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Zbrush Modelling

Hi All,

I’m a newbie to ZBrush, but seem to be coming to grips with it quite well. However, I do have a number of issues that I’d like to get a clear understanding of if I’m likely to get any good at it.

  1. If I make a model using ZSpheres, is it possible to store the model including all of its properties for editing later on?

  2. Is it possible to export an image map of the model so that a texture, bump map, alpha map etc can be created using an external image editor?

  3. When I click from layer to layer, I lose control of my previously created model, and I then have to delete the layer and then add the model again from the tool menu… Is there a way to regain control of the model where you left off regardless of what layer you make changes to?

That’s all I can think of for now. Thanks in advance for any help people can give.

Hi,

With 3, you can – all you have to do is use the MultiMarker feature although if you are using the demo, this might be disabled. (If you click the button M+ in the transform box, you can later recall the model based on the settings turned on in the Multi Marker roll out.)

Also in the demo version, you can’t save your tools or export objects.

Here are some answers to help you:

  1. Yes, provided you have the commercial version. Simply save your ZSphere model using Tool>Save As. Later, use Tool>Load to bring the model back into ZBrush and continue your work. The demo will not let you save tools, so if you have that you will need to do all of your work in one session.

  2. You can use TextureMaster to texture the model in ZBrush by painting on the model. The texture can then be exported as an BMP or PSD for further work elsewhere, should you so choose. Or it can be unwrapped onto the canvas and worked in 2D mode within ZBrush. Chapter 5 of the TextureMaster tutorial (load TextureMaster and click “Show and Tell”) will illustrate this further. By using the Polyframe viewing option, you can even use TextureMaster to create a wireframe texture template. Again, the demo will not export, so if you wish to take your work into another applicate you need the commercial version.

  3. Any time you change tools or layers, your current model is snapshot to the canvas (converted from polygons to pixols). As a general rule, this is a one-way trip. However, the original copy of the model remains in your Tool palette for the duration of your ZBrush session. Should you wish to change it later, you can simply redraw it and continue to edit it. The process is helped through the use of markers. Before you switch layers or tools, place a merker (Transform>Place Marker). Later, you can clear the layer that the snapshot of the model is on (or use the Eraser to erase it), and then use the marker to redraw the model at the same position, scale and orientation that it had original been snapshot at. You can then immediately enter Edit mode and continue your modeling.

By the way, be sure to check out the QuickLinks – especially the New Users section and the Version 1.5 section. There are a lot of tutorials there to help you get started. A more detailed explanation of your third question is also in the New Users section under “Why Can’t I Edit My Object Anymore?”

Thanks loads, that’s answered my questions very thoroughly. Alas, I must admit that I do currently own only a demo version of the product, but I hope to convince the company I work for to buy a commercial version soon.

If you happen to know, how much would I expect to pay for ZBrush in British pounds?

Thanks,

www.xe.com/ucc is a good currency converter. At the moment, $399 US is equal to 245.308 GBP.

Shame on you Matthew, the pixologic site has the cost in GBP. :smiley:
I should know i’ve been on it often enough, mouse pointer waivering over the order button, finger twitching on the mouse, sweat beads on the brow… :smiley:

Lol

:rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes: :rolleyes:

I honestly looked for that but didn’t see it… I must be going blind in my old age as well as hairy :wink:

Thanks again,