We'll discuss interface customization later in this chapter. It is possible to take this button and dock it elsewhere in the interface. Click this and the actions will replay, creating a sphere and preparing it for sculpting. Under the Macro menu in the misc selections, you will now find the createSphere macro button ( Figure 11.6). This will reinstall all macros in the ZStartup/Macros folder. I've saved this macro in the misc folder with the name createSphere. The subfolder in which you save the macro will determine the heading under which it appears in ZBrush. Macros stored here will load with ZBrush at startup. Save it in the ZStartup/macros folder ( Figure 11.5). ZBrush will prompt you for a place to store the macro. Return to the Macro menu and click the End Macro button. Orient the poles to the top and bottom of the sphere and turn on X Symmetry. Click MakePolymesh3d and draw the sphere on the canvas. This makes saving iterations of your model a simple one-button click.Ĭlick in the Tool menu and select the sphere3D tool. These buttons allow you to save a numbered iteration of a ZBrush document, ZTool, ZMovie, or a screen capture. In the ZPlugin menu you will find several buttons ( Figure 11.2). When ZBrush loads, you will have a new folder under the ZPlugin menu called Svengali. If ZBrush is running, close it and reopen the program now. Copy the AutoSave script to this location now. ZScripts copied into this folder will install automatically when ZBrush starts ( Figure 11.1). You want to paste it into your ZBrush installation directory: /zbrush3/zstartup/zplugs. In the case of AutoSave, you will have a single. zsc file or in some cases a data folder and a. Extracting the archive will provide you with a single. When you download a ZScript from the Internet, it will most often come in a ZIP archive. For example, we'll use the incredibly useful AutoSave plug-in by ZBrushCentral member Svengali, which is included on the DVD. Installing a ZScript is as simple as copying a file into a folder. Setting the Interactive Light Hotkey and Button Anatomy of ModelViews, a Pop-Up Menu ZScript ZScripts, Macros, and Interface Customization Starting ZMapper and Generating a Normal Map Setting Up 16-Bit Displacement Renders in Maya Setting Up Multimap 32-Bit Displacement Renders in Maya ![]() Setting Up Single 32-Bit Displacement Renders in Maya ![]() Processing Displacement Maps for Use in mental ray An Alternative Approach to Compositing: The Making of "Fume" Creating Selections with the Masking Layer Loading the Skin Image and Adding Shadows Setting Up the Canvas and Placing the Character Building Accessories with Topology Tools and Mesh Extraction Transpose, Retopology, and Mesh Extraction Moving, Scaling, and Rotating ZSpheres and Chains Blocking in Temperature Zones of the Face Detailing the Stingerhead with Alphas and Stencils Advanced Techniques: Sculpting the Stingerhead Importing and Preparing a Mesh for Sculpting Increasing Polygon Counts with Local Subdivision ZScripts, Macros, and Interface Customization by Scott Spencer ZBrush Character Creation: Advanced Digital Sculpting
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