1. Initialize ZBrush and start a new session.
2. In the Tool palette, click the Load Tool button and then browse the file system and find
the imagPlaneX.ZTL tool in the C:\Program Files\Pixologic\ZBrush3\ZTools directory.
3. Draw the object on the canvas and switch to Edit mode.
4. Rotate the object by dragging on the canvas. You may notice that parts disappear as
you rotate. This is because the object is single sided. Click the Double button in the
display options so that all sides of the model are visible.
5. From the material inventory, choose the Fast Shader material and set the color to
white.
6. Open the texture inventory and click the Import Textures button. Browse to the
C:\Program Files\Pixologic\ZBrush3\ZTools directory and choose the imagePlaneX.PSD
texture.
7. The texture is mapped onto the planes. The text displays which is
the front and which is the side. This particular texture can work as a guide for creating
your own reference texture.
If you open this texture in a paint program such as Photoshop, you can add a new
layer and replace the Front and Side text with your reference drawing or photos. Make
sure you place the reference drawings carefully so that they match up correctly when
mapped to the planes.
8. In the Texture palette, click the Load button and browse to the Chapter 5 directory
on the DVD. Load the skullReference image. Choose the skullReference texture in
the texture inventory, and the front and side texture will be replaced with the simple
skull drawing. Your own reference images can be as simple or as detailed as you like,
but it’s a little easier to model using a simple sketch with bold lines (Figure 5.32).
9. From the Tool palette, load the PolySphere tool. If you get a warning message about
the size of the texture, you can safely ignore it.
10. In the Tool palette, select the imagePlaneX tool; it should appear on the canvas in
Edit mode. In the Tool palette, expand the Subtools subpalette. Click the Append
button at the bottom and choose the PolySphere tool to add it as a subtool.
11. Immediately you’ll notice several problems—the PolySphere tool and the reference
plane tool may not be aligned properly, and the skull drawing is applied to both objects
(Figure 5.33). Materials and textures applied to a tool will also be applied to all of its
subtools, but this can be changed. To fix the alignment problem, select the PolySphere
subtool in the Subtool subpalette, expand the Deformation subpalette, and click the
Unify button. This will cause both subtools to have the same pivot, orientation, and
size (Figure 5.34). Make sure the X, Y, and Z toggles are activated on the Unify button
when you click on it.
12. In the Subtools palette, select the reference plane subtool. Click on the Eyeball icon
next to the PolySphere object to hide the polysphere.
13. Expand the Geometry subpalette. Deactivate the Smt button and click the Divide
button four times to give the tool a total of five subdivision levels (Figure 5.35).
Turning off Smt will prevent the planes from being smoothed as the subdivisions are
increased. Subdividing the planes will not affect the PolySphere subtool. SDiv levels
for each subtool are independent of other subtools.
Subdividing the reference plane is important because you will be converting the texture
applied to the plane into a color. Colors are mapped to the vertices of 3D tools.
Therefore, the higher the number of vertices/polygons, the higher the resolution of
the color applied. By subdividing the planes, you ensure that the reference
images will be clear.Subtools share the same texture but they can have different colors. By converting
the skull image from a texture to a color, you can prevent the skull texture from
being applied to both the planes and the polysphere. The difference between
applying a color and applying a texture to a 3D tool may be confusing at first. A
texture is an image file, like a PSD or a TIFF, that is mapped to the surface of a 3D
tool. The resolution of the texture (number of pixels) is independent of the resolution
(number of vertices) of the 3D tool. A color is simply an RGB value applied to
each vertex of the 3D tool, so the resolution of a color painted onto a 3D tool is
determined by the number of vertices in the tool. If you convert a high-resolution
(lots of pixels) texture that has been applied to a low-resolution (few vertices) 3D
tool into a color, the image will become blocky when it is mapped to the vertices
of the 3D tool.
14. Open the Texture subpalette of the Tool palette (not the Texture palette from
the menu bar). Click the Txr>Col button (Figure 5.36). The skull texture is converted
to a color and applied to the planes. The texture no longer appears on the
polysphere.
15. The reference image is now obscured by the PolySphere subtool. To
fix this, activate the Transp button on the right shelf. The currently
selected subtool will become partially transparent, allowing you to see
the image on the reference plane (Figure 5.37).
16. Use the rename button to name the reference plane subtool “reference
plane,” and the PolySphere subtool “skull.”
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jako refka pojawia się tu kaurat czaszka /skull/ , ale to bez znaczenia.