Friday, August 1, 2014

Zbt3-How to create the texture map

In this tutorial, you will create a texture map and apply it to a Dog.ZTL model. The final output of the model is shown in Figure 10-1.                                            
Figure 1

The following steps are required to complete this tutorial:

a. Unwrap the model.
b. Paint on the flattened image.
c. Create a texture map and apply it to the model.
d. Save the model.

Unwrapping the Model
In this section, you will unwrap the model using the default settings of the UV Master subpalette.

1. Choose the Init ZBrush button from the Preferences palette; ZBrush is initialized to its default state.

2. Choose the Dog.ZTL file from the Tool tab of the LightBox browser by double-clicking on it. Next, drag the cursor in the canvas area; the Dog.ZTL is displayed in the canvas, refer to Figure 10-2.
Figure 2

3. Choose the Edit button in the top shelf to switch to the edit mode.

4. Dock the ZPlugin palette in the right tray. In this palette, expand the UV Master subpalette.In this subpalette, choose the Unwrap button.

5. Choose the CheckSeams button in the UV Master subpalette; the seams are displayed on the model, refer to Figure 10-3.
Figure 3

6. Choose the Flatten button in the UV Master subpalette; the flattened image of the model is displayed, as shown in Figure 10-4. For painting on the image, you need to increase its subdivisions level. To do so, press CTRL+D thrice; the flattened image is displayed, as shown in Figure 10-5.
Figure 4

Figure 5

Painting on the Flattened Image
In this section, you will paint on the surface of the flattened image.

1. Choose the Current Material button from the left shelf; a flyout is displayed. In this flyout, choose the SkinShade4 material from the Standard Materials area; the material is applied on the flattened image.

2. To view the material, choose the PolyF button in the right shelf; the flattened image is displayed, as shown in Figure 10-6.
Figure 6

3. Expand the Color palette. In this palette, choose the FillObject button to fill the image with white color.

4. Choose the PolyF button again to display the polygon edges on the flattened image.

5. Make sure the Rgb button is chosen and the Zadd button is not chosen in the top shelf. Choose the black color from the Current Color swatch. Next, paint on the surface of the image to create the patterns, as shown in Figure 10-7.

Figure 7

Creating a Texture Map and Applying it to the Model
In this section, you will create map from the flattened image and then apply it to the model.

1. Expand the Texture Map subpalette in the Tool palette. In this subpalette, choose the Create option; it will expand. Next, choose the New From Polypaint button, refer to Figure 10-8; the flattened image is displayed in the Texture Map button, refer to Figure 10-9.
Figure 8

Figure 9


2. In the Texture Map subpalette, choose the Clone Txtr button; the flattened image is cloned and is added to the Texture palette.

3. In the UV Master subpalette, choose the UnFlatten button; the 3D model of the dog is displayed in the canvas.

4. In the Texture Map subpalette, choose the Texture Map button; a flyout containing different texture images is displayed. In this flyout, choose the Dog_1_Flat texture image, refer to Figure 10-10; the texture map is applied to the model, refer to Figure 10-11.
Figure 10

Figure 11


Zbt2-How to create the head of stag deer using ZSpheres.

In this tutorial, you will create the basic shape of the head of stag deer using ZSpheres. The final output of the model is shown in Figure 5-1.                                  
Figure 1

The following steps are required to complete this tutorial:

a. Create the head and neck of the stag deer.
b. Create the antlers of the stag deer.
c. Save the model.

Creating the Head and Neck of the Stag Deer
In this section, you will create the head and neck of the stag deer using a framework of ZSpheres.

1. Choose the Current Tool button from the Tool palette; a flyout is displayed. In this flyout, choose the ZSphere primitive and create it on the canvas, as shown in Figure 5-2. Next, choose the Edit button from the top shelf. Activate the symmetry in the X-axis by pressing the X key.
Figure 2

2. Hover the cursor at the area that divides the red and maroon tones of the ZSphere and create a ZSphere at the center, as shown in Figure 5-3.
Figure 3

3. Create another ZSphere at the center of ZSphere created in Step 2, refer to Figure 5-4.
Figure 4

4. Choose the Scale button from the top shelf. Next, select the newly created ZSphere by clicking on it. Press and hold the left mouse button and drag the cursor inward to scale down the ZSphere. Now, choose the Move button from the top shelf and move the ZSphere slightly upward, refer to Figure 5-5.
Figure 5

5. Create a new ZSphere on the topmost ZSphere to create an ear, refer to Figure 5-6. As the symmetry is activated in the X axis, a ZSphere is created on the opposite side also.
Figure 6

6. Create another ZSphere on the ZSphere created in Step 5, and move it upward using the Move button, refer to Figure 5-7.
Figure 7

7. Choose the Draw button from the top shelf and insert an editable ZSphere at the center of the ear by clicking on the linked ZSphere, refer to Figure 5-8. Next, choose the Move button from the top shelf, and move the newly inserted ZSphere slightly outward, as shown in Figure 5-9.
Figure 8
Figure 9


8. Choose the Draw button from the top shelf and create a new ZSphere for the neck of the deer, refer to Figure 5-10. Next, choose the Move button from the top shelf and move the newly created ZSphere outward, as shown in Figure 5-11.
Figure 10

Figure 11

9. Choose the Draw button from the top shelf and insert an editable ZSphere in the neck by clicking on the linked ZSphere, refer to Figure 5-12. Next, choose the Scale button from the top shelf, and scale down the inserted ZSphere, as shown in Figure 5-12.
Figure 12

10. Select the bottom ZSphere of the neck and scale it up to form the shape of the neck, refer to Figure 5-13.
Figure 13

Creating the Antlers of the Stag Deer
In this section, you will create the antlers of the stag deer using ZSpheres.

1. Choose the Draw button from the top shelf and create a ZSphere on the head to form the base for the antler, refer to Figure 5-14.
Figure 14

2. Create a new ZSphere on the ZSphere created in Step 1. Next, choose the Move button  and then move the newly created ZSphere up, refer to Figure 5-15.
Figure 15

3. Choose the Draw button from the top shelf and insert new ZSpheres on the linked sphere. Choose the Move button and move the inserted ZSpheres to form the structure, as shown in Figure 5-16.
Figure 16

4. Continue inserting more ZSpheres. Move and scale the inserted ZSpheres to create the structure of the antlers, as shown in Figure 5-17.
Figure 17

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zbt1 - How to create an ice-cream cone model

In this tutorial, you will create an ice cream cone and sculpt it using different brushes. The final output of the ice cream model is shown in Figure 4-1.                      
Figure 1