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ZBrush 2020 Whats New

ZBrush 2020 introduces new features like Thumbnail View, CamView, Draw Draft Analysis, PolyPaint From Thickness, PolyPaint From Draft, Mask by Draft, Adjust Colors, Mask By PolyPaint, Sculpt & Paint Morph UV, DecoCurve Brushes, From Brush, Hatch Brushes, HistoryRecall Brush, and MoveInfiniteDepth Brush to improve productivity and creativity for digital sculpting.

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Mircea Nita
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© © All Rights Reserved
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0% found this document useful (0 votes)
245 views123 pages

ZBrush 2020 Whats New

ZBrush 2020 introduces new features like Thumbnail View, CamView, Draw Draft Analysis, PolyPaint From Thickness, PolyPaint From Draft, Mask by Draft, Adjust Colors, Mask By PolyPaint, Sculpt & Paint Morph UV, DecoCurve Brushes, From Brush, Hatch Brushes, HistoryRecall Brush, and MoveInfiniteDepth Brush to improve productivity and creativity for digital sculpting.

Uploaded by

Mircea Nita
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

®

ZBRUSH
ZBrush 2020 What’s New Guide
Welcome

Welcome to the What’s New documentation for ZBrush® 2020. While much of
ZBrush® 2020 is very similar to other previous releases, there are quite a few new fea-
tures to help make your ZBrushing even more productive and creative. We hope that the
information you find here helps you understand the differences between this release and
previous versions of ZBrush®.

This document only covers what’s new in version 2020. To learn more about the
features introduced in previous releases of ZBrush®, we invite you to read the other
ZBrush® What’s New Guides, located in your ZBrush installation’s Documentation folder.

You’re invited to visit our ZClassroom for a huge database of free high quality movies
explaining all the main features of ZBrush®. Here you will also find the Artists Spotlight,
where famous 3D Artists explain how they use ZBrush®, helping inspire you to create
like the pros.

Don’t forget to subscribe for free to our ZBrushCentral community to discover tips,
view artists’ creations, locate useful help for all things related to ZBrush® or post your
works-in-progress!

We encourage you to regularly visit our ZBrush® Blog as well as our social media
outlets where you will find all the news related to the ZBrush® universe, from the most
recent Interview to new plugins or gallery additions.

ZClassRoom Portal: http://www.pixologic.com/zclassroom/

Artist Spotlight: http://www.pixologic.com/zclassroom/artistspotlight/

ZBrushCentral: http://www.zbrushcentral.com/

ZBlog: http://www.pixologic.com/blog/

Pixologic.com: http://www.pixologic.com

Pixologic Social Media: Facebook - Google+ - Twitter - Pinterest

The Pixologic Team

© 2020 Pixologic, Inc. All rights reserved, Pixologic and the Pixologic logo, ZBrush, and the
ZBrush logo are registered trademarks of Pixologic, Inc. All other trademarks are the property of
their respective owners.
Mac OS X & Windows Version of ZBrush®

Instead of the Windows Ctrl key, the Macintosh uses the Command (Apple) Key. This
documentation will always refer to using the Ctrl key name, although it may sometimes
list both as Ctrl/Command. When the Ctrl key is mentioned anywhere in the documenta-
tion a Macintosh user will want to use the Command key instead.

The same is true for the Windows Enter key, which the Macintosh calls Return. When
seeing the Enter key mentioned anywhere in this documentation, a Mac user will want to
use the Return key instead.

The Close/Quit, Hide, Minimize and Maximize buttons are located on the top right in
Windows and at the top left on Mac OS X.

ZBrush Localization

ZBrush is available in multiple languages and will attempt to automatically set its lan-
guage to match that of your operating system, if available. You can change the language
at any time in the Preferences >> Languages sub-palette.

We are truly thankful for the efforts of our translators. For this task we decided to
enlist ZBrush users as only they can fully understand ZBrush terminology, its methods of
working and philosophy. We hope you appreciate their hard (and often tedious) work to
bring ZBrush to their languages.

If you wish to translate ZBrush for your language, please refer to the Multilanguage
section of the ZBrush User Guide and contact solomon@pixologic.com.

Thanks to:
• Chinese: Zhelong Xu
• French: Thomas Roussel
• German: Oliver Milas
• Japanese: Daisuke Narukawa with the help of Katsuhito Fukagawa and
MAATEE.
• Korean: Insun Kwon
• Spanish: Victor Marin - Invictus Designs

ZBrush 2020 Whats New Guide - version 1.00


This documentation has been written by Solomon Blair, and Thomas Roussel. Edited by Joseph Drust, and
Matthew Yetter.

For all documentation questions and inquiries, please contact us at documentation@pixologic.com.


ZBrush 2020 - About

About ZBrush® 2020

ZBrush sets the industry standard for digital sculpting. Its features enable you to use
customizable brushes to shape, texture and paint virtual clay in a real-time environment.
When you use ZBrush, you’ll be working with the same tools used by film studios, game
developers, toy/collectible makers, jewelry designers, automotive/aviation designers, il-
lustrators and artists worldwide.

ZBrush 2020 continues in the path of creativity and productivity with major new fea-
tures allowing artists to work even faster.

4
ZBrush 2020 - About

1. Thumbnail

Being able to clearly visualize a model’s thumbnail or silhouette is essential for mak-
ing refinements while designing in 3D, as well as for visualizing new shapes.
Thumbnail View is a small window located at the top left of the ZBrush canvas that
allows you to view a mirrored thumbnail image of the model with its selected colors and
materials, or to optionally use a Silhouette Mode to view the pure forms.

2. CamView

CamView creates a small 3D figure and links it with whatever model is currently in
Edit mode in the ZBrush canvas. This small figure rotates along with the model that you
are actively sculpting.
CamView makes it easy to always know where your model sits within the virtual XYZ
space. It also offers an interchangeable one-click navigation view which allows you to
switch between orthographic view states. (Front-back-left-right-top-bottom)
There are multiple default presets available to choose from. ZBrush also offers the
ability to load any model to create your own custom CamView presets.

3. Draw Draft Analysis

Draw Draft Analysis displays the draft angles of a model for mold making.
Based on a chosen “pull direction,” this feature displays whether the draft angles will
allow you to remove a model from the mold. It will identify any surfaces that might require
correction due to problematic surface angles, providing real-time analysis updates.

4. PolyPaint From Thickness

The From Thickness feature gives you the ability to evaluate the distance between
the outer and inner walls of a surface intended for 3D Printing and manufacturing. This
information is essential for identifying where corrections might be necessary in the sur-
face areas on the model before final output for manufacturing.

5. PolyPaint From Draft

PolyPaint from Draft generates color based on the draft angle captured by the cam-
era. This feature utilizes the Draw Draft Analysis system together with the ZBrush cam-
era. It generates the draft angles displayed from this Draw Draft Analysis as red and
green PolyPaint.

5
ZBrush 2020 - About

6. Mask by Draft

MaskByDraft uses the Draw Draft Analysis features to generate a mask based on
the draft angle captured by the camera.

Generating masks from draft angles offers the ability to extract negative molds for
prototyping, as well as providing other modeling and sculpting benefits.

7. Adjust Colors - PolyPaint & Texture Maps

Adjust Colors allows you to make color adjustments based on hue, intensity, con-
trast, gamma, and tint of a model’s PolyPaint assigned to the vertex points themselves,
as well as any existing texture Map from UVs.

8. Mask By PolyPaint

Mask by PolyPaint offers the ability to isolate areas for color correction by use of
eight Mask by Color channels. Having the ability to mask select PolyPaint give you flex-
ibility to protect areas based on PolyPaint colors, make 3D extractions from masks, as
well as many other sculpting and modeling techniques.

9. Sculpt & Paint Morph UV

Morph UV is a feature that morphs a 3D mesh into its flattened (2D) UV shell. While
morphed you have the option to sculpt and paint with ZAdd, ZSub, and MRGB informa-
tion. Once finished, turning Morph UV off will morph the model back into its 3D state with
all details applied.

10. DecoCurve Brushes

DecoCurve brushes simulate the effects from the classic 2.5D Deco tool, but as a
true 3D sculpting & painting brush. These brushes use Stroke >> Curve Mode functional-
ity to simulate the natural application of an alpha projection onto the surface.

11. From Brush

From Brush evaluates sculpted brush strokes on a surface and captures those de-
tails as an alpha. This system offers a highly customizable way to sculpt your own details
to repeat on other areas of the model, build alpha brush libraries and more.

6
ZBrush 2020 - About

12. Hatch Brushes

Hatch brushes offer the ability to apply sculpting strokes in a back and forth motion
without picking up your cursor, but only add or subtracting in the forward direction of the
stroke. This functionality makes it easy to apply sculpting strokes in a sketch-like fashion.
It also reduces adding or subtracting too quickly from a surface, helping give brush stroke
precision.

13. HistoryRecall Brush

The HistoryRecall brush gives you the ability to capture the depth position of a mod-
el’s sculpted details by use of the Undo History timeline, and then project those details
onto a completely different model by use of brush strokes.

14. MoveInfiniteDepth Brush

The MoveInfiniteDepth brush allows you to move the surface of the model based on
its orientation relative to the camera. Regardless of the model’s local coordinates, this
brush evaluates the camera’s view to establish the depth direction for your brush stroke
without the need for other tools such as Masking, or Gizmo3D.

15. No Back & Forth Mode

This mode allows you to apply sculpting strokes in a back and forth motion without
picking up your cursor. No matter how you move the cursor, the brush will only add or
subtract while moving in the stroke’s forward direction. This offers the ability to reduce the
amount of detail buildup or overlap that can occur while sculpting in a sketch-like fashion
and improves stroke precision.

16. Project Undo History

ZBrush remembers the sculpted and painted details within the Undo History time-
line. Project Undo History gives you the ability to go back in time to set a restore point
and project this information back into the model. With this feature you can choose any
point in the timeline to project back onto the model.

7
ZBrush 2020 - About

17. XTractor Brushes

XTractor brushes give you the ability to capture surface details into an alpha to be re-
used for further sculpting with XTractor or other brushes. Each XTractor brush type uses
a different method to capture the sculpture details, as well as using the same method to
reapply the captured surface details for quick and easy use.

18. Fade Opacity

Adjust the strength of color displayed on the model by use of the Fade Opacity slider.

Whether you have PolyPaint applied to a surface or UVs with a texture map, you
can change the visibility of those colors in order to better focus on the sculptural aspects
of the model.

19. Other Additions

Find in this section all the various other additions and changes made in ZBrush
2020.

8
ZBrush 2020- Table of Content

TABLE OF CONTENT

9
ZBrush 2020 - Table of Content

ZBRUSH 2020 WHAT’S NEW GUIDE . . . . . . . . . . 1


1. Thumbnail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2. CamView . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
3. Draw Draft Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
4. PolyPaint From Thickness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
5. PolyPaint From Draft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
6. Mask by Draft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
7. Adjust Colors - PolyPaint & Texture Maps . . . . . . . . . . . . . . . . . . . . 6
8. Mask By PolyPaint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
9. Sculpt & Paint Morph UV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
10. DecoCurve Brushes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
11. From Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
12. Hatch Brushes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
13. HistoryRecall Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
14. MoveInfiniteDepth Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
15. No Back & Forth Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
16. Project Undo History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
17. XTractor Brushes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
18. Fade Opacity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
19. Other Additions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

TABLE OF CONTENT . . . . . . . . . . . . . . . . . . . . . . 9

INSTALLATION UPGRADING & ACTIVATION . . 16


I System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
II Installation and Activation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
III Upgrading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
IV Auto Update . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
1. Auto Update In Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
V Un-installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
VI Support Registration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
VII Backward Compatibility of ZBrush Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

THUMBNAIL . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
I How Thumbnail Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

10
ZBrush 2020- Table of Content

II Thumbnail Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Thumbnail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Silhouette Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Size Slider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Magnify Slider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Export Thumbnail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Import . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
III Thumbnail Hotkeys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Thumbnail Magnify . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Import Thumbnail Background Image . . . . . . . . . . . . . . . . . . . . 28
Move/Pan Thumbnail Background Image . . . . . . . . . . . . . . . . . . 28
Scale Thumbnail Background Image . . . . . . . . . . . . . . . . . . . . . 28
Assign Document Snapshot to Thumbnail Background . . . . . . . . . 29

CAMVIEW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
I How CamView Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
II CamView Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
CamView On . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Next . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Size . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Make CamView . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
III Selecting & Storing CamView Defaults . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
IV Creating a Custom CamView . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

DRAW DRAFT ANALYSIS . . . . . . . . . . . . . . . . . . 35


I How Draw Draft Analysis Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
II Draw Draft Analysis Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Draft Angle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
SetDir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
InvDir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
III Draw Draft Analysis in Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

POLYPAINT FROM THICKNESS . . . . . . . . . . . . . 41


I How PolyPaint From Thickness Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

11
ZBrush 2020 - Table of Content

II From Thickness Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43


Quality Slider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Max Range Slider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Min Range Slider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Preferences >> Analysis (PolyPaint Color Spectrum) . . . . . . . . . . 44
III How Color Analysis S - C5 Slots are Calculated . . . . . . . . . . . . . . . . . . . . . . . . 44
IV Polypaint From Thickness in Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45

POLYPAINT FROM DRAFT . . . . . . . . . . . . . . . . . 51


I How PolyPaint From Draft Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
II PolyPaint From Draft Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Draft Angle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
SetDir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
InvDir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53

MASK BY DRAFT . . . . . . . . . . . . . . . . . . . . . . . . . 54
I How Draw Draft Masking Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
II Mask By Draft Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Draft Angle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
SetDir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
InvDir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56

ADJUST COLORS . . . . . . . . . . . . . . . . . . . . . . . . 57
I How Adjust Colors With PolyPaint Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
II How Adjust Colors With UV Texture Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
III Adjust Colors in Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
IV Adjust Colors Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Hide Colors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Hide Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Tolerance Slider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Hide Mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Inverse Mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Blur Mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Overwrite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62

12
ZBrush 2020- Table of Content

Unmask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62

MASK BY POLYPAINT . . . . . . . . . . . . . . . . . . . . . 63
I How Mask By PolyPaint Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
II Mask By PolyPaint Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Hide Colors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Hide Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Hide Mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Inverse Mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Blur Mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Overwrite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Mask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Unmask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66

SCULPT & PAINT MORPH UV . . . . . . . . . . . . . . 67


I How Sculpting & Painting to Morph UV Works . . . . . . . . . . . . . . . . . . . . . . . . 69
II Morph UV Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Morph UV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Bump Slider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70

DECO CURVE BRUSHES . . . . . . . . . . . . . . . . . . . 71


I DecoCurve Brushes & How They Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
1. DecoCurve Dots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
2. DecoCurveDragDots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74

FROM BRUSH . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
I How From Brush Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
II Strokes functions with From Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Freehand Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
DragRect Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Dots Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
DragDot Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
DragDot Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Spray Strokes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78

13
ZBrush 2020 - Table of Content

HATCH BRUSHES . . . . . . . . . . . . . . . . . . . . . . . . 79
I Hatch Brushes & How They Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
1. Hatch Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
2. HatchBackTrack Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82

HISTORY RECALL BRUSH . . . . . . . . . . . . . . . . . . 83


I How HistoryRecall Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
II History Recall Brush in Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85

MOVE INFINITE DEPTH BRUSH . . . . . . . . . . . . . 88


I MoveInfiniteDepth Brush in Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
II MoveInfiniteDepth Brush with Surface Curvature . . . . . . . . . . . . . . . . . . . . . 92

NO BACK & FORTH MODE . . . . . . . . . . . . . . . . 94


I How No Back & Forth Mode Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
II No Back & Forth in Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96

PROJECT UNDO HISTORY . . . . . . . . . . . . . . . . 99


I How Project Undo History Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
II Project Undo History in Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
III Project History/Project All Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Geometry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Farthest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106

XTRACTOR BRUSHES . . . . . . . . . . . . . . . . . . . . 107


I XTractor Brush Types & How They Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
1. From Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
2. XTractor Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
3. XTractor DragDot Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
4. XTractor DragRect Brush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
II Xtractor Brush in Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110

14
ZBrush 2020- Table of Content

III XtractorDot Brush in Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112


IV XtractorDragRect Brush in Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114

FADE OPACITY . . . . . . . . . . . . . . . . . . . . . . . . . 117


I Fade opacity in action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
II Fade opacity Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Fade Opacity Slider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Fade Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120

OTHER ADDITIONS . . . . . . . . . . . . . . . . . . . . . 121


Edit >> DeleteOlderUH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Export Options & Additional Formats . . . . . . . . . . . . . . . . . . . . 122
Infinite Depth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123

15
ZBrush 2020 - Installation and Activation

INSTALLATION
UPGRADING &
ACTIVATION

All the steps you need to install or upgrade ZBrush, as well as to leverage its activation system.

16
ZBrush 2020 - Installation and Activation

This is the useful information that you will need to know when installing and up-
grading ZBrush® on your computer. This chapter also describes the activation and de-
activation process. Understanding how the activation system works will help you avoid
difficulties should you upgrade your computer, reinstall your operating system, etc.

I System Requirements

Recommended:

• Operating System: Windows Vista or newer. Mac OS X 10.7 or newer. (32-bits


or 64-bits for either platform.)
• CPU: Pentium D or newer (or equivalent such as AMD Athlon 64 X2 or newer)
with optional multithreading or hyperthreading capabilities.
• 6 GB recommended.
• Disk Space: 750 MB for ZBrush, plus 16 GB for the scratch disk.
• Pen tablet: Wacom or Wacom compatible.
Notes:
The scratch disk may be a different drive from where ZBrush is installed.
Having ZBrush and its scratch disk running on an SSD drive will result in improved perfor-
mance.

Minimum System Requirements:

• Operating System: Windows Vista or newer. Mac OS X 10.7 or newer. (32-bits


or 64-bits for either platform.)
• CPU: P4 or AMD Opteron or Athlon64 Processor. (Must have SSE2 -- Stream-
ing SIMD Extensions 2. All CPU’s from 2006 or later support SSE2.)
• RAM: 1024 MB (2048 MB required for working with multi-million-poly models).
• Disk Space: 750 MB for ZBrush, plus 8 GB for the scratch disk.
• Monitor: 1280x1024 monitor resolution set to 32-bits or Millions of Colors.

17
ZBrush 2020 - Installation and Activation

II Installation and Activation

ZBrush installation is based on an installer application, which is similar on both Win-


dows and Mac OSX operating systems.

After downloading the ZBrush installer you can run it to be guided through the activa-
tion process.

For all the information about the process of the installation and activation, please
read the “Install_and_activate_ZBrush.pdf” located in the ZBrush documentation fold-
er or available to download at our Download Center: http://zbru.sh/docs or visit our online
documentation website; http://zbru.sh/onlinedocs

It is HIGHLY RECOMMENDED that you make a backup copy of the installer after
you have downloaded it. Download links are valid for two downloads or seven days,
whichever comes first. Our Support staff is happy to renew your download link at any
time but we also know from experience that people often need to reinstall on an evening
or weekend when there is nobody available to assist you.

Special notes for Mac users:

1. The download is a Disk Image (DMG) file which mounts to be like any other disk
on your computer. In some cases, a Finder window does not automatically open
after mounting the DMG. If that happens, you will find it within your Devices list.
Opening that will then allow you to run the installer itself.
2. Upon running the installer you may receive a message to the effect that it is from
an unknown publisher. In this case you will need to disable Gatekeeper before
you will be able to run the installer. Apple explains how to do this here: http://
support.apple.com/en-us/HT202491

18
ZBrush 2020 - Installation and Activation

III Upgrading

Depending on your current ZBrush version and what you need to upgrade to, there
are two upgrade paths available:

• Using a full installer to perform a “clean” install of a fresh new copy of ZBrush.
This does not require any earlier version to already be on your computer.
• Using an upgrader (downloaded from our Download Center or through the Auto
Upgrader system) which will duplicate your current ZBrush folder and then up-
grade the copy without affecting your current installation.

The full installer takes longer to download, but is greatly preferred. Using it avoids
any possible permissions issues. Also, if there are any problems with your current
ZBrush installation (even those you might not be aware of), an update will copy those
problems to the new installation! The full installer avoids that possibility. You will still be
able to manually copy any desired files from the old installation to the new one.

If you do wish to use the update process instead of the full installer, please read the
Auto Update chapter of this section.

19
ZBrush 2020 - Installation and Activation

IV Auto Update

ZBrush includes an Auto Update system which can check with the Pixologic® serv-
ers at your request to see if a new minor update is available.

This process is initiated manually and is voluntary. It is recommended that you run
it from time to time to see if a new update is available.

1. Auto Update In Action

The Auto Update is a separate application named ZUpgrader.exe (.app for Mac us-
ers), located at the root of your ZBrush folder.

This program can be executed by itself and when you wish to check for a new up-
date or upgrade. Make sure that ZBrush is closed, then simply double-click ZUpgrader
to run it.

An installer-like window will open. From there, simply follow the steps to check for
any available updates. The application will tell you whether or not something is available
for download.

• If no update is available, the software will automatically quit.


• If an update is available, the software will start the download. When the up-
date has finished downloading, it will be launched automatically and guide you
through the installation.

Auto Update in action.

The update installer is similar to the ZBrush full install process. Just follow the steps
to install the new components. The Auto Updater will automatically place all files in their
proper locations. When installation is finished the updater will close and you can launch
ZBrush to enjoy the new features or changes.

20
ZBrush 2020 - Installation and Activation

You will also find the update’s installer as a new program in the root of your ZBrush
folder. You can keep it for future use or simply delete it. We recommend that you keep
the most recent update and delete any older ones.

Note:
Each new update will include all items since the most recent ZBrush version release. This
means that if you’ve just installed ZBrush you will not need to download multiple updates – a
single download will be all that’s necessary to bring your installation up to date.

21
ZBrush 2020 - Installation and Activation

V Un-installation

This process completely removes ZBrush from your computer.

Un-installation process:

1. In the ZPlugin menu, choose Web Deactivation and proceed with license de-
activation as explained above. If you do not deactivate prior to un-installation,
the un-installed machine will continue to count against your serial number and
potentially prevent you from reactivating!
2. On Windows, use the Windows Control Panel uninstall utility and follow the
steps. On Mac OS X, simply move the Applications/ZBrush folder and the Us-
ers/Public/Pixologic folder to the Trash.
3. During the un-install process, depending on the Version of ZBrush you are us-
ing, the Uninstaller may ask you if you want to keep your GoZ files. Always
answer “Yes” if you are removing an older version of ZBrush after having up-
graded. If you answer “No”, GoZ won’t work anymore because most of its com-
ponents will be deleted by the un-install process.
4. After the un-installer has finished, check the location where ZBrush had been
installed. There will often be extra files which remain. You can delete those fold-
ers if you do not intend to use ZBrush on this computer again.
Note:
With the exception of GoZ and the various files in the ZBrushData shared/public folder, ZBrush
doesn’t write files outside its own directory.

22
ZBrush 2020 - Installation and Activation

VI Support Registration

It is required to have a current Support account at http://support.pixologic.


com in order to receive technical support for ZBrush. This account is free.

If your purchase was of ZBrush 4R5 or earlier, you won’t have a Support account un-
less you specifically created one yourself! Having activated an earlier version of ZBrush
is not the same as having a registered Support account. The Support system is an inde-
pendent platform. It does not use any existing log-ins that you might have for ZBrushCen-
tral, Cleverbridge or any other ZBrush-related sites.
Note:
Purchases of ZBrush 4R6 and later required having a Support account to be able to complete
the purchase or get your serial number. If your first version was ZBrush 4R6 or later, you will have
a Support account already and can skip this section.

If you have not already registered on the Support site:

1. Go to https://support.pixologic.com.
2. Click the Register icon.
3. Enter your email address and whatever password you would like to use for the
Support site. These will become your login info for the future.
4. Fill in your system information. We need this info in order to respond to your
support requests more efficiently.
5. Also provide your ZBrush 4x serial number for your copy of ZBrush. This infor-
mation identifies you as someone who has actually purchased a ZBrush license.
(If you have upgraded from an earlier version of ZBrush 4, your serial number
will remain unchanged. All versions of ZBrush 4x use the same serial number.)
6. After you submit the form you will receive a confirmation email at the address
you used to register. Follow the instructions in that email to complete your reg-
istration.

If you have already registered on the Support site:

You do not need to change any information.

At any time, you can go to https://support.pixologic.com to view your past tickets or


create a new one.

23
ZBrush 2020 - Installation and Activation

VII Backward Compatibility of ZBrush Files

ZBrush files are not backward compatible, which means that your files created with
the most recent version of ZBrush won’t be compatible with any older version.

For example, if you have a file that you’d been working on with ZBrush 2019 and
then save it using ZBrush 2020, you will no longer be able to open it in version 2019.

Different versions of ZBrush can be used together with GoZ due to the fact that its
main components have remained the same, but it’s not possible to work on the same
project between multiple versions of ZBrush at the same time. Once a file has been
created or saved in a newer version of ZBrush, it will not be able to be opened by any
earlier version.

GoZ cannot get around this restriction. It can be used to open files from earlier ver-
sions of ZBrush but it cannot be used to send files to an earlier version. The only way
to get a file into an earlier version of ZBrush than it was last saved in is through the OBJ
format.

24
ZBrush 2020 - Thumbnail

THUMBNAIL

Visualize a model’s thumbnail or silhouette in the ZBrush canvas

25
ZBrush 2020 - Thumbnail

Being able to clearly visualize a model’s thumbnail or silhouette is essential for mak-
ing refinements while designing in 3D, as well as for visualizing new shapes.

Thumbnail view is a small window located at the top left of the ZBrush canvas that
allows you to view a mirrored thumbnail image of the model with its selected colors and
materials, or to optionally use a Silhouette Mode to view the pure forms.

Thumbnail View at top left of image

Thumbnail in Silhouette Mode at top left of image

26
ZBrush 2020 - Thumbnail

I How Thumbnail Works

Draws a thumbnail window at the top left of the ZBrush canvas. This view uses the
same dimensions as the ZBrush document. As you rotate and move the model around
the canvas, the Thumbnail View model will update in real-time.

The Thumbnail View will have Silhouette Mode enabled by default. This assigns a
black silhouette to the model, with a white background. This mode’s purpose is to let you
see how the model’s overall shape reads, without any surface details getting in the way.

When Silhouette Mode is disabled, Thumbnail View will simply displays a miniature
version of the model, complete with whichever colors and materials are currently as-
signed to it, placed against a white background. This mode is especially useful for see-
ing how the model’s details read from a distance.

II Thumbnail Functions

All thumbnail settings can be found in the Preferences >> Thumbnail sub-palette.

Thumbnail
Turns Thumbnail view on or off

Silhouette Mode
Turns Silhouette Mode on or off. When Silhouette mode is off, Thumbnail View will
switch to using color and materials.

Size Slider
Controls the size of the thumbnail view.

Magnify Slider
Increases the pixel zoom in the thumbnail view.

27
ZBrush 2020 - Thumbnail

Export Thumbnail
Exports the thumbnail view.

Import
Imports an image into the background of the silhouette allowing for silhouette match-
ing to reference.

Background
Controls the background color of the view.

Note:
If you are using Silhouette Mode, click and drag the background color to pick from the color
palette. This will automatically adjust the color of the model and the background as complemen-
tary color tones.

III Thumbnail Hotkeys

Thumbnail Magnify
Shift + click + drag thumbnail window to adjust magnification.

Import Thumbnail Background Image


Click once on thumbnail view to open the texture import window. In this view an im-
age can be imported and will be assigned to the thumbnail view background.

Move/Pan Thumbnail Background Image


Move/Pan Thumbnail Background Image
Alt + drag on thumbnail background to pan/move the image.

Scale Thumbnail Background Image


Alt + drag, while holding cursor down, let go of Alt key to enter image scale mode.

28
ZBrush 2020 - Thumbnail

Assign Document Snapshot to Thumbnail Background


Ctrl + click on thumbnail view to take a snapshot of the ZBrush canvas and assign
as a background to thumbnail view.

29
ZBrush 2020 - CamView

CAMVIEW

3D camera navigation and orientation display

30
ZBrush 2020 - CamView

CamView creates a small 3D figure and links it with whatever model is currently in
Edit mode in the ZBrush canvas. This small figure rotates along with the model that you
are actively sculpting.

CamView makes it easy to always know where your model sits within the virtual XYZ
space. It also offers an interchangeable one-click navigation view which allows you to
switch between orthographic view states. (Front-back-left-right-top-bottom)

There are multiple default presets available to choose from. ZBrush offers the ability
to load any model to create your own custom CamView presets.

31
ZBrush 2020 - CamView

I How CamView Works

The CamView object that rotates along with your model is comprised of 40 images
which together create 360 degrees of rotation to associate with your active 3D model as it
rotates in XYZ space. As the model rotates in the ZBrush canvas, this feature will display
images at the nearest angle of rotation. In effect, this gives a dynamic point of reference
without the extra overhead of a true 3D model that must be drawn in tandem with what
you’re actually sculpting.

The default XYZ controllers are displayed as red, green, and blue cones. These
cones can be clicked to orient the model along each axis.

Clicking the red X axis cone once will shift to the left camera view of the model. Click-
ing a second time will shift to the right camera view of the model.

Clicking the green Y axis cone once will shift to the top camera view of the model.
Clicking a second time will shift to the bottom camera view of the model.

Clicking the blue Z axis cone will shift to the front camera view of the model. Clicking
a second time will shift to the back camera view of the model.

Note:
The default orientation of the model is based on using the front view of any model associated
with the blue Z Axis line facing towards the camera.

When creating custom CamView presets, it is important to ensure that the model faces front
along the blue Z axis line. Otherwise, the CamView XYZ cones will not display orthographic views
correctly when clicked.

32
ZBrush 2020 - CamView

II CamView Functions

CamView On
Turns CamView On or Off.

Next
Cycles through existing CamView presets.

Size
Controls the size of CamView as it is displayed in the ZBrush canvas space.

Make CamView
Creates a custom CamView from a selected ZTool.

III Selecting & Storing CamView Defaults

1. CamView presets are found in Preferences >> CamView SubPalette.


2. Click the Next button to cycle through existing default presets.
3. Adjust the Size slider as desired for visual scale.
4. Store the selected presets as default with Preferences >> Config >> Store Con-
fig. (Ctrl/Command + Shift + I)

IV Creating a Custom CamView

1. Load a ZTL of choice onto the canvas, in 3D Edit Mode.


2. Disable visibility for any SubTools that you do not wish to be included in the
custom CamView.

33
ZBrush 2020 - CamView

3. Ensure that the ZTool is oriented so that the front of the model is facing the
camera along the Z axis blue line on the floor grid.
Note:
Enable the floor grid with Shift + P to verify orientation.

4. Click Preferences >> CamView >> Make CamView. ZBrush will capture a se-
ries of 40 images, storing them as an image in the Texture palette.
5. The CamView will now be set to your model of choice.
6. To store this custom CamView as a default preset, export the selected texture
to this location:
C:\Program Files\Pixologic\ZBrush *Latest Version folder\ZStartup\CamView

MacHD/Applications/ZBrush *Latest Version folder/ZStartup/CamView

34
ZBrush 2020 - Draw Draft Analysis

DRAW DRAFT
ANALYSIS

Analyze draft angles within your model surfaces.

35
ZBrush 2020 - Draw Draft Analysis

Draw Draft Analysis displays the draft angles of a model for mold making.

Based on a chosen ‘pull direction,’ this feature displays whether the draft angles will
allow you to remove a model from the mold, and identify surfaces that may require use
of ZBrush model tools to make corrections to any problematic surface angles with real
time analysis updates.

36
ZBrush 2020 - Draw Draft Analysis

I How Draw Draft Analysis Works

When Draw Draft Analysis is turned ON, ZBrush analyzes the draft angles of the
visible SubTool and establishes a pull direction based on the current camera position.

You have the option to reposition the model by use of the camera and/or gizmo3D
and then select a new pull direction. Selecting a pull direction will lock the draft angles
into place, allowing you to then rotate the model freely so that you can look for any prob-
lematic surfaces.

An example model being viewed in Draw Draft Analysis Mode

Once the pull direction is established, the model will be viewed in 3 primary colors:
Green, Red, and Yellow.

GREEN - Good along the positive vector.


YELLOW - Good along the negative vector.
RED - Bad along either vector.

II Draw Draft Analysis Functions

Draft Angle
This slider adjusts the draft angle relative to the camera view. When the Draft Angle
slider has been adjusted, the SetDir button must be pressed to display draft angle chang-
es from the pull direction.

37
ZBrush 2020 - Draw Draft Analysis

SetDir
The set direction button updates the pull direction of the draft angle relative to the
camera.

InvDir
The inverse direction button reverses the current pull direction/draft angle.

III Draw Draft Analysis in Action

This example demonstrates a coin that will be output to generate a mold from its
surface. Using Draft Analysis, follow these steps to identify any problematic angles that
require correction before output.

1. Rotate and position the model in top orthographic view using LMB/RMB camera
navigation. (*Press the Shift key while rotating to lock to orthographic top view
of the coin.)
2. Turn on Transform >> Draw Draft Analysis. ZBrush will capture the “pull direc-
tion” based on this orthographic camera position.
Note:
ZBrush will disable Perspective Mode if previously enabled.

From this pull direction, the coin mold separation line will exist at the center of the top and
bottom halves

38
ZBrush 2020 - Draw Draft Analysis

Step 1 & 2 examples

3. Viewing in Draw Draft Analysis mode, make corrections to any red areas on the
surfaces before final output.

Step 3 example
Notes:
Use sculpting brushes such as the Move brush to pull these surfaces down to an angle more
suitable for removing from a mold.

Disable Draw Draft Analysis to view the mesh surface to apply a mask to areas for modifica-
tion. Invert the mask, and re-enable Draw Draft Analysis to view draft angle changes

Invert the mask, and re-enable Draw Draft Analysis to view angle changes being made in
real-time

39
ZBrush 2020 - Draw Draft Analysis

4. Clear the mask and DynaMesh to weld all surfaces together.

Step 4 example

40
ZBrush 2020 - Polypaint From Thickness

POLYPAINT FROM
THICKNESS

Evaluate distance between the outer and inner walls of a surface intended for 3D Printing and
manufacturing

41
ZBrush 2020 - Polypaint From Thickness

The From Thickness feature gives you the ability to evaluate the distance between
the outer and inner walls of a surface intended for 3D Printing and manufacturing. This
information is essential for identifying where corrections might be necessary in the sur-
face areas on the model before final output for manufacturing.

Example of a model with PolyPaint from Thickness applied

42
ZBrush 2020 - Polypaint From Thickness

I How PolyPaint From Thickness Works

When evaluating safe distances for meshes with wall thickness, ZBrush uses sliders
and parameters to process the inner and outer shell surface distances. It then applies
PolyPaint across a spectrum of 7 colors, displaying a distance range from the desired
minimum to maximum distance values.

II From Thickness Functions

Note:
By default, the Min & Max Range slider values is an internal number that does not indicate
any specific system of measurement. To assign a system of measurement to these units the scene
will need to be pre-scaled and imported into ZBrush using the Scale Master plugin. Alternatively,
you can use the Scale Master plugin to Set Scene Scale directly in ZBrush. (See the PolyPaint
from Thickness in Action section, below.) .

Quality Slider
Controls the number of rays cast from each polygon when evaluating the faces
around it.

Setting this to higher values directly controls how accurately the PolyPaint analysis
colors will be displayed on the surface.

The higher the number of rays cast, the more accurately the PolyPaint colors will
represent the wall thicknesses based on the Minimum Range and Maximum Range fac-
tor settings. Of course, this increased accuracy will come at the cost of longer computa-
tion times.

43
ZBrush 2020 - Polypaint From Thickness

Max Range Slider


Sets the desired maximum distance factor for wall thickness between the inner and
outer shells.

This slider directly controls the gradients of color analysis PolyPaint (7 total) dis-
played on the model. Having a higher range between Max Range and Min Range will
display more analysis colors for more accurate representation of surface distances be-
tween the minimum and maximum range factors.

Min Range Slider


Sets the desired minimum distance factor for wall thickness between the inner and
outer shells.

Preferences >> Analysis (PolyPaint Color Spectrum)


These color patches allow you to set the 7 colors that will be used when displaying
the spectrum on the mesh, based on the Minimum and Maximum Range settings.

III How Color Analysis S - C5 Slots are Calculated

1. Minimum Range x Maximum Range = Range Threshold.


2. Range Threshold / 6 = Incremental Slot Amounts (Slots S – C5).

*Slot E is reserved for any surfaces that exceed the maximum range factor.

The colors listed below for each slot are the defaults.

S (Red) – Below the Minimum Range distance factor and therefore considered to be
an unsafe thickness.

C1 (Pink) – The Minimum Range value.

C2 (Yellow) - 1 increment of distance beyond Minimum Range.

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ZBrush 2020 - Polypaint From Thickness

C3 (Green) - 2 increments of distance beyond Minimum Range.

C4 (Light Blue) - 3 increments of distance beyond Minimum Range.

C5 (Purple) - 4 increments of distance beyond Minimum Range.

E (Blue) - Exceeds the Maximum Range factor and therefore considered to be a safe
wall distance (but only when Minimum Range is the primary factor).

Note:
When Minimum Range for wall thickness is considered the primary factor for adjustments;
Red areas will need additive sculpting or adjustments in order to exceed the Minimum Range
distance from the inner wall.

When Minimum and Maximum Range for wall thickness are both considered as primary fac-
tors for adjustments, Red and Blue areas will need additive or subtractive sculpting/adjustments to
meet the safe distances for Minimum and Maximum Range.

IV Polypaint From Thickness in Action

Begin by creating a mesh that has wall thickness and pre scale a scene with Scale
Master Plugin to complete the full procedure for using PolyPaint from Thickness.

1. Open Lightbox\Projects\DemoAnimeHead.ZPR.
2. Select IMM Primitives Brush to begin creating a shell for the DemoAnimeHead.

3. Select Insert Sphere from the IMM brush menu, and disable symmetry.
4. Alt+Drag onto the mesh head to apply a subtractive action.

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ZBrush 2020 - Polypaint From Thickness

5. Turn on Gizmo 3D, then completely move the inserted sphere outside of the
head mesh.

6. Ctrl + drag outside the mesh once to clear the mask.


7. Set the Geometry >> DynaMesh >> Thickness value, then click Create Shell.

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ZBrush 2020 - Polypaint From Thickness

8. Set Scene Scale with Scale Master Plugin by clicking ZPlugin >> Scale Master
>> Set Scene Scale.

Note:
For this example, we will configure the head to be 127mm tall (5 in).

9. Choose 1.42 x 2.00 x 1.46 in.

10. Scale Master >> Set Y axis value to 5. Click enter.

47
ZBrush 2020 - Polypaint From Thickness

11. Click the Resize Subtool button. This will now update the scale of the model.

Note:
Skip steps 12 & 13 if you do not wish to update the scene factors to Millimeters.

12. Click Set Scene Scale again.


13. Choose 90.43 x 127 x 92.46 mm

Note:
Applying steps 12 & 13 will allow you to associate the PolyPaint from Thickness slider values
to desired units of measurement.

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ZBrush 2020 - Polypaint From Thickness

14. In the Tool >> PolyPaint sub-palette, set Min Range to 1 and Max Range to 5.

Note:
These values will be calculated in inches or millimeters if you’ve applied steps 12 & 13.

15. Click From Thickness.

From Thickness results

16. When examining the mesh at this point, all red surfaces will need to be modi-
fied as they are below the minimum wall distance and therefore too thin for safe
printing.
PolyPaint Analysis Colors at current scale factors:

S (Red) – below 1 mm wall distance

C1 (Pink) – 1 mm wall distance

C2 (Yellow) – 2 mm wall distance

C3 (Green) – 3 mm wall distance

C4 (Light Blue) – 4 mm wall distance

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ZBrush 2020 - Polypaint From Thickness

C5 (Purple) – 5 mm wall distance

E (Blue) - Exceeds 5 mm wall distance

Note:
Try using the Inflate or ClayBuildup Brushes to adjust the thickness. Be sure to turn on the
Backface Masking option to protect the inner wall surfaces.

17. Click ‘From Thickness’ again to re-calculate the changes made to outer wall
thickness.

50
ZBrush 2020 - Polypaint From Draft

POLYPAINT FROM
DRAFT

PolyPaint from Draft generates color based on the draft angle captured by the camera

51
ZBrush 2020 - Polypaint From Draft

PolyPaint from Draft generates color based on the draft angle captured by the cam-
era. This feature utilizes the Draw Draft Analysis system together with the ZBrush cam-
era. It generates the draft angles displayed from this Draw Draft Analysis as red and
green PolyPaint.

For more information on Draw Draft Analysis, search for it at docs.pixologic.com


and in the ZBrush Documentation Guide PDF found within the ZBrush installation folder.

Example of a model with PolyPaint From Draft applied

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ZBrush 2020 - Polypaint From Draft

I How PolyPaint From Draft Works

This button captures the draft angle of a mesh based on its position as viewed by the
camera. Once the model has been positioned so that the desired pull direction faces the
camera, click Tool >> Masking >> MaskByDraft to generate the PolyPaint.

PolyPaint from Draft colors the model with pure red (R 255 G 0 B 0) and pure green
(R 0 G 255 B 0).

Once the draft angle is captured and PolyPaint is applied, this will store and lock the
pull direction of the draft. The SetDirection can be changed by clicking Tool >> Masking
>> SetDir. Once a new pull direction is established, this requires clicking the PolyPaint
from Draft button to update.

The Draft angle can be adjusted in the Tool >> Masking sub-palette settings. After
PolyPaint From Draft has been clicked, making adjustments to the draft angle slider re-
quires clicking PolyPaint From Draft again to update.

II PolyPaint From Draft Functions

Draft Angle
This slider adjusts the draft angle relative to the camera view before capturing mask.

SetDir
This button updates the pull direction of the draft angle relative to the camera. After
using this function, the PolyPaint from Draft button must be clicked again to update the
PolyPaint.

InvDir
Reverses the current pull direction of the draft angle. After using this function, the
PolyPaint from Draft button must be clicked again to update the PolyPaint.

53
ZBrush 2020 - Mask By Draft

MASK BY DRAFT

Generate a mask based on draft angles

54
ZBrush 2020 - Mask By Draft

MaskByDraft uses the Draw Draft Analysis features to generate a mask based on
the draft angle captured by the camera.

Generating masks from draft angles offers the ability to extract negative molds for
prototyping, as well as providing other modeling and sculpting benefits.

For more information on Draw Draft Analysis, search for it at docs.pixologic.com or


in the ZBrush Documentation Guide PDF found within the ZBrush installation folder.

55
ZBrush 2020 - Mask By Draft

I How Draw Draft Masking Works

MaskByDraft captures the draft angle of a mesh based on its position as viewed by
the camera. Once the model is oriented so that the desired pull direction is facing the
camera, click Tool >> Masking >> MaskByDraft to capture a mask. The Draft angle can
be adjusted in the Masking palette settings.

Once MaskByDraft has been applied it will store the SetDirection of the draft. The
SetDirection can be reset by clicking Tool >> Masking >> SetDir

II Mask By Draft Functions

Draft Angle
This slider adjusts the draft angle relative to the camera view before capturing the
mask.

SetDir
This button updates the pull direction of the draft angle relative to the camera. After
using this function the MaskByDraft button must be pressed again to update the mask.

InvDir
This button reverses the current pull direction/draft angle. After using this function
the MaskByDraft button must be pressed again to update the mask.

56
ZBrush 2020 - Adjust Colors

ADJUST COLORS

Adjust colors for PolyPaint and texture maps with sliders

57
ZBrush 2020 - Adjust Colors

Adjust Colors allows you to make color adjustments based on hue, intensity, con-
trast, gamma, and tint of a model’s PolyPaint assigned to the vertex points themselves,
as well as any existing texture Map from UVs.

Adjust Colors gives you the ability to isolate areas for color correction by use of eight
Mask by Color channels, giving you the flexibility to make color corrections to specific
selections while protecting others.

Whether working with a texture map or PolyPaint, Adjust Color makes color correc-
tion easy without the need to resort to an outside application.

Example of a model colors adjusted with Adjust Color sliders

58
ZBrush 2020 - Adjust Colors

I How Adjust Colors With PolyPaint Works

For models with PolyPaint, clicking Adjust Colors opens a preview window that pro-
vides the tools to apply a total of eight mask selection channels. These allow you to
isolate areas on the model for color adjustments. Alternatively, you can make global
PolyPaint adjustments by use of the color adjustment sliders.

Inside the window, clicking and dragging on the adjustment sliders will make instant
changes to any unmasked sections of PolyPaint.

When there is a need to apply PolyPaint adjustments to specific areas on a model,


the eight mask selection channels allow you to select specific colors within the model’s
PolyPaint for isolation before making adjustments with the sliders.

Mask by color selection channels work with a click and drag system. Dragging from
a mask channel’s color patch to a PolyPaint color within the preview of the model will
isolate the paint with a mask, allowing for color adjustments to these specific selections.
Mask channels can also be combined to protect or show multiple colors for adjustments.

Adjust Colors mask channels use a Tolerance slider that controls the how closely a
point’s color must match the selected value in order to be included in the masking effect.
Note:
Tool >> PolyPaint >> Adjust Colors
Texture >> Adjust Colors

Deleting the last SubTool within a folder will automatically delete the (now empty) folder.

If no PolyPaint exists or no PolyPaint is visible by use of PolyPaint >> Colorize, the Adjust

Colors button is grayed out and unavailable for use.

II How Adjust Colors With UV Texture Works

In order for Adjust Color to work on a texture, that texture must first be located in the
Texture palette. This means that when working on a model that has a texture assigned in
Tool >> Texture Map, it must first be copied to the Texture palette by cloning it using Tool
>> Texture Map >> Clone. Once the texture map resides in the Texture palette it must
then be selected prior to using the Adjust Colors feature.

Clicking Adjust Colors opens a preview window which gives you the ability to make
global adjustments to the texture’s colors via sliders. You can also isolate specific colors
for adjustment via a total of eight mask selection channels.

Inside the Adjust Colors window, clicking and dragging on the adjustment sliders (ex-

59
ZBrush 2020 - Adjust Colors

plained below) will make changes to any unmasked sections of the texture map’s colors.
When there is a need to apply color adjustments to specific areas within a texture,
the eight mask selection channels allow you to select colors from the texture map. These
selections will isolate the selected colors before making adjustments with the sliders.

Mask by color selection channels work with a click and drag system. Dragging from
a mask channel’s color patch to a color in the texture map will isolate that color with a
mask, restricting color adjustments to these specific selections. Mask channels can be
combined to protect or show multiple colors for adjustments.

Note:
If no texture map is selected, the Adjust Colors button is unavailable for selection.

If you wish to undo changes adjustments that you have just made, click OK to accept the
changes, then Undo (Ctrl+Z) to revert them. Now click Adjust Colors again to start over.

III Adjust Colors in Action

1. Click Lightbox >> Projects >> Demo Projects >> Load Kotelnikoff_Earthquake.
ZPR.
2. Select the Earthquake_82_optim body SubTool.
3. Click Tool >> PolyPaint >> Adjust Colors.
4. Click and drag from the first mask color selection box to the blue PolyPaint on
the arm to apply a mask.

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ZBrush 2020 - Adjust Colors

5. Adjust the HSV Hue slider to change the color, or any other slider adjustments
as desired.
6. Click OK to finalize the change.

IV Adjust Colors Functions

Hide Colors
Hides all PolyPaint on the model and displays only material properties.

Hide Materials
Hides material properties on the model and displays only unshaded PolyPaint.

Tolerance Slider
Controls the tolerance factor of the color selected in the mask channel. Increasing or
decreasing tolerance will specify how closely a color must match that shown in the color
patch in order to be included in the selection.

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ZBrush 2020 - Adjust Colors

Hide Mask
Hides the mask selections chosen from the color selection channels.

Inverse Mask
Reverses the mask selections chosen from the color selection channels.

Blur Mask
Blurs the mask selections chosen from the color selection channels. The maximum
blur setting is 25.

Overwrite
When this option is enabled, choosing a new color selection will overwrite any previ-
ously existing masks.

Mask
When this option is enabled, new masks generated by your color selection will be
combined with (added to) any existing masks.

Unmask
When this option is enabled while a previously existing mask is visible, any areas
chosen by color selection channels will be subtracted from the mask.

62
ZBrush 2020 - Mask By PolyPaint

MASK BY POLYPAINT

Apply mask selections to PolyPaint colors

63
ZBrush 2020 - Mask By PolyPaint

Mask by PolyPaint offers the ability to isolate areas for color correction by use of
eight Mask by Color channels.

Having the ability to mask select PolyPaint give you flexibility to protect areas based
on PolyPaint colors, make 3D extractions from masks, as well as many other sculpting
and modeling techniques.

64
ZBrush 2020 - Mask By PolyPaint

I How Mask By PolyPaint Works

Clicking the button opens a window giving you the ability to select colors using eight
mask selection channels.

Inside the preview window, navigation around the 3D model uses default ZBrush
canvas navigation. It also offers navigation buttons for re-center, frame, zoom and move.

The mask channels work with a click and drag system. Dragging from a mask chan-
nel color patch to a PolyPaint color within the preview will isolate the paint with a mask,
allowing for color adjustment to these specific selections. Mask channels can be com-
bined to protect or show multiple colors for adjustments.

Each mask channel also uses a tolerance slider that controls the bleed amount of
the mask relative to the selected color.

Note:
If the current SubTool does not have visible PolyPaint, the Mask By PolyPaint button will be
vunavailable for selection.

II Mask By PolyPaint Functions

The first three functions below have to do with creating folders or the information
displayed on a folder. The remaining functions are specific to the SubTool Folder Actions
menu. They refer to the specific actions found when clicking on any folder’s Gear icon.

Hide Colors
Hides all PolyPaint on the model and displays only material properties.

Hide Materials
Hides material properties on the model and displays only unshaded PolyPaint color.

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ZBrush 2020 - Mask By PolyPaint

Hide Mask
Hides the mask selections generated by the color selection channels.

Inverse Mask
Inverts the mask selections generated by the color selection channels.

Blur Mask
Blurs the mask selections generated from the color selection channels. The maxi-
mum value is 25.

Overwrite
When this option is enabled, choosing color selections will overwrite any previously
existing masks.

Mask
When this option is enabled, any previously existing masks will be retained and any
new masking generated by choosing color selections will be added to the existing mask.

Unmask
When this option is enabled and a previously existing mask is visible, any areas
chosen by color selection channels will be unmasked.

66
ZBrush 2020 - Sculpt & Paint Morph UV

SCULPT & PAINT


MORPH UV

Sculpt & PolyPaint to Morphed UVs

67
ZBrush 2020 - Sculpt & Paint Morph UV

Morph UV is a feature that morphs a 3D mesh into its flattened (2D) UV shell. While
morphed you have the option to sculpt and paint with ZAdd, ZSub, and MRGB informa-
tion. Once finished, turning Morph UV off will morph the model back into its 3D state with
all details applied.
Morphing a 3D mesh into a 2D object offers many benefits in situations that are
difficult or impossible in the 3D state. For example, you have the ability to apply longer
brush strokes across tight corners or overlapping geometry.

68
ZBrush 2020 - Sculpt & Paint Morph UV

I How Sculpting & Painting to Morph UV Works

Once a 3D mesh has UVs, clicking the Morph UV button will flatten the mesh down
to a 2D state based on the mapping. In this state the flattened surface can be sculpted or
painted just like you would the 3D mesh. The mode supports ZAdd, ZSub, and MRGB
information. You can use sculpting brushes, Surface Noise, SpotLight, and more.

Nearly all brush types will function on a mesh in Morph UV state. However, if a mesh
has subdivisions when Morph UV is turned on any brush type that cannot function on a
subdivided surface is excluded from use.

Note:
In the Morph UV flatten state, the topology of the surface must remain consistent with the
3D mesh. This means that all ZBrush functionality that affects the vertex order or mesh topology
cannot be used.

Smoothing Brushes do not work in the Morph UV flattened state.

This example shows a 3D jacket on the left, with a single UV shell. Once Morph UV was activated
to flatten the mesh as shown on the right, a Stitch brush was used across the underarm of the
jacket. Since that region has overlapping geometry, it would have been difficult to make the same
stroke in the model’s 3D state.

69
ZBrush 2020 - Sculpt & Paint Morph UV

When Morph UV is turned off to revert the model to its 3D state, the brush stroke is applied. As
you can see, one continuous stroke was therefore able to travel from the waist to the cuff, suc-
cessfully allowing the stroke to travel through the overlapping geometry

II Morph UV Functions

Morph UV
Flattens the 3D mesh into its 2D UV shell state. If the mesh doesn’t have UVs, this
option is disabled.

Bump Slider
Controls the visual bump of the sculpted surface of the 3D mesh, as displayed on the
2D flattened UV shells when clicking Morph UV.

Note:
Increasing this slider value increases the time taken to Morph UV from a 3D mesh into the
flattened 2D shell.

70
ZBrush 2020 - DecoCurve Brushes

DECO CURVE BRUSHES

3D DecoCurve Brushes with Alpha

71
ZBrush 2020 - DecoCurve Brushes

DecoCurve brushes simulate the effects from the classic 2.5D Deco tool, but as a
true 3D sculpting & painting brush. These brushes use Stroke >> Curve Mode functional-
ity to simulate the natural application of an alpha projection onto the surface.

72
ZBrush 2020 - DecoCurve Brushes

I DecoCurve Brushes & How They Work

ZBrush offers two types of DecoCurve brushes: DecoCurveDots and DecoCurve-


DragDots. Each of these brushes uses a different Stroke type to affect how the alpha is
projected onto the surface.

1. DecoCurve Dots

This brush type uses the CurveStep, Bend, and Snap options found in Stroke >>
Curve >> Curve Mode. It also utilizes the Dots stroke type. It functions by projecting the
selected alpha along the curve path.

This brush has the arrow alpha selected by default. Since this brush uses the Dots
stroke, the alpha will be repeatedly drawn along the curve path. The result will be a softer
projection with less definition of the alpha’s original shape. In effect, this brush uses the
alpha to create a nearly seamless repeated alpha texture.

While dragging the curve start and end points, the alpha will leave a trail of sculpted
details along its path. You can continue dragging the curve along a new path for further
additions or subtractions.

As you continue to drag the curve line for sculpting, you have the option to change
the selected alpha for different projection effects.

Note:
When using alphas for projection, DecoCurveDots will only project the alpha within the start
and end points of the curve. Dragging the curve will continue to use the curve line distance for
further refinement.

Adjustments made to Stroke >> Lazy Mouse settings effect how this brush type operates.

73
ZBrush 2020 - DecoCurve Brushes

2. DecoCurveDragDots

This brush type uses the CurveStep, Bend, and Snap options found in the Stroke >>
Curve >> Curve Mode sub-palette. It also utilizes the DragDots stroke type. It functions
by projecting the alpha along a curve line path.

By default, this brush has the arrow alpha selected. After drawing a curve line on the
surface of the model, clicking and dragging the ends of the curve line will begin the pro-
jection of a single instance of the alpha along the curve line while also moving it along the
mesh surface. This brush curve can be modified further with adjustments to the Stroke
>> Curve Mode options.

As this this brush utilizes the DragDots stroke type, the single instance of the alpha
shape is drawn as the alpha image sits from bottom to top, along the curve line path from
start to finish

While a single curve line is drawn with an alpha projected along the curve, you have
the option to change the selected alpha. Dragging the curve will update the projection of
the alpha on the surface for a different effect.

Note:
Once the alpha has been changed, you must click and drag the curve start and end points to
see a visible change in the alpha projection.

Adjustments made to the Stroke >> Lazy Mouse settings effect how this brush operates

74
ZBrush 2020 - From Brush

FROM BRUSH

Captures alphas and textures from sculpted and painted details

75
ZBrush 2020 - From Brush

From Brush evaluates sculpted and painted surface details, and captures those de-
tails as an alpha and texture.

This system offers a highly customizable way to sculpt your own details to repeat on
other areas of the model, build alpha brush libraries and more.

76
ZBrush 2020 - From Brush

I How From Brush Works

From Brush looks at the ZAdd and ZSub sculpture details on a surface and provides
a capture tool to draw over the details, converting them into an alpha.

The From Brush button is found in the Alpha palette. The Hotkey for From Brush is
the G key. Activating From Brush mode will display a blue circle instead of your usual
red cursor, indicating that ZBrush is ready to capture an alpha from a sculpted surface.

The From Brush blue circle capture tool utilizes the selected Stroke type for capture.

When using From Brush, the generated alpha will be assigned to whichever sculpt-
ing brush is selected at the time. It can also be assigned to any sculpting brush, and
customizations can be made to the brush for refinements to how the alpha will be used
for sculpting on the surface.

If PolyPaint exists on the model, turning on RGB channel allows From Brush to gen-
erate an alpha and a texture from the captured surface.
Note:
To use a captured alpha and texture for application with a brush, you must turn off the A but-
ton, found next to the MRGB button.

The From Brush feature is utilized by default in the XTractor brushes found in the Brush pal-
ette. For more information on utilizing From Brush in action, search for XTractor Brushes in docs.
pixologic.com or the Documentation Guide PDF found in the ZBrush installation folder.

II Strokes functions with From Brush

Note:
For all stroke types, the draw size as indicated by the blue circle must fully encompass the
sculpted detail before you begin your stroke in order to ensure successful alpha capture

Freehand Stroke
This stroke captures the sculpted details by dragging your cursor across the sculpt-
ed surface.

77
ZBrush 2020 - From Brush

DragRect Stroke
This stroke captures the sculpted details by dragging your cursor from the center of
the sculpted details outward to fully encompass the desired area for alpha conversion.

Dots Stroke
This stroke captures the sculpted details by dragging your cursor across the sculpt-
ed surface for alpha conversion.

DragDot Stroke
This stroke captures the sculpted details by clicking and slightly dragging your cursor
to the desired center of the sculpted surface for alpha conversion.

DragDot Stroke
This stroke captures the sculpted details by clicking and slightly dragging your cursor
to the desired center of the sculpted surface for alpha conversion.

Spray Strokes
These strokes capture the sculpted details by dragging your cursor across the
sculpted surface for alpha conversion.

78
ZBrush 2020 - Hatch Brushes

HATCH BRUSHES

Sculpt back and forth in a single stroke for precision

79
ZBrush 2020 - Hatch Brushes

Hatch brushes offer the ability to apply sculpting strokes in a back and forth motion
without picking up your cursor, but only add or subtracting in the forward direction of the
stroke. This functionality makes it easy to apply sculpting strokes in a sketch-like fashion.
It also reduces adding or subtracting too quickly from a surface, helping give brush stroke
precision.

80
ZBrush 2020 - Hatch Brushes

I Hatch Brushes & How They Work

All Hatch brushes use the Stroke >> Modifiers >> No Back&Forth mode. To learn
more about No Back&Forth mode, search for it at docs.pixologic.com or in the ZBrush
Documentation Guide PDF found in the root ZBrush folder.

There two of these brush types > Hatch Brush, and HatchBackTrack Brush.

1. Hatch Brush

The start of your brush stroke establishes its direction. The initial direction of move-
ment is the forward progression.

While applying strokes in a back and forth motion without picking up your cursor,
the stroke can only add or subtract in the forward direction established by the first part
of the stroke.

81
ZBrush 2020 - Hatch Brushes

2. HatchBackTrack Brush

This brush utilizes No Back&Forth mode along with Stroke >> Lazy Mouse >> Back-
track. This creates a ramp effect in the sculpted details.

The start of your brush stroke establishes its direction. The initial direction of move-
ment is the forward progression. While moving the cursor in a back and forth motion
without picking it up, the stroke can only add or subtract in the forward progress direction
established at the beginning of the stroke, while still applying the Backtrack ramp effect

82
ZBrush 2020 - History Recall Brush

HISTORY RECALL
BRUSH

Project sculpted and painted details from one model to another by hand

83
ZBrush 2020 - History Recall Brush

The HistoryRecall brush gives you the ability to capture the depth position of a mod-
el’s sculpted details by use of the Undo History timeline, and then project those details
onto a completely different model by use of brush strokes.

HistoryRecall does not require the models to have the same topology or vertex
count. It serves as a way to re-project sculpture details between models, as well as to
sculpturally project details by hand rather than via the SubTool >> Project options

84
ZBrush 2020 - History Recall Brush

I How HistoryRecall Works

HistoryRecall allows you to take one model’s position in 3D space and store it in the
Undo History slider. Once the position is stored, you can take the HistoryRecall brush
and apply that stored state to another mesh, projecting the details onto the other model.

If both models do not exist in the same 3D space, the projection will be flawed. This
feature requires both model surfaces to exist close together in 3D space for a successful
projection.

II History Recall Brush in Action

1. In this example we started with a sculpted model face and the same model du-
plicated, dynameshed, and all facial form details smoothed out.
Note:
The two models have different topology.

As they are both similar forms and exist in the same space, the HistoryRecall projection will
be able to capture and apply details from the original model onto the new mode.

85
ZBrush 2020 - History Recall Brush

2. With the sculpted face model, select the HistoryRecall brush

3. In the Undo History timeline >> ctrl + click on the most recent orange hash mark
for the model

86
ZBrush 2020 - History Recall Brush

4. Select the new model and begin to sculpt on the surface.

87
ZBrush 2020 - Move Infinite Depth Brush

MOVE INFINITE DEPTH


BRUSH
Move surfaces of the model based on its depth orientation relative to the camera

88
ZBrush 2020 - Move Infinite Depth Brush

The MoveInfiniteDepth brush allows you to move the surface of the model based on
its orientation relative to the camera. Regardless of the model’s local coordinates, this
brush evaluates the camera’s view to establish the depth direction for your brush stroke
without the need for other tools such as Masking, or Gizmo3D.

With other brushes, the cursor is represented by a circle but in fact has a spherical
area of effect. With MoveInfiniteDepth the cursor is instead effectively a cylinder that
starts at the cursor circle and extends away from the camera to infinity*.

89
ZBrush 2020 - Move Infinite Depth Brush

I MoveInfiniteDepth Brush in Action

The MoveInfiniteDepth brush utilizes a brush modifier called Infinite Depth. Infinite
Depth can be found in Brush >> Depth. For more information on Infinite Depth and how
it works, search in docs.pixologic.com.

1. Adjust the camera position of the model in the desired direction to allow adjust-
ments along the depth axis of the camera.

*This example shows a cube aligned in orthographic front camera view for adjustments.

2. Select Brush >> MoveInfiniteDepth.

3. With a mid-range Draw Size, click and drag from the edge of the cube sides
and pull away from the cube center. All points behind the cursor’s circle will be
moved, no matter how far away they are.

90
ZBrush 2020 - Move Infinite Depth Brush

4. Rotate the camera around the model to view the MoveInfiniteDepth changes
on the surface.

5. Continue rotating the model to other angles for brush applications. In this ex-
ample, making a rotation adjustment to view the side orthographic view.

6. Continue rotating the model to other angles for brush applications. In this ex-
ample, making a rotation adjustment to view the side orthographic view.

Note:
This brush reacts based on the consistency of the surface curvature along the depth direc-
tion. When applying this brush to surfaces that have curvature, the brush will react differently
depending on how many vertex points are caught within its area of influence. In other words, the
curvature of the surface affects the results.

91
ZBrush 2020 - Move Infinite Depth Brush

II MoveInfiniteDepth Brush with Surface Curvature

This brush reacts based on the consistency of the surface curvature along the depth
direction. When applying this brush to surfaces that have curvature, the brush will react
differently depending on how many vertex points are caught within its area of influence.
In other words, the curvature of the surface affects the results.

Top of the head has curvature when viewing from top orthographic view.

Top of the head has curvature when viewing from top orthographic view.

92
ZBrush 2020 - Move Infinite Depth Brush

The brush stroke reacts to the surface curvature when applied to the depth of the front orthograph-
ic view and so is different when compared to the cube example.

93
ZBrush 2020 - No Back & Forth Mode

NO BACK & FORTH


MODE

Will only add or subtract while moving in the stroke’s forward direction.

94
ZBrush 2020 - No Back & Forth Mode

This mode allows you to apply sculpting strokes in a back and forth motion without
picking up your cursor. No matter how you move the cursor, the brush will only add or
subtract while moving in the stroke’s forward direction. This offers the ability to reduce the
amount of detail buildup or overlap that can occur while sculpting in a sketch-like fashion
and improves stroke precision.

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ZBrush 2020 - No Back & Forth Mode

I How No Back & Forth Mode Works

This sculpting mode is automatically enabled for the HatchBrush and HatchBack-
track Brush. However, it can be applied to any 3D sculpting brush.

The initial movement of your brush stroke establishes the forward direction for No
Back&Forth mode. Once this forward direction has been established, reversing your cur-
sor direction will not influence the mesh at all. ZBrush will not allow the sculpting brush
to apply any additive or subtractive details.

II No Back & Forth in Action

1. In LightBox select DynaMesh_Sphere_128.ZPR from the Projects tab.


2. Select the ClayTubes brush.

3. Select the ClayTubes brush.

The back and forth motion of the sculpting stroke creates a connected overlapping surface while
applying as a single stroke path.

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ZBrush 2020 - No Back & Forth Mode

4. Press Ctrl+Z to undo the brush stroke.


5. Click Stroke >> Modifiers >> No Back&Forth.

6. Click Stroke >> Modifiers >> No Back&Forth.

With No Back&Forth enabled the back and forth motion of the sculpting stroke can only add or
subtract in the forward progress direction established by the stroke’s initial movement. In the im-
age on the right, the hash mark lines depict the stroke traveling in the reverse direction of where
the stroke began. As a result, those portions of the stroke cannot apply sculpture details.

7. Press Ctrl + Z to undo the previous stroke.


8. Click Stroke >> Modifiers >> No Back&Forth to turn it off again.

9. Select the ClayBuildup brush.

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ZBrush 2020 - No Back & Forth Mode

10. Apply a 3 step brush stroke in back and forth motion across the same start to
finish path without picking up the cursor.

The ClayBuildup brush uses Brush >> Samples >> Buildup mode, which adds or subtracts sculp-
ture detail as you repeatedly drag a cursor line over the same path, creating a natural buildup
effect as you move back and forth.

11. Turn on Stroke >> Modifiers >> No Back&Forth.


12. Next to the existing stroke, apply the same 3 step brush stroke in a back and
forth motion across the same start-to-finish path, without picking up the cursor.

The stroke applied with No Back&Forth will have less buildup above the sphere surface because
the No Back&Forth only allows sculpting additions in the stroke’s forward direction. (Between 0-1,
and 2-3.)

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ZBrush 2020 - Project Undo History

PROJECT UNDO
HISTORY

Go back in time to set a restore point and project this information back into the model

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ZBrush 2020 - Project Undo History

ZBrush remembers the sculpted and painted details within the Undo History time-
line. Project Undo History gives you the ability to go back in time to set a restore point
and project this information back into the model. With this feature you can choose any
point in the timeline to project back onto the model.

While making design changes for a project, this feature makes it incredibly easy to
restore previous iterations of your design without the need to resculpt or repaint.

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ZBrush 2020 - Project Undo History

I How Project Undo History Works

After building up the Undo History timeline for a model, to project former details back
into the present point in time you must first set a time projection point. This is done by
moving the timeline slider to a point that contains the details that you wish to restore. You
then set the point by ctrl+clicking on that timeline point.

Once a source projection timeline point has been stored, the timeline must be set to
the desired destination point. Do this by clicking anywhere along the timeline or clicking
and dragging the orange cursor hash mark to its destination.

When the projection destination has been set, click SubTool >> Project >> Project
Undo History to process and apply the projection history point.

Note:
Projection uses distance parameters to allow for a projection to complete successfully. If the
selected history point has vertices which are situated too far in space from the destination this
may result in projection failures. Using the Project Distance settings has a direct effect on the final
outcome depending on the severity of the changes made to the model in the timeline.

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ZBrush 2020 - Project Undo History

II Project Undo History in Action

1. This example shows a DynaMesh model with undo history, and design changes
made across the history timeline.

Note:
The timeline point highlighted in the image demonstrates details applied to a specific area on
the model in previous history actions.

2. This example shows the present point in the undo history timeline where details
have been changed to same highlighted area of the model.

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ZBrush 2020 - Project Undo History

3. To Project History from the details highlighted in image 1, do the following:


Click the orange timeline mark, click the desired undo history timeline point, then
Ctrl+click on that timeline point to store it for projection.

Note:
Dragging the timeline mark allows for more precise undo history point selection in time.

4. Drag the orange timeline mark back to the most recent undo history point where
changes exist. This will be the version of the model that receives the projected
details.

Note:
ZBrush will leave a gray hash mark in the stored history position with Ctrl + click.

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ZBrush 2020 - Project Undo History

5. Click SubTool >> Project >> Project History.

Note:
Geometry and Color channels can be enabled separately for this projection process.

Enable Subtool >> Project >> Farthest mode to ensure all possible details can be projected if
there are large distance changes made between history projection points.

6. At the most recent timeline point, the projection is now applied.

Note:
Project Undo History also has the ability to protect areas from history projection by use of
masks. Move to step 7 to follow along.

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ZBrush 2020 - Project Undo History

7. Click Undo (ctrl+z) to remove the projection that you just completed. Now draw
a mask over the surface for projection and then invert the mask.

Note:
Clicking Undo will move the timeline point 1 step back, no longer making this the most recent
point in the undo timeline. This point will be overwritten in step 8.

8. Click Undo (ctrl+z) to remove the projection that you just completed. Now draw
a mask over the surface for projection and then invert the mask.

Note:
The image highlights the surface where the mask protects part of the mesh from projection,
leaving sculpted detail patterns from two different points in undo history.

History projections can be applied using this same workflow for both sculpted and PolyPaint
details.

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ZBrush 2020 - Project Undo History

III Project History/Project All Functions

Geometry
This switch tells Project History to process geometry projections from different points
in the undo history timeline.

Color
This switch tells Project History to process vertex color (PolyPaint) projections from
different points in the undo history timeline.

Farthest
This switch enables projections from the source mesh to the farthest point of the
target.

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ZBrush 2020 - Xtractor Brushes

XTRACTOR BRUSHES

Capture surface details to create custom sculpting brushes

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ZBrush 2020 - XTractor Brushes

XTractor brushes give you the ability to capture surface details into an alpha to be re-
used for further sculpting with XTractor or other brushes. Each XTractor brush type uses
a different method to capture the sculpture details, as well as using the same method to
reapply the captured surface details for quick and easy use.

XTractor Brushes give you the ability to leverage time sculpting details you intend to
reapply in other areas of the model. They make it easy to create your own custom Alphas
from sculpting for more efficient sculpting.

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ZBrush 2020 - Xtractor Brushes

I XTractor Brush Types & How They Work

The creation of SubTools folder can be done in multiple ways, depending on your
workflow. You only need to keep in mind that a folder cannot be empty; it always needs
to have a minimum of one SubTool.

Folders can’t be nested within other folders. This means that all new folders will be
created at the highest level within the SubTools list.

Note:
Deleting the last SubTool within a folder will automatically delete the (now empty) folder.

1. From Brush

From Brush is an option found in the Alpha Palette. All XTractor brushes utilize the
From Brush function to capture sculpted details by use of the G key on your keyboard.

Note:
For more information on the From Brush feature, search for it in docs.pixologic.com, and the
Documentation Guide PDF found in the ZBrush installation folders.

2. XTractor Brush

This brush type captures sculpted details by pressing the G key and drawing a path
along the detailed surface you intend to capture into an alpha. Once those details are
captured into an alpha you can reapply the details in other areas along a stroke path in
the same fashion they were captured in.
Note:
This Brush mode uses the Stroke>> Modifiers >> Roll function to reapply sculpture details
along a stroke path. Changing the stroke type for capture or reapplication will change how the
brush functions.

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ZBrush 2020 - XTractor Brushes

3. XTractor DragDot Brush

This brush type captures sculpted details by pressing the G key and clicking once
on any sculpted surface to capture that area as an alpha. Once the alpha has been cap-
tured, the brush will reapply the alpha with by clicking on the surface and dragging the
detail into position.
Note:
This brush mode uses the DragDot Stroke type to capture the alpha and reapply its sculptural
detail. Changing the stroke type for capture or reapplication will change how the brush functions.

4. XTractor DragRect Brush

This brush type captures sculpted details by pressing the G key and clicking+dragging
over a sculpted surface to capture a region as an alpha. Once the alpha has been cap-
tured, the brush will reapply the details in the same way, by clicking+dragging.

Note:
This brush mode uses the DragRect Stroke type to capture the alpha and reapply its sculptur-
al detail. Changing the stroke type for capture or reapplication will change how the brush functions.

II Xtractor Brush in Action

1. Load Lightbox > Projects > Polysphere.ZPR.


2. Subdivide Polysphere to 1.5 mil active points or higher for detail sculpting.
3. Sculpt a surface with details.

Note:
Deleting the last SubTool within a folder will automatically delete the (now empty) folder.

110
ZBrush 2020 - Xtractor Brushes

4. Select the XTractor Brush from the Brush palette.


5. Make your cursor size large enough to cover the circumference width of the
sculpture details.

Note:
If the size of the draw stroke does not fully encompass the sculpture details before beginning
the capture process, the alpha will not capture correctly.

6. Press the G key to activate the From Brush action. The cursor circle will turn
blue. Click+drag from the starting point of the details across to end of the de-
tails.

Note:
The center line of the blue circle should start beyond the beginning of the capture stroke, and
complete beyond the end of the capture stroke.

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ZBrush 2020 - XTractor Brushes

7. The captured alpha will now be placed in the Alpha palette. You can now apply
the details elsewhere on the model by dragging your cursor across the surface
wherever you wish the XTractor brush to lay the details down.

Note:
This brush mode uses the Stroke >> Modifiers >> Roll function to reapply sculpture details
along a stroke path. Changing the stroke type for capture or reapplication will change how the
brush functions.

III XtractorDot Brush in Action

1. Load Lightbox > Projects > Polysphere.ZPR.


2. Subdivide Polysphere to 1.5 mil active points or higher for detail sculpting.
3. Sculpt a surface with details.

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ZBrush 2020 - Xtractor Brushes

4. Select the XTractorDot Brush from the Brush palette.


5. Make your cursor size large enough to cover the circumference of the sculpture
details.

Note:
If the size of the draw stroke does not fully encompass the sculpture details before beginning
the capture process, the alpha will not capture correctly.

6. Press the G key to activate the From Brush mode. Your cursor will change to a
blue circle. Click and slightly drag to a point near the center of the details, keep-
ing the blue cursor circumference around the sculpture details.

7. The captured alpha will now be placed in the Alpha palette. Apply these details
elsewhere on the model by clicking anywhere on the surface and dragging to
the exact place and orientation that you desire with XTractorDot Brush.

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ZBrush 2020 - XTractor Brushes

Note:
This brush mode uses the DragDots Stroke type to capture the alpha and to reapply its
sculptural detail. Changing the stroke type for capture or reapplication will change how the brush
functions.

IV XtractorDragRect Brush in Action

1. Load Lightbox > Projects > Polysphere.ZPR.


2. Subdivide Polysphere to 1.5 mil active points or higher for detail sculpting.
3. Sculpt a surface with details.

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ZBrush 2020 - Xtractor Brushes

4. Select the XTractorDragRect brush from the Brush palette.


5. Press the G key to activate the From Brush mode. Your cursor will become a
blue circle. Click and drag from the center point of the details until the blue cur-
sor completely encompasses the sculpture details.

Note:
If the blue circle DragRect stroke does not fully encompass the sculpture details, the alpha
will not capture correctly.

115
ZBrush 2020 - XTractor Brushes

6. The captured alpha will now be placed in the Alpha palette. Reapply the details
elsewhere on the model by clicking and dragging with DragRect.

116
ZBrush 2020 - Fade Opacity

FADE OPACITY

Adjust the strength of color displayed on the model by use of the Fade Opacity slider.

117
ZBrush 2020 - Fade Opacity

Whether you have PolyPaint applied to a surface or UVs with a texture map, you can
change the visibility of those colors by use of the Fade Opacity slider.

This slider offers the ability to adjust color opacity to focus on the sculptural aspects
of the model.

118
ZBrush 2020 - Fade Opacity

I Fade opacity in action

1. This example shows a model with polypaint, where Render >> Fade Opacity is
set to 0.

2. Click Render >> Fade Opacity >> Set to 50% fade

119
ZBrush 2020 - Fade Opacity

II Fade opacity Functions

Fade Opacity Slider


Adjust color visibility on the model from 0 - 100%

Fade Color
Sets the color that you wish the colors model colors to fade into.

Note:
The Fade Color selector operates independently from the Primary and Secondary colors in
the Color Palette.

120
ZBrush 2020- Other additions

OTHER ADDITIONS

121
ZBrush 2020 - Other additions

Find in this section all the various other additions and changes made in ZBrush
2020.

Edit >> DeleteOlderUH

Delete Older Undo History offers the ability to choose a point in the UndoHistory
timeline, and remove all history actions existing before the selected point.

When the selected point in the history is not the last step, this feature will delete
everything prior to the selected point while retaining all actions that follow.

Export Options & Additional Formats


ZBrush offers the ability to export all format types through Tool >> Export. Using
this export path allows for exporting files from one location.

Click Tool >> Export >> Type for all available export format types.

For all formats that require additional formatting, a secondary dialog window will
open upon export which offers all possible format settings for final output.

Formats Added to Tool >> Export

• STL *.stl
• VRML *.wrl
• FBX *.fbx

Additional Formats Added to Tool >> Export


• OBJ Extended *.obj
• PLY *.ply

Note:
Tool >> Export does not offer the ability to write script export functionality

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ZBrush 2020- Other additions

Infinite Depth
Infinite Depth allows you to sculpt across the entire axis of a s surface of the model
based on its depth orientation relative to the camera, or infinite X,Y, and Z axis.

InfiniteDepth button can be found in Brush >> Depth.


This mode can be assigned to any sculpting brush, and is a setting unique to each
brush.

By selecting any of the X,Y, or Z axis options, these settings will affect the sculp-
tural details to infinity, on those axis.

If XYZ axis options are disabled, this mode will default to using the depth orienta-
tion relative to the camera as it views the model.

Note:
Infinite Depth mode is utilized in the MoveInfiniteDepth brush. For more information on this
mode and to see it being utilized in action, search for MoveInfiniteDepth Brush in docs.pixologic.
com.

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