3d toolkit: Zmodeler and Extract
Zmodeler:
Zmodeler is a brush/tool that allows for 3D modelling techniques, such as extruding and beveling, to be used atop a Zbrush Sculpt. This operates similarly to Autodesk Maya, with edges and faces able to be selected and manipulated using a variety of settings.To demonstrate the Zmodeler tool, I loaded up the default Cube project. I then, using the "Geometry" setting in the Tool menu at the right side, changed the Subdivisions of the cube to 2. This removed much of the geometry of the cube. I then used "Delete Higher" and "Delete Lower" to lock the cube into its two-subdivision state, removing any erroneous geometry.I then turned on the "Line Fill" setting, which is activated by pressing SHIFT+F. This shows the geometry of the cube, illustrating all faces and edges.
The shortcut for Zmodeler is B, Z, M. The Zmodeler functionality operates similarly to a brush.
Holding Alt allows you to select faces. Shown below, I held down the Alt key and selected a number of faces in the shape of a smiley face.
Holding Alt allows you to select faces. Shown below, I held down the Alt key and selected a number of faces in the shape of a smiley face.
Holding Space whilst the cursor is hovering over a Face or Edge will bring up the Zmodeler actions menu. This shows the variety of functionalities that Zmodeler can be used for. There are separate action menus for Faces (shown left) and Edges (shown right). From these menus, multiple different actions can be selected that modify the mesh of a model in a variety of ways.
For instance, when the Zmodeler actions menu is brought up whilst hovering over a Face, the "Extrude" function can be selected. This allows for a selection of faces to be extruded, with the faces pulled out or pushed back into the model.
Another functionality is that of "Bevel", that adds geometry around the edges of selected faces. This can be selected in the Face Action menu.
A third tool in the Face Action Menu is that of "Spherize", a functionality that attempts to alter the geometry of an object into that of a sphere. It is similar to the Spherize deformer. I found this to be the most difficult tool to use in my practice, as it attempts to deform the selection of faces and, if there is not enough geometry present to complete the deformation, the mesh warps in a peculiar manner different from that of a sphere.
Additionally, in the Edges Action Menu, the "Bridge" functionality allows for holes in a mesh to be patched up. This functions differently from the bridge functionality in Maya. To use the Bridge, select it from the Edge Action Menu, then click on the Edge you wish to Bridge. Then select the Edge where you would like the Bridge to connect to, the geometry being added into the mesh automatically and instantly.


Extract:
The Extract functionality can be used to separate regions of a Sculpt, creating a new subtool based off the area of Sculpt that has been Extracted. This can be useful when creating clothing for characters, as you can select an area of the sculpt and then effectively duplicate it, creating a new subtool specific to the selection that can then be sculpted atop.
To create an Extraction, hold down CTRL to create a masked selection. Then, in the "Extract" menu (Found within the Subtool section of the right Toolbox), press the "Excract" button to create a preview of the subtool based on the masked selection. The "thickness" slider alters how much mass is in the selection. Moving or altering the model in any way will remove the extraction preview, and re-pressing the Extract button will generate a new preview.
When creating a finalised Extraction, press the "Extract" button to generate a preview and then press "Apply". This will create the new subtool.
Thickness alters the mass of an Extraction.
When an Extraction is finalised, the new Subtool is placed under a mask. Deselecting the mask allows for the Extraction to be sculpted upon. (I deselected the mask by Ctrl+Click+Dragging outside the model).
I used the Clay Buildup brush to add creases to the extracted region. I also used it to subtract matter from the middle of the subtool: if I were to remake this model, I would simply have it so that the middle section was not a part of the model, by making sure that region was not selected in my initial masking. I additionally used IMM Shapes to create buttons.
Additionally, multiple Extractions can be created using a base model. I used this to create trousers and gloves on the base human mesh.
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