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๐Ÿงต Zbrush help

Anonymous No. 863893

I have been trying to swallow the Zbrush pill for a few days and I'm nearly done with it. But I got several questions that (I feel) deserve their own thread. Anyway, feel free to use this thread as a Zbrush general.
So I'm finally passed the basic shit and now I'm just trying to customize and fix this shitty interface.
Pic related is what I have now. So here are my questions:
- I want to add two strokes I've seen in a tutorial but can't find them. The circle and curve stroke. Are they in Zbrush or are they custome strokes?
- Any critiques, things missing, advices on improving this interface?
- I'm coming from Blender and besides the (green) brushes you see, anything I should add/make available (besides everything mask related wich will be added later)?
- I also want to put these brushes on two different rows, but Zbrush won't just allow me to move them in this way, the white rectangle (container) never grows vertically to make place for another icon. Why is that?
- Finally, I need some brush recommendations. Free or paid, I don't care, as long as they changed your life

Anonymous No. 863894

Orb brushes for orb cracks, slash 2 (hair and creatures) and trimsmoothborder (rocks with square Alpha) out of your lightbox is all you need.

Anonymous No. 863895

>>863893
why are you sculpting a turd

Anonymous No. 863896

>>863895
I'm a tird artist. I'm hired whenever a company needs tird assets for their games. I'm the one who worked on the great mighty poo and Akiba's (Johnny) pants in MGS4. Been out of work since.
>>863894
Thanks. Any brushes related to clothing? No high details one since I have more of a cartoonish artstyle

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Anonymous No. 863903

>>863893
Just copy this and you will be good.

Anonymous No. 863912

>>863893
Just let professionals inspire you. You have the right idea already, just keep adding and sorting the things you need to the bottom row, I do that too.
https://youtu.be/6EKxeM57T7g?t=1786

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Anonymous No. 863916

>>863893
just drag the brush icon under to make a new row? like, nigga, really?

>>863903
you spend 99% of your time using 3 brushes in the viewport (or at least, you're supposed to), the time you spend trying to expose everything permanently to the UI is more than the time you save instead of just navigating through the fucking menus when you need to.

the fucking zbrush ui meme is such a shitty meme, I swear.
I want to say that it irks me, and it kinda does, but at the same time it gatekeeps artlets from ever making it, which is good. So I say, keep moaning about the fucking UI, lolll

Anonymous No. 863926

>>863916
Nigga I tried but it doesn't follow the same behaviour in my interface compared to your or others. The white rectangle doesn't expand and I'm forced to place in "another" row below the one made for the brushes (if you understand what I'm saying). So I end up with some disgusting empty space bewteen the two rows.
Also, as a company and software designers, this UI remains retarded. Why would you prevent people from being comfortable with your product?
>>863903
> throwingup.gif

Anonymous No. 863935

>>863893
get the trimfront brush, it trims things from your viewport orientation, and claytubes (better than claybuildup imo). put a square alpha on all of them. then go to Brush > Samples and set preserve edge to 100 for more lively feeling strokes

Anonymous No. 863941

The white rectangle problem is fixed. It was caused by the script panel when you hit H.
>>863935
Thanks m8.

Anonymous No. 864131

Guys, I'm searching for a Zbrush tutorial focused on proper workflow when sculpting. Not the brushes, anatomy or how to sculpt but like the specific steps when going from a sphere to a character (or whatever) using the divide, dynamesh, subtools, etc, ... on a profressional level.
Like in this timelapse, the guy's too fucking efficient. (Like how do you do that kind of masking/filter thing at 5:07 when half of the face disappeared)
https://www.youtube.com/watch?v=ZvYs0us4Djk&list=PL2n6778kOogW6l6qtR2CT55_8cAuauFdW&index=1

Anonymous No. 864138

>>864131
>the specific steps when going from a sphere to a character (or whatever) using the divide, dynamesh, subtools, etc, ... on a profressional level.
https://www.youtube.com/watch?v=Yx8Ni_7bgYw&list=PLkzopwqcFevYP1Nm3wIKsyH-jQTkk8AhS&index=1

Anonymous No. 864150

>>864131
why is it always this jappo shit that comes with utterly misguided questions
>using the divide, dynamesh, subtools, etc, ... on a profressional level.
what does this even mean??????
there is no "professional" and "unprofessional" way to build a goddamn character, there is only professional and unprofessional results, which are (almost) completely independent of your knowledge of the tools. Hell, even independent of whether you're doing it for a living or not.

divide applies smooth subdivision to all topologically continuous geometry in a subtool and you'll be able to switch between higher and lower subdivision
dynamesh remeshes the entire thing given an arbitrary (and uniform) voxel size (i.e. the dynamesh resolution slider) and will merge intersecting geometry together, destroying existing topology. you will lose detail if your final dynamesh density is lower than the original geometry.

>babby-speak
given a sphere and a cube intersecting each other:
- divide will increase polygon density, the cube will be rounded, but both cube and sphere will still be separate entities and retain original topology
- dynamesh will either decrease or increase polygon density depending on mesh size and dynamesh resolution, the cube will not be rounded but the sphere and the cube will be merged into a single piece of geometry.

Anonymous No. 864151

>>863903
oh god i remember one of this guys tutorial, it had even more cluster than this, chinese people are built different

Anonymous No. 864389

>>864151
I think they're showing off

Anonymous No. 864981

Simple question but does Dynamesh make the Divide button obsolete or does it have its own purpose on real full projects?

Anonymous No. 864985

>>864981
And why would you need both of these when having sculptris pro?

Anonymous No. 864990

>>864985
>meme mode

>>864981
read >>864150

You use Dynamesh when you're still blocking primary forms, exploring shapes and silhouettes, and when you're building your character/creature by literally attaching limbs and such a-la Frankenstein.
Once you're in a good place, you retopo (even a zremesher with non-retarded loops is a serviceable topology if you don't have special requirements), reproject detail and use Divide to subdivide the retopo'd geo and do your secondary and tertiary forms there.
With multiple subdivision levels it's easy to go back to a lower subdivision and tweak your proportions slightly without affecting the hires detail.

Dynamesh effectively locks you to one resolution level, either too low or stupidly high, for the most part.
Sculptris pro mode was supposed to be a "solution" but it isn't, really. It just makes it lighter on your machine as it dynamically adds topology where you sculpt finer detail (and remove where you smooth) instead of it being uniform, so you don't end up with smooth, large surfaces eating up 6 gorillion polygons if your dynamesh res is high enough.
The workflow is still wrong, you're not supposed to sculpt details in dynamesh, unless your sculpt is just for a flat grey render or a figurine that you'll 3d print, and even then that's still stupid because in the end you'll still end up with one single high resolution which is hard to work with if you need to make broader changes. In an ideal world you won't do broad changes to an almost-finished sculpt and go primary->secondary->tertiary forms without ever backtracking once, but this isn't an ideal world and you're not Michelangelo.

Anonymous No. 865019

>>864990
Thanks m8