This is a thread that will host any random tip that comes to mind while I continue to peer into this program.
I’ll help with anything questionable in this passage.
Followup to comments:
keep using Z-brush
This is a thread that will host any random tip that comes to mind while I continue to peer into this program.
I’ll help with anything questionable in this passage.
Followup to comments:
keep using Z-brush
General modeling tips:
Q:Why does my object reshape itself after I redraw it?
[color=sandybrown]A: Gyro scaling does not permanently keep size information on your tool. To keep your size info, go into edit mode and use the deformation palette.
[color=lime] creasing becomes less rigid one subdivision over the number set for the “crease lvl” slider.
In general, when editing objects, [color=orange]draw-std is z -axis vertex movement and move [color=sandybrown]is x-y vertex movement. This is good to know when you want to model without moving the object at all, and orienting your object vertices based on the objects surrounding it.
Edgeloops can cause creasing the closer you place loops next to each other:
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[color=lime]Workflow tips:
If you make a snapshot of your object before you hide portions of it, you can use it to keep in mind what your hidden spots look like, so you don’t lose track of your model.
[color=lime] you can always have an idea of your object orientation if you colorize your model via a texture or if you change the color of your poly groups. For example, if you have a box and you want to know what the top is at all times, hide all but the top, and group visible in tools-polygroup. It switches to a random color, so I keep pressing group visible till I get blue, the color of the sky.
When you subdivide with draw frame [color=sandybrown]enabled, it will not initially display the edges of your new polygons. Switch out of draw frame by by pressing shift+f, then press [color=yellow]shift+f again to activate it again. Your edges should be drawn across your object.
Point selection mode is automatically activated if you select only points and no complete polygons.
If you spent a good time isolating your polys, don’t forget to group them. This is because you may be unsure of what you want to do with them, so when you unhide to check your selection, you don’t have to go back and unhide everything all over again, just select a point within the group.
If your document is large, drawing big objects can kill Z-brush. Just switch to Flat renderer and turn on quick 3d edit+draw frame. Draw frame just shows the wiring and helps you with object orientation. Using flat renderer is good for any situation when your objects are making Z-brush sluggish.
[color=Lime]General:
:small_orange_diamond:Material icons provide a good preview of the properties you assign to your material. The icon is also affected by your light settings, so be aware of that.
:small_orange_diamond:When texturing, you may have an object very large on the canvas. After picking up, it may be too sluggish to try and scale it back down, so just press [color=Yellow]T [color=SandyBrown]to get out of edit mode, clear the layer and redraw your tool. Make sure you are not working on a layer with important dropped elements.
:small_orange_diamond:At times, more texture painting means having the possibility of using less sculpting detail. It is mostly likely that when high sculpt detail is implemented, less painting accuracy is required.
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Material properties:
:small_orange_diamond: [color=SandyBrown]cavity shaders effect the indentation portions of your model. But it doesn't only do that. It effects the intersecting points(line where your objects pass through each other).
Any Z-subtracted indentations are absolutely effected, leaving only the cavity color in the area you subtracted.
:small_orange_diamond: Sometimes your cavity shader will render your object with cavity facets(squares will be all over your model). To avoid this, set your d-res and d-smooth to a high setting in your [color=Orange]tool-display properties. Setting this also helps if you don't have high ram and need your object to be smoother. be aware that setting this too high will wash out some minor sculpt details</span>.
:small_orange_diamond: Rounder primitives such as sphere 3d, spherinder, ring, and helix 3d are less affected by cavity shaders, with the exception pole areas if any.
:small_orange_diamond:Creating polygroups helps for texturing. It saves time, making it so you don't have to make selections over again during the texturing process. This works exceptionally well with robot-modeling.
:small_orange_diamond:You can have a cel shade type look to your wireframes by using the flat renderer and [color=Yellow]quick 3d edit+draw polyframe activated.
When You are texture painting in projection master, switch to the flat renderer to analyze just your color without light and shader properties. This is ideal for texturing.
Sometimes color bump can be an alternative to sculpting detail into meshes. This should be able to keep your meshes low res if necessary.
Usually when you start a painting, you fill a layer with a certain color. Take this into consideration when you want to erase. You can use any brush as an eraser if you color with the same color as your filled layer color.
Dark color or black can make a crack.
Rendering
Testing render options in a 4096x4096 document size is not recommended. Save your document and reduce the file size to 640x480 or any low resolution. Now you can test your renderings at high speeds. Remember to revert and not save. Also, remember your render settings so you can use them in your reverted document, and save any curves you may have edited.
be aware that if you bake a layer, any visible layer will also be captured into the baking. Dangerous.
Always duplicate your layers before the rendering and baking process. That way you can have a copy of the original layers to be able to play with.
General
If you have a tablet, you may not like that scroll button on the top right, because it restricts you from scrolling your document towards the right.
just move it to the middle of the canvas and get used to pressing tab to hide your canvas icons. either that or have a classic mouse set aside.
:small_orange_diamond:A weird one: Trinitron monitors have void lines that run across the screen horizontally. You can use these lines as a ruler for texture drawing or point arrangement while modeling.
Some of them i have no idea of¡¡
so is very appreciated your effort to gave light to some of us¡
Andreseloy
Some great tips, Sephellius!
I use the snapshot and hide one all the time…very handy!