2.5D "Drawing" using Pixols.
1. Alpha + MRGB + zAdd = Edits Material, Colour and Positive Depth of Alpha Brush.
2. Alpha + RGB = Edits Edits Colour of Material applied to Alpha Brush.
3. Alpha + M = Edits Material applied to Alpha Brush.
4. Alpha = Alpha Brush.
5. Select Alpha Brush.
6. Select Material.
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4 Different Version of Alpha |
File Types
Document > Save As = .zbr File. (Used for 2.5D Based Files. e.g. Illustrations with Depth).
File > Save As = .zpr File. (Used for 3D Primarily) Includes loaded Subtools & Materials.
Tool > Save As = .ztl File. (Used to Save/Load zTools).
Tool > Import = Use .obj Files to import Meshes from other programmes. (e.g. Exported .obj file from Maya)
Display
Draw > Perspective/Floor = Change Angle of View & Grid Size
Transform > PolyF = Show Mesh (Highlighted Meshes are different Polygroups)
Transform > Transparent > Ghost = Changes non-selected Polygroups to Transparent or Ghost Transparency.
Transform > XPose = Seperates all Polygroups from each other in displays them as individual Meshes
See-Through Slider = Changes Transparency of zBrush, can be used for reference images.
Draw > Front-Back > One > Map1/2 = Adding Texture Plane (Reference Planes/Boxes)
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Texture Maps Applied |
Draw > Fill Mode = Changes Transparency and Depth of Texture Plane (Off, Background 50%, Background 100%, In-front of Mesh)
Transforming Objects
With Primitives you can edit their Meshes in the Tool > Initialize menu and modify the geometry of a shape before converting to a Polymesh.
W = Move - Opens up the 'Transpose' Brush (1st + 3rd Circle dragged from one end to other, use 2nd Circle to Move Mesh)
E = Scale
R = Rotate
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Pre-Initialized 'Gear' Primitive and then Transposed |
Tool > Geometry > Position = Alternative way of moving Object within Canvas space (Remembers default Coordinates)
Tool > Geometry > Size = Works the same way as the 'Position' subtool.
Subdivisions
1. 'Divide' Button used to Subdivide geometry only when already converted to a Polymesh.
2. Resolution Slider. Switch between levels of Lower/Higher Subdivisions.
3. Example of zAdd on Object.
4. zAdd applied to Object at Lvl 3 Subdivision.
5. Higher Resolution zAdd on geometry.
6. Shows a higher lvl of Subdivision, meaning any zAdd changes to geometry are of a higher poly count. Note: zAdd geometry applied at lower Subdivision levels stays a similar quality.
7. Changed back down to a lower resolution.
8. zAdd geometry still apparent but the smaller amount of polys has affected the quality.
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