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Apple Books Preview. Publisher Description. More Books by Prof Sham Tickoo. In fact, 4R8 is one of the most extensive releases since ZBrush 4 came out. All of these features are useful throughout the creative process, from initial creation of your model to beautifying your artwork.

They allow you to stay within ZBrush for more of your workflow, doing things that were either impractical or even outright impossible to accomplish before now. Beyond its feature set, the core of ZBrush is being reworked and 4R7 will be the first version of ZBrush that is released with optional bit support. By purchasing or upgrading to ZBrush 4R7, you will add another set of tools to your arsenal, expanding your artistic freedom and creativity. This smart polygonal modeling system is designed to simplify your creation process.

Quickly and dynamically create new shapes, doing so more easily than ever before possible: fuse polygons, delete full blocks of geometry, connect parts with advanced paths, and repeat your actions with a single click! With the ZModeler brush, ZBrush takes a quantum leap beyond the organics that it is already relied upon for.

You can refine the shape of your model in real-time to revolutionize how you create hard surface models, architectural structures or highly detailed environments. The possibilities are endless. With the new NanoMesh and ArrayMesh features, you as the artist can bring more complexity and detail to your work while still maintaining a low polygon count.

Both NanoMesh and ArrayMesh will allow for multiple instances of any object to be created and then adjusted in a matter of seconds. It is like having a displacement map without needing to actually create the map. If this button is not chosen, then the canvas will not be filled with a texture on choosing the FillLayer button. The CropAndFill button is used to crop a document according to the dimensions of the selected texture and fills it with that texture.

For example, to crop a document and fill it with Texture choose the Current Texture button; a flyout will be displayed. In this flyout, choose the Texture 10 texture image. Next, choose the CropAndFill button, refer to Figure Before choosing this button, make sure the Cd button is chosen. If the Cd button is not chosen before choosing the CropAndFill button, the document will be cropped according to the dimensions of the selected texture, but it will not be filled with the texture.

The GrabDoc button is used to capture the canvas and add this capture as a texture in the flyout displayed on choosing the Current Texture button. To add the capture as a texture, choose the Current Texture button; a flyout will be displayed. In this flyout, choose the GrabDoc button; a new texture image with a name ZGrab01 will be displayed in the flyout, refer to Figure Figure The document cropped and filled with Figure A new texture image with the name ZGrab01 displayed in the flyout.

The GrabDocAndDepth button is used to capture the canvas and add this capture as a texture in the flyout displayed on choosing the Current Texture button. These textures can then be exported in the. Texture Palette. The Texture palette consists of different options that enable. The Texture palette is located at the top of the interface. On choosing this palette, it will be expanded and different buttons and sliders will be displayed, refer to Figure These buttons and sliders are discussed next.

Load Spotlight. The Load Spotlight button is used to load a saved Spotlight file that has been manipulated using the Spotlight tool. To load the Spotlight choose the Load Spotlight button from the Texture palette; the Load Spotlight dialog box will be displayed. In this dialog box, browse to the location where you have saved the Spotlight file. Select the file and then choose the Open button.

The Spotlight tool enables you to manipulate a 2D image as per your requirement without using any image editing software applications. Besides this, the Spotlight tool is also used for texturing a 3D model. This tool will be discussed in detail later in this chapter. Save Spotlight. The Save Spotlight button is used to save the 2D image that has been manipulated using the Spotlight tool as a Spotlight file.

This file can be loaded later into ZBrush by choosing the Load Spotlight button. Lightbox Spotlights. The Lightbox Spotlights button is used to load the Spotlight files that are available in the LightBox browser.

Import and Export. The Import and Export buttons are used to import or export a texture image. These buttons have been discussed earlier in this chapter. You can drop the Texture palette in the left or right tray for convenient access. For example to drop the Texture palette in the right tray, expand the Texture palette. In this palette, hover the cursor on the arrow displayed at the top left corner of the palette; the shape of the cursor will change.

Next, drag the cursor to the right tray and drop the palette in it. Lightbox Texture. The LightBox Texture button is used to display the texture images present in the LightBox browser, refer to Figure Item Info.

The Item Info slider is located just below the Lightbox Texture button. This slider is used to scroll through the different types of texture images available in ZBrush. You can choose a texture from the texture slots displayed below this slider.

The R button located beside the Item Info slider is used to restore the Texture palette to its default state when a large number of textures are loaded into ZBrush due to which the size of the palette is increased.

Figure The texture images displayed in the LightBox browser. To view all the textures available in the LightBox browser, hover the cursor in the browser and press and hold the left mouse button and drag the cursor toward.

Current Texture. The Current Texture button is used to display the currently chosen texture. On choosing this button, a flyout consisting of different types of textures will be displayed, as shown in Figure On choosing a texture from this flyout, the Current Texture button will display that chosen texture.

Transparent Texture. The Transparent Texture button is located below the texture slots. This button is used to make the black areas of the texture transparent. To activate this button, choose a texture image using the Current Texture button in the Texture palette. Antialiased Texture. The Antialiased Texture button is used to remove the jagged edges in low resolution texture images.

Turn On Spotlight. The Turn On Spotlight button is used to turn on or off Spotlight. Add To Spotlight. The Add to Spotlight button is used to add a selected texture file to the Spotlight tool. Flip H. The Flip H button is used to flip a texture image horizontally.

To flip a texture image horizontally, expand the Texture palette. In this palette, choose the Current Texture button; a flyout will be displayed. From this flyout, choose the Texture 15 texture image; the texture image will be displayed in this button, refer to Figure Next, choose the Flip H button, refer to Figure Figure texture image displayed.

Figure texture image flipped horizontally. Flip V. The Flip V button is used to flip a texture image vertically. The Rotate button is used to rotate a texture image clockwise at 90 degrees. The Invert button is used to invert the colors in the selected texture.

To invert the colors in a selected texture, expand the Texture palette. From this palette, choose the Current Texture button; a flyout will be displayed. In this flyout, choose the Texture 30 texture image; the texture image will be displayed in this button, refer to Figure Next, choose the Invert button, refer to Figure Figure colors in the texture image inverted. The Grad button is used to apply gradient to a texture image. Before choosing this button, you need to select the primary and secondary colors for the gradient.

To select a primary color for the gradient, choose the Main button, located on the right side of the Grad button; a color swatch will be displayed. Select the desired color from this swatch. Next, select the secondary color by choosing the Sec button located on the left side of the Main button.

After selecting the primary and secondary colors, choose the Grad button; the gradient will be applied to the texture image. The Clear button is used to remove the texture image and replace it with the selected primary color using the Main button.

Width and Height. The Width and Height sliders are used to adjust the width and height of the currently chosen texture image. The Clone button is used to create a duplicate copy of a chosen texture image. The New button is used to create a new blank slot for a texture image.

The newly created slot will be filled with the primary color that has been selected using the Main Color swatch located in the left shelf. Before creating a new texture slot, you can specify its width and height using the Width and Height sliders. The Remove button is used to delete a currently chosen texture image from the Texture palette. Image Plane. The Image Plane subpalette consists of different buttons and sliders that are used to import an image, refer to Figure This image is used as a reference image for texturing or modeling.

Load Image. The Load Image button is used to load the image that you want to use as a reference either for modeling or texturing. To use a reference image for modeling or texturing, you need to import it to ZBrush.

To import an image to ZBrush, expand the Texture palette. In this palette, choose the Import button; the Import Image dialog box will be displayed. In this dialog box, browse to the location where you have saved the reference image. Select the reference image and then choose the Open button, refer to Figure Note that in this figure, a reference image has been selected from the default textures available in ZBrush. These textures can also be loaded from the LightBox browser by double clicking on them.

Figure The Import Image dialog box. In the Texture palette, choose the Current Texture button; a flyout will be displayed. In this flyout, choose the reference image that you have imported; the image will be displayed in the Current Texture button. Choose the Load Image button; the reference image will be displayed in the canvas, refer to Figure Figure The reference image displayed in the canvas. Image Size. The Image Size slider is used to specify the size of the reference image before loading it to the canvas.

Reference Views. The Reference Views area consists of different options that enable you to store the front, side, top, and bottom views of a reference image. To understand the working of the option, make sure a sphere is created in the canvas. Next, choose the Edit button from the top shelf to get the object in the edit mode.

If you want to model the object. Figure chosen. To do so, expand the Texture palette. In this palette, expand the Image Plane subpalette and the Reference Views area. Choose the Front button in the Reference Views menu; the front side of the sphere will be displayed in the canvas.

Next, choose the Load Image button, refer to Figure ; the Please select an image file dialog box will be displayed. In this dialog box, browse to the location where you have saved the front view of the reference image. Select the reference image and then choose the Open button; the front view of the reference image will be displayed behind the sphere, refer to Figure You will notice that the reference image is stationary and the sphere can be manipulated without disturbing the reference image.

Figure front view of the reference image displayed behind the sphere. After loading the front view of the reference image, you need to store this view so that it can be used later.

To do so, choose the Store View button located at the bottom of the Reference Views area. Next, you will load the back view of the reference image.

To do so, choose the Back button; the back side of the sphere will be displayed and the front view of the reference image will disappear from the canvas.

Choose the Load Image button; the Please select an image file dialog box will be displayed. In this dialog box, browse to the location where you have saved the back side view of the reference image. Select the reference image and then choose the Open button; the back side view of the reference image will be displayed behind the sphere, refer to Figure Next, choose the Store View button located at the bottom of the Reference Views area.

Similarly, you can import the right, left, top, and bottom views of the reference images by choosing the and Bottm buttons, respectively. Make sure you store all the views by choosing the Store View button. After loading all the reference images you can start modeling or texturing the 3D object. Figure back view of the sphere and the reference image displayed in the canvas. You can also make the sphere transparent to view the reference image in the background.

In the Reference Views area, drag the Model Opacity slider toward left; the sphere will become transparent and the view of the reference image will not be obstructed by the sphere, refer to Figure Figure transparency in the sphere displayed. The different reference images used in the previous topic have been created using the Kotelnikoff Earthquake. After loading this model into the canvas, it was rotated in the canvas to display its different views and then a jpeg image of each view was created by choosing the Export button in the Document palette.

In addition to this, the background color of the canvas was changed to white while creating the jpeg images of the views. The ZProject brush is mainly used for texturing. By using the ZProject brush, you can transfer the texture from the reference image into a 3D model. The ZProject brush uses the Z axis of the canvas to transfer the texturing details from the reference image into a 3D model.

To transfer the texture from the reference image into a 3D model, make sure a sphere in the canvas and then choose the Edit button from the top shelf. To view the texture on the sphere clearly, you need to subdivide the geometry. To do so, expand the Geometry subpalette in the Tool palette. From this subpalette, set the value of the SDiv slider to 5 by clicking on the Divide button four times.

Next, choose the Current Material button; a flyout will be displayed. From this flyout, choose the SkinShade4 material; the material will be applied to the sphere, refer to Figure Expand the Texture palette. In this flyout, choose the Texture 42 texture image; the texture image will be displayed in the Current Texture button, refer to Figure Figure material applied to the sphere.

Figure texture image displayed in the Current Texture button. Next, expand the Image Plane subpalette. In this subpalette, choose the Load Image button; the texture image will be displayed behind the sphere, refer to Figure Choose the Current Brush button; a flyout containing different types of brushes will be displayed.

In this flyout, choose the ZProject brush. Choose the Zsub button in the top shelf to deactivate it and make sure the Rgb button is chosen. Next, press and hold the left mouse button and drag the cursor on the sphere; the texture will be projected from the background texture image to the sphere, refer to Figure Before loading the texture image, you can also specify the image size as required by using the Image Size slider located in the Image Plane subpalette.

Figure texture image displayed behind the sphere. Figure The texture projected from the texture image onto the sphere. The Spotlight tool is used to modify an existing texture image or project the details from an image into a 3D model. This tool consists of different options that enable you to manipulate an existing texture image as per your requirement and then apply that texture to a 3D model.

The Spotlight tool can be invoked from the Texture palette. Figure The Add To Spotlight button chosen. To load the Spotlight tool, you need to select a texture image first. You can either import a new texture image or use the existing default textures in ZBrush.

To loading the Spotlight, expand the Texture palette. In this flyout, choose the Texture 01 texture image; the texture image will be displayed in the Current Texture button. You can also import a new texture image using the Import button.

Choose the Add To Spotlight button in the Texture palette, refer to Figure ; the texture image will be displayed in the canvas. Besides the texture image, a ring containing different icons will be displayed on the texture image, refer to Figure The different icons in the ring enable you to manipulate the image as required, refer to Figure The icons used for manipulating an image are discussed next.

Figure The texture image and the ring displayed in the canvas. You Pay:. Post Review. This software is used for developing highly detailed characters for movies, games, and digital design projects.

It gives in-depth details of the concepts and explains the usage and functions of the most commonly used tools of ZBrush. This textbook will unleash your creativity and transform your imagination into reality, thus helping you create realistic 3D models.

This textbook caters to the needs of both the novice and advanced users of ZBrush 4R6 and is ideally suited for learning at your convenience and at your pace. Paperback eBook. Chapter 2: Sculpting Brushes. Chapter 3: Introduction to Digital Sculpting. Chapter 4: SubTools and FiberMesh.

 
 

Pixologic zbrush 4r7 a comprehensive guide free.DOCUMENTATION

 
Pixologic ZBrush 4R7: A Comprehensive Guide textbook covers all features of ZBrush 4R7 in a simple, lucid, and comprehensive manner. Pixologic ZBrush 4R7: A Comprehensive Guide textbook covers all features of ZBrush 4R7 in a simple, lucid, and comprehensive manner. The ZBrush 4R7 book. Where can I download Pixologic Zbrush 4r7: A Comprehensive Guide?

 

Pixologic ZBrush 4R7: A Comprehensive Guide by Sham Tickoo

 

It gives in-depth details of the concepts and explains the usage and functions of the most commonly used tools of ZBrush. This textbook will unleash your creativity and transform your imagination into reality, thus helping you create realistic 3D models. This textbook caters to the needs of both the novice and advanced users of ZBrush 4R6 and is ideally suited for learning at your convenience and at your pace.

This approach will guide the users through the process ofcreating the models, adding textures to them, and animating them in the tutorials. This will enable the readers to relate the tutorials to the real-world models in the animation industry. In addition, there are about 20 exercises that are also based on the real-world modeling projects. This will help the users to easily refer to a topic.

The answers to Self-Evaluation Test are given at the end of the chapter. Also, the Review Questions and Exercises are given at the end of each chapter and they can be used by the Instructors as test questions and exercises. Apple Books Preview. Publisher Description.

More Books by Prof Sham Tickoo. Introduction to Java Programming, 2nd Edition.

 
 

Pixologic ZBrush 4R7: A Comprehensive Guide: Computer Science Books @ replace.me

 
 
Tickoo-CADCIM Series. Pixologic ZBrush A Comprehensive Guide textbook covers all features of ZBrush in a simple, lucid, and comprehensive manner. It provides in-depth details of the concepts and explains the usage and tools of ZBrush such as DynaMesh, NanoMesh, ZRemesher, ZModeler, NanoMesh, and KeyShot renderer. Pixologic ZBrush 4R7: A Comprehensive Guide textbook covers all features of ZBrush 4R7 in a simple, lucid, and comprehensive manner. It gives in-depth details of the concepts and explains the usage and functions of the most commonly used tools of ZBrush. In this edition, new feature such as, ZModeler, NanoMesh, and KeyShot renderer have been added. Pixologic ZBrush 4R7: A Comprehensive Guide textbook covers all features of ZBrush 4R7 in a simple, lucid, and comprehensive manner. It gives in-depth details of the concepts and explains the usage and functions of the most commonly used tools of ZBrush. In this edition, new feature such as, ZModeler, NanoMesh, and KeyShot renderer have been added. This textbook Missing: free.

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