a

    very powerful tool to quickly you know

    sketch out your models

    and a cool thing about it is I give you

    if you press the a key you can preview a

    mesh of how it'll look

    yeah this is not the actual mesh this is

    a preview of how the image will look

    like so don't scroll from this yeah in

    order to actually get this turn into

    polygons so you just again just hit make

    polymesh3d you also have more settings

    here all the way in the bottom you see

    these are now bit different now now we

    have a c sketch rigging an adaptive skin

    unified skin adaptive skin this is what

    happens in here to a key we can now

    change the density to this so lower

    density higher density and you can just

    change this up I honestly stick with

    Watch video from 54:00 - 57:00

    default settings most of time get it

    into poly mesh and started working on

    metal this is this is an incredible tool

    though because you can so quickly change

    the look of it if used a scale one and

    you go between the change you see

    between the chains here you see you this

    turns green now I know you can just

    scale stuff up and down looks like

    you're scaling everything in the

    hierarchy yeah really Israel also scale

    each individual one so if you if you

    want to scale one of them you can just

    do that by hitting that specific one but

    now we can just scale it up and down so

    there you go nice great proportions

    thank you so again hit the a key maybe

    take dents it down a little bit too and

    now we can just hit make polymesh3d and

    now we have this guy here so now if you

    had a key here nothing happens because

    this is now been converted to polygons

    so the way I prefer to work with this is

    I use this to move brush for this and

    just move this kind of stuff out here

    you can also smooth this out

    and just get some general proportions I

    mean this looks like absolute crap at

    the moment but this is often how I'll

    start yeah I like proper sculpture the

    cool thing about this like here's a

    here's the power of something like

    masking or polygroups like we talked

    about before I guess a you wanted to

    translate just the limbs the nice thing

    about these fears is that they have like

    built-in built-in polygroups so each

    sphere or each length of joint in the

    sphere becomes its own polygroup so it

    makes it really easy for isolation so if

    you want to isolate your arms now you

    can just hold shift F alright the

    polar form up here and ctrl shift click

    on it and now you can see we get

    different this Laksha looks like one

    because it's so similar but there are

    different things if you want to only

    high isolate one of these ctrl shift

    click to click on them and then we've

    ice literate ctrl shift drag outside to

    invert and ctrl shift click outside this

    is a mouthful yes who am to get it back

    now

    and this is this is honestly how I

    started from doing if I'm doing

    something like this or I don't have a

    base mesh you know we just start off

    like this

    starting in getting some some super

    hacky bony landmarks here getting in a

    bit of a ribcage getting a bit of like

    pedal of us here but this is this is how

    I'll straight off just start sculpting

    super six-pack because this guy's mega

    strong but you know he skipped like that

    he definitely skipped like they don't do

    that nice yeah it's a it's a very

    efficient way of working is really good

    for concept Dean yeah you know you can

    really just bust out a lot of these

    sculpts in a day yeah okay so with all

    these tools here covered such as how to

    make something dynamesh see spheres the

    various brushes like the clay build

    uppers you really have all the tools you

    need to get started in seabirds just to

    create some scopes like this but what

    you might not know how to do is how to

    actually how to actually sculpt like the

    Watch video from 57:00 - 60:00

    theory behind sculpting and some and do

    some general in-depth ZBrush knowledge

    so we don't just do free tutorials here

    on YouTube we also have a whole separate

    website

    on flip normals where we have a lot of

    more elaborate courses should you be

    interested in that yeah it's probably a

    little outside the scope of this

    tutorial but we have something like our

    creature kids where you can easily add

    details to everything you have in ZBrush

    we have actually we have an introductory

    course a more in-depth introductory

    course on the ZBrush as well

    yeah our lighting scene is also super

    handy for if you want to light your

    final model there's a lot of good

    material on here if you want to you know

    take your sculpt or your 3d models to

    the next level really so we have a lot

    of these let's cover some of this so

    with this one is a creature kit this is

    essentially you can make a lot of this

    stuff very quickly like this is we made

    all the beginning all the scopes in the

    beginning using this kit here so we have

    tons of like armor plates Anatomy

    abstract eyes and so on so if you want

    to very quickly just concept something

    up like all these guys here just like

    dragged out using this creature kit we

    also have a way more elaborate

    introduction to see brush this is like

    three hours long and this covers all the

    topics which is cover now and more just

    way more in depth then we have the

    complete motor to see brush workflow

    this covers essentially how to work with

    ZBrush in a pipeline I will set here see

    which is weird and it's a current with

    hard to actually work with ZBrush this

    covers how to use it with modo

    specifically but we how to use how to

    make this image here but this is this is

    applicable the principles are applicable

    for any render engine or any any kind of

    3d software steps are the same and then

    we have a concept in word Marvelous

    Designer and c brush this is how to do

    super sexy clothing yeah it was a

    marvelous designer focused on like how

    to do a character with clothing in a

    marvelous designer and then again

    pipeline ii where you go back and forth

    between Marvel's in ZBrush so with all

    of that thank you guys so much for

    watching this was a bit of a longer one

    if you want to see more stuff like this

    in the future make sure to leave a

    comment down below like and subscribe

    and we'll see you guys later

    thank you so much

    Get our full 7.5 hour Introduction to ZBrush!
    https://flippednormals.com/downloads/introduction-to-zbrush-2020/

    In this ZBrush for Beginners Tutorial, we cover all the necessary tools you need to know in order to get started with ZBrush! Features covered include Zspheres, masking, dynamesh, UI, brushes, and many more.

    - Hotkeys -
    Navigation:
    Pan - Alt RMB
    Rotate - RMB
    Zoom - Ctrl RMB
    Perspective - P
    Help - Ctrl while hover over features
    Subdivisions
    Subdivide - Ctrl D
    Up - D
    Down - Shift D
    Polyframe - Shift F
    Useful Brushes
    Standard - BST
    ClayBuildup - BCB
    Smooth - Shift
    DamStandard - BDS
    Move - BMV
    Size - S
    Intensity - U
    Symmetry -X
    Masking
    Paint Mask - Ctrl Paint
    Remove Mask - Ctrl Alt Paint
    Invert Mask - Ctrl Click Outside the model
    Clear mask - Ctrl Drag Outside the Model
    Blur Mask - Ctrl Click on the model
    Dynamesh - Ctrl Drag Outside the Model (with no mask)

    - Time Stamps -
    1:02 - Opening ZBrush for the first time
    1:50 - Clearning the Canvas
    2:50 - Edit Mode
    3:16 - Navigation
    4:03 - Saving (Document, ZTool, ZProject)
    5:54 - UI Overview
    7:27 - Polymesh3D
    8:50 - Brush Size/Draw Size
    9:03 - Best Brushes
    12:30 - Dynamic Brush Size
    13:06 - Wireframe View/Polyframe
    13:27 - Subdivisions
    15:52 - Dynamesh
    19:18 - Undo History
    20:29 - Trim Brushes
    21:40 - Symmetry
    22:30 - Sculpting Theory
    28:36 - Matcaps/Materials
    29:05 - Mirror and Weld
    30:07 - Mirror (Deformation)
    30:58 - Radial Symmetry
    39:59 - Subtools
    35:46 - Moving, Scaling and Rotating
    38:13 - Solo/Isolate Selected
    38:37 - Hiding Polygons/Polygon Visibility
    42:25 - Splitting Your Model (Group Split)
    43:26 - Masking
    47:30 - Layers
    49:54 - ZSpheres

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    #zbrush

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    Comment (33)

    1. Minute 3 : What happened with the good, old fashion scroll ? Made for tablets ? Alright, my tablet has something similar to a scroll…
      I really hate the navigation on this software, very counter intuitive.

    2. Wow. This was incredibly informative and descriptive! I've wanted to get a grasp on more complex sculpting softwares such as zbrush and this really set the stage for me! Thank you!

    3. Fantastic info. I would love to know how you are moving around so much using a tablet. I guess you have like a kamvas as 20-24 with lots of push buttons. I have a kamvas13 and wondering how to go around moving around and using shortcuts with limited buttons.

    4. thank you! I was new to this, and my guide taught me without most explanation, and without most function, just the really basic one (which is only brush) . With this, I am more comfortable is navigating around zbrush now.

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