Pixologic ZBrush 4R8: A Comprehensive Guide, 4th Edition
eBook - ePub

Pixologic ZBrush 4R8: A Comprehensive Guide, 4th Edition

Prof. Sham Tickoo

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eBook - ePub

Pixologic ZBrush 4R8: A Comprehensive Guide, 4th Edition

Prof. Sham Tickoo

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About This Book

Pixologic ZBrush 4R8 is a powerful modeling and sculpting software developed by Pixologic Inc. This software is used for developing highly detailed characters for movies, games, and digital design projects.
Pixologic ZBrush 4R8: A Comprehensive Guide textbook covers all features of ZBrush 4R8 in a simple, lucid, and comprehensive manner. It gives in-depth details of the concepts and explains the usage and functions of ZBrush such as DynaMesh, NanoMesh, ZRemesher, ZModeler, NanoMesh, and KeyShot renderer. In this edition, new features such as Gizmo 3D and the Live Boolean mode, which is used to generate boolean results, have been explained. This textbook will unleash your creativity and transform your imagination into reality, thus helping you create realistic 3D models. This textbook caters to the needs of both the novice and advanced users of ZBrush 4R8 and is ideally suited for learning at your convenience and at your pace.

Following are the additional features of this book:

  • Consists of 12 chapters and 1 project that are organized in a pedagogical sequence covering various aspects of modeling, texturing, lighting, and animation.
  • The author has followed the tutorial approach to explain various concepts of modeling, texturing, lighting, and animation.
  • The first page of every chapter summarizes the topics that will be covered in it.
  • Step-by-step instructions that guide the users through the learning process.
  • Additional information is provided throughout the book in the form of notes and tips.
  • Self-Evaluation test and Review Questions are given at the end of each chapter so that the users can assess their knowledge.
  • Technical support by contacting [email protected].

Brief Table of Contents

Chapter 1: Exploring ZBrush Interface
Chapter 2: Sculpting Brushes
Chapter 3: Introduction to Digital Sculpting
Chapter 4: SubTools and FiberMesh
Chapter 5: ZSpheres
Chapter 6: DynaMesh, NanoMesh, and ZRemesher
Chapter 7: ShadowBox
Chapter 8: Materials in ZBrush
Chapter 9: Texturing in ZBrush
Chapter 10: UV Master
Chapter 11: Lighting
Chapter 12: Rendering
Project 1: Cartoon Character Modeling
Index

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Chapter 6
DynaMesh, NanoMesh, and ZRemesher
Learning Objectives
After completing this chapter, you will be able to:
ā€¢ Work with DynaMesh
ā€¢ Work with ZRemesher
ā€¢ Create different models using the DynaMesh tool
INtroduction
In ZBrush, you can create various types of models using different techniques. The models created in ZBrush have extremely high level of details that cannot be achieved in other modeling software applications. ZBrush uses brush based approach to add details to a model. Different studios such as Luma Pictures, Id Software, and Meteor Studio have used ZBrush for character creation. For instance, the characters Davy Jones in the movie Pirates of the Caribbean and Na'vi in the movie Avatar were created with ZBrush. In this chapter, you will learn about Dynamesh and ZRemesher that help you in creating high detail models.

DynaMesh
DynaMesh modeling is similar to clay modeling. In clay modeling, you can expand the existing lump of clay by either stretching it or by adding new lumps to it. After stretching the clay, the actual consistency of the clay remains the same. DynaMesh uses the same approach for modeling. After converting any mesh into DynaMesh, the uniform polygon distribution of the mesh is maintained, irrespective of the stretching and deformation done in the mesh. You can convert any of the ZBrush primitives into DynaMesh. Besides this, you can also convert any existing geometry into DynaMesh. However, it is recommended to convert a mesh into DynaMesh during the initial stage of sculpting. DynaMesh is used to create a base mesh in ZBrush. It enables you to freely pull or push the polygons in the mesh without creating distortions in the geometry. It is very useful for creating the base mesh before adding details to it. On converting a distorted mesh into DynaMesh, you will notice that the polygons are distributed uniformly.

DynaMesh AREA
The DynaMesh area is displayed only when an object is created in the
canvas a
znd is converted into a polymesh. The different buttons and sliders of the DynaMesh tool can be accessed by expanding the DynaMesh area in the Geometry subpalette of the Tool palette, refer to Figure 6-1. The different buttons and sliders in this area are discussed next.
DynaMesh
The DynaMesh button is used to make the distribution of polygons in a mesh uniform. To uniformly distribute polygon in a mesh, consider in a sphere in the canvas and then choose the Edit button from the top shelf. Also, conv...

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