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In addition, there are about 20 exercises that are also based on the real-world modeling projects. This will help the users to easily refer to a topic. The answers to Self-Evaluation Test are given at the end of the chapter.

Also, the Review Questions and Exercises are given at the end of each chapter and they can be used by the Instructors as test questions and exercises. Next, choose the CropAndFill button, refer to Figure Before choosing this button, make sure the Cd button is chosen.

If the Cd button is not chosen before choosing the CropAndFill button, the document will be cropped according to the dimensions of the selected texture, but it will not be filled with the texture. The GrabDoc button is used to capture the canvas and add this capture as a texture in the flyout displayed on choosing the Current Texture button. To add the capture as a texture, choose the Current Texture button; a flyout will be displayed. In this flyout, choose the GrabDoc button; a new texture image with a name ZGrab01 will be displayed in the flyout, refer to Figure Figure The document cropped and filled with Figure A new texture image with the name ZGrab01 displayed in the flyout.

The GrabDocAndDepth button is used to capture the canvas and add this capture as a texture in the flyout displayed on choosing the Current Texture button.

These textures can then be exported in the. Texture Palette. The Texture palette consists of different options that enable. The Texture palette is located at the top of the interface. On choosing this palette, it will be expanded and different buttons and sliders will be displayed, refer to Figure These buttons and sliders are discussed next.

Load Spotlight. The Load Spotlight button is used to load a saved Spotlight file that has been manipulated using the Spotlight tool. To load the Spotlight choose the Load Spotlight button from the Texture palette; the Load Spotlight dialog box will be displayed. In this dialog box, browse to the location where you have saved the Spotlight file. Select the file and then choose the Open button. The Spotlight tool enables you to manipulate a 2D image as per your requirement without using any image editing software applications.

Besides this, the Spotlight tool is also used for texturing a 3D model. This tool will be discussed in detail later in this chapter. Save Spotlight. The Save Spotlight button is used to save the 2D image that has been manipulated using the Spotlight tool as a Spotlight file.

This file can be loaded later into ZBrush by choosing the Load Spotlight button. Lightbox Spotlights. The Lightbox Spotlights button is used to load the Spotlight files that are available in the LightBox browser. Import and Export.

The Import and Export buttons are used to import or export a texture image. These buttons have been discussed earlier in this chapter. You can drop the Texture palette in the left or right tray for convenient access. For example to drop the Texture palette in the right tray, expand the Texture palette. In this palette, hover the cursor on the arrow displayed at the top left corner of the palette; the shape of the cursor will change. Next, drag the cursor to the right tray and drop the palette in it.

Lightbox Texture. The LightBox Texture button is used to display the texture images present in the LightBox browser, refer to Figure Item Info. The Item Info slider is located just below the Lightbox Texture button. This slider is used to scroll through the different types of texture images available in ZBrush. You can choose a texture from the texture slots displayed below this slider. The R button located beside the Item Info slider is used to restore the Texture palette to its default state when a large number of textures are loaded into ZBrush due to which the size of the palette is increased.

Figure The texture images displayed in the LightBox browser. To view all the textures available in the LightBox browser, hover the cursor in the browser and press and hold the left mouse button and drag the cursor toward.

Current Texture. The Current Texture button is used to display the currently chosen texture. On choosing this button, a flyout consisting of different types of textures will be displayed, as shown in Figure On choosing a texture from this flyout, the Current Texture button will display that chosen texture.

Transparent Texture. The Transparent Texture button is located below the texture slots. This button is used to make the black areas of the texture transparent. To activate this button, choose a texture image using the Current Texture button in the Texture palette. Antialiased Texture. The Antialiased Texture button is used to remove the jagged edges in low resolution texture images. Turn On Spotlight. The Turn On Spotlight button is used to turn on or off Spotlight.

Add To Spotlight. The Add to Spotlight button is used to add a selected texture file to the Spotlight tool. Flip H. The Flip H button is used to flip a texture image horizontally. To flip a texture image horizontally, expand the Texture palette. In this palette, choose the Current Texture button; a flyout will be displayed.

From this flyout, choose the Texture 15 texture image; the texture image will be displayed in this button, refer to Figure Next, choose the Flip H button, refer to Figure Figure texture image displayed.

Figure texture image flipped horizontally. Flip V. The Flip V button is used to flip a texture image vertically. The Rotate button is used to rotate a texture image clockwise at 90 degrees. The Invert button is used to invert the colors in the selected texture. To invert the colors in a selected texture, expand the Texture palette. From this palette, choose the Current Texture button; a flyout will be displayed.

In this flyout, choose the Texture 30 texture image; the texture image will be displayed in this button, refer to Figure Next, choose the Invert button, refer to Figure Figure colors in the texture image inverted.

The Grad button is used to apply gradient to a texture image. Before choosing this button, you need to select the primary and secondary colors for the gradient. To select a primary color for the gradient, choose the Main button, located on the right side of the Grad button; a color swatch will be displayed.

Select the desired color from this swatch. Next, select the secondary color by choosing the Sec button located on the left side of the Main button. After selecting the primary and secondary colors, choose the Grad button; the gradient will be applied to the texture image.

The Clear button is used to remove the texture image and replace it with the selected primary color using the Main button. Width and Height. The Width and Height sliders are used to adjust the width and height of the currently chosen texture image. The Clone button is used to create a duplicate copy of a chosen texture image. The New button is used to create a new blank slot for a texture image.

The newly created slot will be filled with the primary color that has been selected using the Main Color swatch located in the left shelf. Before creating a new texture slot, you can specify its width and height using the Width and Height sliders.

The Remove button is used to delete a currently chosen texture image from the Texture palette. Image Plane. The Image Plane subpalette consists of different buttons and sliders that are used to import an image, refer to Figure This image is used as a reference image for texturing or modeling.

Load Image. The Load Image button is used to load the image that you want to use as a reference either for modeling or texturing. To use a reference image for modeling or texturing, you need to import it to ZBrush. To import an image to ZBrush, expand the Texture palette. In this palette, choose the Import button; the Import Image dialog box will be displayed.

In this dialog box, browse to the location where you have saved the reference image. Select the reference image and then choose the Open button, refer to Figure Note that in this figure, a reference image has been selected from the default textures available in ZBrush. These textures can also be loaded from the LightBox browser by double clicking on them. Figure The Import Image dialog box. In the Texture palette, choose the Current Texture button; a flyout will be displayed.

In this flyout, choose the reference image that you have imported; the image will be displayed in the Current Texture button. Choose the Load Image button; the reference image will be displayed in the canvas, refer to Figure Figure The reference image displayed in the canvas. Image Size. The Image Size slider is used to specify the size of the reference image before loading it to the canvas.

Reference Views. The Reference Views area consists of different options that enable you to store the front, side, top, and bottom views of a reference image.

To understand the working of the option, make sure a sphere is created in the canvas. Next, choose the Edit button from the top shelf to get the object in the edit mode. If you want to model the object.

Figure chosen. To do so, expand the Texture palette. In this palette, expand the Image Plane subpalette and the Reference Views area. Choose the Front button in the Reference Views menu; the front side of the sphere will be displayed in the canvas. Next, choose the Load Image button, refer to Figure ; the Please select an image file dialog box will be displayed.

In this dialog box, browse to the location where you have saved the front view of the reference image. Select the reference image and then choose the Open button; the front view of the reference image will be displayed behind the sphere, refer to Figure You will notice that the reference image is stationary and the sphere can be manipulated without disturbing the reference image.

Figure front view of the reference image displayed behind the sphere. After loading the front view of the reference image, you need to store this view so that it can be used later.

To do so, choose the Store View button located at the bottom of the Reference Views area. Next, you will load the back view of the reference image. To do so, choose the Back button; the back side of the sphere will be displayed and the front view of the reference image will disappear from the canvas.

Choose the Load Image button; the Please select an image file dialog box will be displayed. In this dialog box, browse to the location where you have saved the back side view of the reference image.

Select the reference image and then choose the Open button; the back side view of the reference image will be displayed behind the sphere, refer to Figure Next, choose the Store View button located at the bottom of the Reference Views area. Similarly, you can import the right, left, top, and bottom views of the reference images by choosing the and Bottm buttons, respectively.

Make sure you store all the views by choosing the Store View button. After loading all the reference images you can start modeling or texturing the 3D object. Figure back view of the sphere and the reference image displayed in the canvas.

You can also make the sphere transparent to view the reference image in the background. In the Reference Views area, drag the Model Opacity slider toward left; the sphere will become transparent and the view of the reference image will not be obstructed by the sphere, refer to Figure Figure transparency in the sphere displayed.

The different reference images used in the previous topic have been created using the Kotelnikoff Earthquake. After loading this model into the canvas, it was rotated in the canvas to display its different views and then a jpeg image of each view was created by choosing the Export button in the Document palette.

In addition to this, the background color of the canvas was changed to white while creating the jpeg images of the views. The ZProject brush is mainly used for texturing. By using the ZProject brush, you can transfer the texture from the reference image into a 3D model.

The ZProject brush uses the Z axis of the canvas to transfer the texturing details from the reference image into a 3D model. To transfer the texture from the reference image into a 3D model, make sure a sphere in the canvas and then choose the Edit button from the top shelf. To view the texture on the sphere clearly, you need to subdivide the geometry. To do so, expand the Geometry subpalette in the Tool palette. From this subpalette, set the value of the SDiv slider to 5 by clicking on the Divide button four times.

Next, choose the Current Material button; a flyout will be displayed. From this flyout, choose the SkinShade4 material; the material will be applied to the sphere, refer to Figure Expand the Texture palette.

In this flyout, choose the Texture 42 texture image; the texture image will be displayed in the Current Texture button, refer to Figure Figure material applied to the sphere. Figure texture image displayed in the Current Texture button. Next, expand the Image Plane subpalette. In this subpalette, choose the Load Image button; the texture image will be displayed behind the sphere, refer to Figure Choose the Current Brush button; a flyout containing different types of brushes will be displayed.

In this flyout, choose the ZProject brush. Choose the Zsub button in the top shelf to deactivate it and make sure the Rgb button is chosen. Next, press and hold the left mouse button and drag the cursor on the sphere; the texture will be projected from the background texture image to the sphere, refer to Figure Before loading the texture image, you can also specify the image size as required by using the Image Size slider located in the Image Plane subpalette.

Figure texture image displayed behind the sphere. Figure The texture projected from the texture image onto the sphere. The Spotlight tool is used to modify an existing texture image or project the details from an image into a 3D model. This tool consists of different options that enable you to manipulate an existing texture image as per your requirement and then apply that texture to a 3D model.

The Spotlight tool can be invoked from the Texture palette. Figure The Add To Spotlight button chosen. To load the Spotlight tool, you need to select a texture image first.

You can either import a new texture image or use the existing default textures in ZBrush. To loading the Spotlight, expand the Texture palette.

In this flyout, choose the Texture 01 texture image; the texture image will be displayed in the Current Texture button. You can also import a new texture image using the Import button. Choose the Add To Spotlight button in the Texture palette, refer to Figure ; the texture image will be displayed in the canvas.

Besides the texture image, a ring containing different icons will be displayed on the texture image, refer to Figure The different icons in the ring enable you to manipulate the image as required, refer to Figure The icons used for manipulating an image are discussed next. Figure The texture image and the ring displayed in the canvas. On hovering the cursor on the individual icons of the ring, their names are displayed inside the ring.

The icons that are used for texturing will be discussed later in this chapter. Figure The different icons in the ring. The Rotate icon is used to rotate the image in the Spotlight. To rotate the image, hover the cursor on this icon and then drag it in a clockwise or anti-clockwise direction. The Scale icon is used to scale the image in the Spotlight.

To scale the image, hover the cursor on this icon and then drag it in the clockwise or anti-clockwise direction. The Opacity icon is used to increase or decrease the transparency of the image in the Spotlight.

To increase the transparency in the image, hover the cursor on this icon and drag it in the anti-clockwise direction. Tile Proportional. The Tile Proportional icon is used to reset the scaled texture images in the Spotlight to their default size such that their proportions are maintained. You can also add multiple texture images into the Spotlight.

To do so, choose different images using the Current Texture button in the Texture palette one by one and add them to the Spotlight by choosing the Add To Spotlight button in the Texture palette; all the chosen images will be displayed in the canvas, refer to Figure After adding all the images to the Spotlight, choose the Tile Proportional icon; all the images will be stacked together proportionately, refer to Figure Figure The chosen images displayed in the canvas.

Figure The images stacked together proportionately. Tile Selected. The Tile Selected icon is used to display only the selected texture image in its full size. You can select a texture image by clicking on it. After selecting the image, you need to choose the Tile Selected icon. Tile Unified. The Tile Unified icon is used to used to stack all the images in the Spotlight on the left side of the canvas and to make their sizes same. To do so, add multiple image to the Spotlight and then choose this icon.

The Front icon is used to move the selected image from the multiple overlapping images to the front. This can be done by selecting an image from the overlapping images and then choosing the Front icon. The Back icon is used to move the selected image to the back if a multiple number of images overlap each other. The Delete icon is used to delete the selected image from the Spotlight. This can be done by selecting an image from the multiple images and then choosing the Delete icon.

The Flip H icon is used to flip an image horizontally, refer to Figure If a number of images are added to the Spotlight and none of them is selected, all the images will be flipped horizontally on choosing this icon. Figure The image flipped horizontally. The Flip V icon is used to flip the selected image vertically, refer to Figure If a number of images are added to the Spotlight and none of them is selected, on choosing this icon all the images in the Spotlight will be flipped vertically.

Figure The image flipped vertically. Tile H. The Tile H icon is used to tile the selected image horizontally. To tile an image horizontally, hover the cursor on this icon and drag it in the clockwise direction, refer to Figure Figure The image tiled horizontally. Tile V. The Tile V icon is used to tile a selected image vertically. To tile an image vertically, hover the cursor on this icon and drag it in the clockwise direction. If you hold the SHIFT key while dragging the cursor, the image will be tiled both horizontally and vertically, refer to Figure The Grid icon is used to display a grid or a chessboard pattern on the surface of an image.

To display the grid on the surface of an image, hover the cursor on this icon and drag it in the anti-clockwise direction, refer to Figure Figure The image tiled horizontally and vertically. Figure The grid pattern displayed on the image. To display the chessboard pattern on the surface of an image, hover the cursor on this icon and drag it in the clockwise direction, refer to Figure Figure The chessboard pattern displayed on the image.

The Clone icon is used to select a particular region of an image and paste it at different locations either in the same image or in some different image added to the Spotlight. To clone the image, add the Texture 01 and Texture 29 texture images to the Spotlight, refer to Figure Next, select the Texture 01 image and drag it upward.

Scale up this image using the Scale icon. Scale down the Texture 29 texture image and place it on the Texture 01 image, refer to Figure Figure Texture 01 and Texture 29 images added to the Spotlight. Figure Texture images scaled and moved. You will copy the Texture 29 image and paste it at different places in the Texture 01 image. To do so, select the Texture 01 image first target image. Next, choose the Clone icon; a bar will be displayed on this icon.

Hover the cursor at the center of the ring; an orange colored circle will be displayed. Drag this circle to move the ring and position it such that the entire Texture 29 image source image is covered, refer to Figure On moving the cursor, the preview of the selected texture will be displayed.

Click at different places in the Texture 01 image; the Texture 29 image will be pasted at those locations, refer to Figure Figure Texture pasted at different locations. In Figure , you will notice that the intensity of the texture is low. With the ZModeler brush, ZBrush takes a quantum leap beyond the organics that it is already relied upon for.

You can refine the shape of your model in real-time to revolutionize how you create hard surface models, architectural structures or highly detailed environments. The possibilities are endless. With the new NanoMesh and ArrayMesh features, you as the artist can bring more complexity and detail to your work while still maintaining a low polygon count.

Both NanoMesh and ArrayMesh will allow for multiple instances of any object to be created and then adjusted in a matter of seconds. It is like having a displacement map without needing to actually create the map. See extremely detailed results at render time regardless of polygon count. If you don\’t already own KeyShot 5 or if its price is simply out of your reach, a \”special edition\” KeyShot for ZBrush is also available 2.

All associated data transfers automatically, including materials, displaced geometries, procedural noise, PolyPaint or textures — and of course the new NanoMesh and ArrayMesh. If ZBrush can display it, KeyShot can render it! Learn More. ZBrush can now tap all available computer memory and processing power for more details, even more complex models and faster operations. Retopologizing has never been as artist-friendly as with ZRemesher 2.

With a single click, you can automatically produce organic or hard surface topology without spirals. If one-click topology isn\’t the right answer for every situation, you can intuitively take control of the re-topology process with curves to assist in determining polygon flow.

This supports texture, normal and displacement maps, blendshapes, smoothing based on normals and much more! As with past updates, ZBrush 4R7 doesn\’t stop at major features.

 
 

 

Salient Features.Pixologic zbrush 4r7 a comprehensive guide free

 

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Consists of 12 chapters and 1 project that are organized in a pedagogical sequence covering various aspects of modeling, Sculpting, texturing, lighting, and rendering. The author has followed the tutorial approach to explain various concepts of sculpting, modeling, texturing, lighting, and rendering. The first page of every chapter summarizes the topics that are 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. Evaluation Chapters. Part Files. Tutorial Files. Chapters for Free Download. Paperback Retail:. You Pay:. Post Review. This software is used for developing highly detailed characters for movies, games, and digital design projects.

It gives in-depth details of the concepts and explains the usage and functions of the most commonly used tools of ZBrush. 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 4R6 and is ideally suited for learning at your convenience and at your pace.

Paperback eBook. Chapter 2: Sculpting Brushes. Chapter 3: Introduction to Digital Sculpting. Chapter 4: SubTools and FiberMesh. Chapter 5: ZSpheres. Chapter 7: ShadowBox. Chapter 8: Materials in ZBrush. Chapter 9: Texturing in ZBrush. Chapter UV Master. Chapter Lighting. Chapter Rendering. Project 1: Cartoon Character Modeling.

Salient Features Consists of 12 chapters and 1 project that are organized in a pedagogical sequence covering various aspects of modeling, Sculpting, texturing, lighting, and rendering. Similar Books. Quick Links. Stay Connected!

 
 

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