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ZBrush 2023 Whats New

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0% found this document useful (0 votes)
401 views45 pages

ZBrush 2023 Whats New

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
You are on page 1/ 45

BY MAXON

ZBrush 2023 What’s New Guide


Welcome

Welcome to the What’s New documentation for ZBrush® 2023. While much of
ZBrush® 2023 is very similar to other previous releases, there are quite a few new
features 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 2023. 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/

ZBrush.com: http://www.zbrush.com

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

The ZBrush Team

© 2023 Maxon Computer GMBH. All rights reserved. Maxon is a part of the Nemetschek Group.
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 documentation 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
language to match that of your operating system, if available. You can change the
language at any time in the Preferences >> Languages sub-palette.

If you wish to translate ZBrush for your language, please refer to the Multilanguage
section of the ZBrush User Guide and contact maxon.net/en/support-center.

ZBrush 2023 Whats New Guide - version 1.02


This documentation has been written by Marcus Burgess and Paul Gaboury. Edited by Matthew Yetter.

For all documentation questions and inquiries, please contact us at www.maxon.net/en/support-center.


ZBrush 2023 - About

About ZBrush® 2023

ZBrush artist: Henry Chervenka

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,
illustrators and artists worldwide.

ZBrush 2023 continues on the path of creativity and productivity with major new
features allowing artists to work even faster and with more freedom. This version carries
the ability to experiment and work in a natural way to a whole new level, offering artists
greater freedom to express their ideas and discover ways of working that previously have
been beyond imagination. Get ready to unleash your creativity!

4
ZBrush 2023 - About

1. Mask Region

Mask Region allows you to draw a mask outline and ZBrush will fill it at the touch of
a button. The function can even cope with multiple regions. For extra control, regions can
be marked prior to filling.

2. ZRemesher 4.0

The latest version of ZRemesher bring speed and other improvements. The addition
of caching means that settings can be altered and a new remesh calculated quickly. As
only a single undo is created users can quickly compare versions using the Undo History.
A Keep Polypaint option has been added so that

3. Slime Bridge

This new feature will get your creature creations drooling! Mask two parts of a mesh
and at the press of a button create instant slime, drool or melted cheese. Create all sorts
of organic goo with this versatile new feature!

4. Dynamic Symmetry

Dynamic Symmetry allows you to set symmetry axes based on the Gizmo position.
An enhancement to the Local Symmetry feature, you can now move, scale or rotate your
model as well as move the Gizmo position and symmetry will be maintained.

5. UV Map : Unwrap

The UV Map sub-palette has a new section for unwrapping the model. The addition
of Creases being used for seams creation makes it even easier to unwrap your models
inside ZBrush.

6. Redshift

Render directly inside ZBrush using the Redshift* renderer. Create stunning renders
using the new Redshift materials - glass, metal, reflections, subsurface scattering,
shadow-catchers.
*The Redshift application needs to be installed separately.

5
ZBrush 2023 - About

7. Other Additions

Find in this section all the various other additions and changes made in ZBrush
2023.

6
ZBrush 2023 - Table of Contents

TABLE OF CONTENTS

7
ZBrush 2023 - Table of Contents

ZBRUSH 2023 WHAT’S NEW GUIDE . . . . . . . . . . 1


1. Mask Region . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2. ZRemesher 4.0 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
3. Slime Bridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
4. Dynamic Symmetry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
5. UV Map : Unwrap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
6. Redshift . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
7. Other Additions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

TABLE OF CONTENTS . . . . . . . . . . . . . . . . . . . . . 7

MASK REGION . . . . . . . . . . . . . . . . . . . . . . . . . . 11
I How Mask Region Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
II Mask Region Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Auto Region . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Analyze Region . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Fill Region . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

ZREMESHER 4.0 . . . . . . . . . . . . . . . . . . . . . . . . . 14
I Improvements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
II Fast Retry Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
III ZRemesher New Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Retry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
KeepPolypaint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Legacy mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

SLIME BRIDGE . . . . . . . . . . . . . . . . . . . . . . . . . . 18
I How Slime Bridge Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
II Slime Bridge Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Slime Bridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Tension . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Bridges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Branches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Capillaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

8
ZBrush 2023 - Table of Contents

DYNAMIC SYMMETRY . . . . . . . . . . . . . . . . . . . . 22
I How Dynamic Symmetry Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
II Tips and Tricks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

UV MAP : UNWRAP . . . . . . . . . . . . . . . . . . . . . . 25
I UV Unwrap Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Unwrap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Auto Seams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Crease edges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Crease seams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Symmetry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

REDSHIFT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
I Redshift renders inside ZBrush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
II Redshift Renderer Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Redshift . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Floor Material . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Floor Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Gamma Correction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Rotate Lights with Camera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Use Default Panorama . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
III Rendering progress options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Render Quality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Progressive Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Progressive Iterations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Primary GI Engine QUality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Secondary GI Engine QUality . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Preview Quality in ZBrush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Preview Size in ZBrush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
IV Depth of Field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Depth of Field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Focus Depth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Focus Radius . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
V SubTool Disable Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Disable DynamicSubdiv . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Disable ArrayMesh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Disable NanoMesh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

9
ZBrush 2023 - Table of Contents

VI Render Recall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
VII Redshift Baker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Redshift Baker 360 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Bake Longitude Steps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Bake Latitude Steps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Bake Color Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Preserve Highlights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
VIII Redshift Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
IX Redshift Light Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Shadow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Shadow Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Shadow softness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Shadow Samples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Intensity Multiplier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Light Distance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Light Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Decay Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Decay Start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Redshift Exposure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Redshift HDR Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
X SubTool: Redshift Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Smooth Surface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
XI Redshift Tips & Tricks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

OTHER ADDITIONS . . . . . . . . . . . . . . . . . . . . . . 39
I Apple Silicon compatible . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
II New File Saving Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Save . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Save Next . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
III Sculptris Pro picker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
IV Apply Last Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

THANK YOU! . . . . . . . . . . . . . . . . . . . . . . . . . . . 42

10
ZBrush 2023 - Mask Region

MASK REGION

Automatically fill a mask outline

11
ZBrush 2023 - Mask Region

The new Mask Region feature allows you to quickly draw a mask outline and ZBrush
will automatically fill the mask at the press of a button. Complex masks can be created
and by using the Analyze and Fill option you will have complete control over your masks.

I How Mask Region Works

On the left, mask outlines drawn; on the right, after pressing Auto Region.

1. Draw out a mask outline using the Mask Pen.


2. For automatic fill, press the Auto Region button.

Complex masks can be drawn and filled.

12
ZBrush 2023 - Mask Region

1. To specify the portions of a mask outline, first press Analyze Region.


2. Mark the parts you want filled with a mask dot.
3. Press the Fill Region button.

On the left, an alpha mask applied, Analyse Region pressed and parts marked; on the right, after
the Fill Region button is pressed.

II Mask Region Functions

Auto Region
The Auto Region button will automatically fill the mask outline. Complex masks can
be created with outlines within outlines.

Analyze Region
For full control of which outlines are filled the Analyze Region button must be pressed
before marking the areas you wish to fill.

Fill Region
After pressing the Analyze Region button, mark those areas you want filled with a
mask blob. Pressing the Fill Region button will then fill only those areas.

13
ZBrush 2023 - ZRemesher 4.0

ZREMESHER 4.0

Faster automatic retopology

14
ZBrush 2023 - ZRemesher 4.0

ZRemesher will recreate a new polygonal structure for your model, with a controlled
flow of polygons and a global polycount value. In just a few seconds you can convert a
200,000 polygon DynaMesh to a 10,000 poly retopologized model with a natural flow
of polygons. From there you can project all the fine details from your original sculpture,
easily generate UV’s with UV Master, and ultimately create your Vector, Dis­placement,
Normal and Diffuse maps.
ZRemesher 4.0 brings speed and other improvements giving you greater control
over the new topology.

On the left, the original mesh; on the right, after ZRemeshing with Keep Polypaint enabled.

I Improvements

• Keep Polypaint option


• Speed Improvements
• Fast Retry with mesh data temporarily stored in memory
• Apple Silicon compatible for MacOS

Keep Polypaint means that you can create models with greater freedom knowing
that the look you have achieved will be preserved.

The new fast Retry means that the ZRemesher operation can be repeated quickly
after changing some settings. Results create a single undo so can be compared easily
using the Undo History slider.

15
ZBrush 2023 - ZRemesher 4.0

II Fast Retry Requirements

ZRemesher will not use the stored mesh data (a full recompute is needed) after
modifying:

• any mesh modification, sculpting and so on


• SmoothGroups changed
• KeepCreases on/off
• KeepGroups on/off

The stored mesh data will still be used after modifying:

• Target Polygons Count changed + Adapt on/off


• Keep Polypaint on/off
• DetectEdges on/off
• FreezeGroups on/off
• FreezeBorders on/off
• Adaptive Size adjusted
• ZRemesher Curves + Curves Strength changed
• Use Polypaint on/off

• global Symmetry options changed

16
ZBrush 2023 - ZRemesher 4.0

III ZRemesher New Functions

Retry
After first pressing the ZRemesher button the cache will have been created and the
Retry button will be enabled. Change settings (as detailed above) and press the Retry
button to create a new ZRemesher topology.

KeepPolypaint
When KeepPolypaint is turned on any polypaint on the model will be preserved as
far as possible for the new polygon density.

Legacy mode
Important Note: Legacy mode has been removed as it is no longer compatible with technical
requirements.

17
ZBrush 2023 - Slime Bridge

SLIME BRIDGE

Instantly create slime, drool and goo!

18
ZBrush 2023 - Slime Bridge

This new feature will get your creature creations drooling! Mask one or two parts of
a mesh and at the press of a button create instant slime, drool or melted cheese. Create
all sorts of organic goo with this versatile new feature!

I How Slime Bridge Works

Slime Bridge works with a single subtool, although the subtool can be composed of
separate meshes. The mesh must be quads, with no subdivision levels.

An example of Slime Bridge - both spheres are the same subtool

One or two masks are drawn and then the Slime Bridge button is pressed. The
Slime Bridge strands will each be a separate polygroup so that they can be sculpted or
smoothed as you wish.

19
ZBrush 2023 - Slime Bridge

II Slime Bridge Functions

Slime Bridge
Press the Slime Bridge button to create the slime bridge. It will only work if there are
one or two masked areas.

Tension
The Tension slider affects how taut the bridge strands will be. A setting of zero will
result in bridge strands with the least tension; a setting of a hundred will result in the
tightest bridge strands.

The result with Tension set to 100

Bridges
The Bridges slider affects how many bridge strands there will be across a single
mask or between two masks. The number is not precise - it will depend on mask and
polygon size. If Bridges is set to zero no bridges will be created and the masks will be
cleared.

Branches
The Branches slider determines how many branches a bridge will have. Branches
are between a main strand and the original mesh.

20
ZBrush 2023 - Slime Bridge

Branches are created from the bridge strands to a masked area

Capillaries
The Capillaries slider determines how many small branches there will be. Capillaries
are between strands. Capillaries can connect with other capillaries.

Capillaries are between strands.

21
ZBrush 2023 - Dynamic Symmetry

DYNAMIC SYMMETRY

Use the Gizmo to set the symmetry axis

22
ZBrush 2023 - Dynamic Symmetry

Dynamic Symmetry allows you to set symmetry axes based on the Gizmo position.
An enhancement to the Local Symmetry feature, you can now move, scale or rotate your
model as well as move the Gizmo position and symmetry will be maintained.

I How Dynamic Symmetry Works

Dynamic Symmetry only works if the Local Symmetry button (located in the Trans-
form palette) is turned on. Click the word Dynamic at the top of the button to activate it.

You can then position the Gizmo and the mesh where you want and symmetry will
be maintained.

On the left, the model at world center; on the right, the model has been moved using the Gizmo.
Symmetry has been maintained.

II Tips and Tricks

• Use Stager to set a Home stage while the model is at the world center. You can
then set the Target stage for your adjusted model and switch between the two
easily.
• Poseable Symmetry can be used to recenter the Gizmo, provided the mesh
topology is symmetrical.
• The ZModeler action Set Symmetry can be use to set the symmetry using two
points, edges or polygons.
• Hold the Shift key and click on an axis arrow to adjust the view so that the axis
is pointing at the camera.

23
ZBrush 2023 - Dynamic Symmetry

On the left, the blue arrow before Shift+clicking; on the right, the blue arrow now faces the camera.

• Dynamic Symmetry will work with Radial symmetry as well as the X, Y and
Z axes.
• Dynamic Symmetry will work with Mirror and Weld, Delete Half by Symme-
try, curve brushes and more.

24
ZBrush 2023 - UV Map : Unwrap

UV MAP : UNWRAP

New options for UV unwrapping

25
ZBrush 2023 - UV Map : Unwrap

At the top, a mesh with creases; on the bottom, the result of unwrapping

The UV Map sub-palette has a new section for unwrapping a model. The addition
of Creases being used for seams creation makes it even easier to unwrap your models
inside ZBrush.
Creases can be created in various ways, for example by using the
Edge>Crease>Edgeloop Complete action of the ZModeler brush.

26
ZBrush 2023 - UV Map : Unwrap

I UV Unwrap Functions

Unwrap
Generate automatic UVs by minimizing distortion. Use the different options to create
the seams (automatic or from creases) as well as symmetrical UV-Islands.

Auto Seams
Generate UV seams automatically when Unwrapping the current subtool.

Crease edges
Use this option to generate UV-seams from the creased edges of the current subtool.

Crease seams
Crease Edges along UV seams and UnCrease the other edges. Hold Shift when
pressing this button to keep existing Creased Edges in addition to UV-Seams.

Symmetry
When the Symmetry option is turned on, ZBrush will try to generate Symmetrical
UV-Islands when Unwrapping UVs.

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ZBrush 2023 - Redshift

REDSHIFT

Stunning Redshift renders inside ZBrush

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ZBrush 2023 - Redshift

ZBrush artist: Nikita Lebedev

I Redshift renders inside ZBrush

Render directly inside ZBrush using the Redshift renderer. Create stunning renders
using the new Redshift materials - glass, metal, reflections, subsurface scattering,
shadow-catchers.

Note: Redshift is a separate application which must be installed for rendering within ZBrush
to be possible.

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ZBrush 2023 - Redshift

II Redshift Renderer Functions

The top section of Redshift Renderer sub-palette

Redshift
Turn on the Redshift button to enable rendering with Redshift. The Redshift rendering
options will then become available.

Floor Material
Click the thumbnail to select a material for the Floor. Select the Shadow Catcher
material to set the Floor as a shadow catcher.

Floor Color
Click the thumbnail to select a color for the Floor.

Gamma Correction
Allows for the changing of the gamma value. On Windows, the default is 2.2; on
MacOS the default is 1.8.

Rotate Lights with Camera


When turned on, lights will be rotated with the camera which is especially useful if
you want a light behind the model for SSS. When off, the lights will remain fixed.

Use Default Panorama


Use the default panorama for lighting and reflections.

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ZBrush 2023 - Redshift

III Rendering progress options

Render Quality
When Progressive Rendering is turned off, Bucket Rendering is enabled and the
quality is determined by the Render Quality slider setting.

Progressive Rendering
When turned on, the render will be shown progressively increasing in quality. The
final quality of the render is determined by the Progressive Iterations slider.
If Progressive Rendering is turned off, then Bucket Rendering is enabled. The render
will appear as a sequence of squares, rendered at final quality. The quality of Bucket
Rendering is determined by the Render Quality slider.

Progressive Iterations
When Progressive Rendering is turned on, the final quality of the render is determined
by the Progressive Iterations slider. The higher the number of iterations, the better the
quality.

Primary GI Engine QUality


Sets the primary GI Engine quality.

Secondary GI Engine QUality


Sets the secondary GI Engine quality.

Preview Quality in ZBrush


Sets the quality of the preview inside ZBrush before rendering with Redshift.

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ZBrush 2023 - Redshift

Preview Size in ZBrush


Sets the size of the preview inside ZBrush before rendering with Redshift.

IV Depth of Field

Depth of Field
When the Depth Of Field button is enabled, Redshift will render depth of field.

Focus Depth
Focus Depth sets the point at which the model is in full focus. You can click+drag
from the slider to the model.

Focus Radius
Focus Radius sets how quickly the model becomes blurred.

V SubTool Disable Options

In order to speed up test renders there are three options to disable functions for
visible subtools.

Disable DynamicSubdiv
Disables Dynamic Subdivision for visible SubTools.

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ZBrush 2023 - Redshift

Disable ArrayMesh
Disables ArrayMesh for visible SubTools.

Disable NanoMesh
Disables NanoMesh for visible SubTools.

VI Render Recall

Render Recall allows you to scroll through previous renders and recall their settings.
What is recalled can be set using the options. This makes it easy to reuse a favourite
material or light setting with your current render.

Import Note: Although you will see the previous render it is only the settings that are recalled.
If a different model was used then this isn’t reloaded.

VII Redshift Baker

Redshift Baker enables you to bake the current Redshift render materials into a
model as polypaint.

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ZBrush 2023 - Redshift

Redshift Baker 360


Press the Redshift Baker button to start the baking progress

Bake Longitude Steps


The number of Longitudinal rotation steps the baker will make. The total steps will be
Longitude and Latitude steps multiplied together.

Bake Latitude Steps


The number of Latitudinal rotation steps the baker will make. The total steps will be
Longitude and Latitude steps multiplied together.

Bake Color Mode


The Bake Color Mode slider controls the average of two separate projections. Bake
Color Mode works best with materials with reduced specularity or shine.

Preserve Highlights
The Preserve Highlights slider controls the affect of brighter colours being applied to
your model for the baking process. Slight variations in lighting may result in a dimming
of specular highlights. This slider gives greater weight to brighter colors and specular
quality is retained. The higher the value the greater the weighting.

VIII Redshift Materials

Some of the new Redshift materials

New Redshift Materials are provided in ZBrush so that you can get the best out of
Redshift. Each material has a set of modifiers which can be adjusted allowing you to
tweak the settings and create new materials. Your materials can be saved an reloaded
just like ZBrush standard materials.

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ZBrush 2023 - Redshift

Material Modifiers

Redshift RoughMetal material selected with some modifiers showing

IX Redshift Light Properties

The Lights palette has a new section for Redshift Light Properties.

Shadow

Turn Shadow on or off per Light.

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ZBrush 2023 - Redshift

Shadow Strength
Strength - full black or degrees of gray.

Shadow softness
Softness - sharp edge or soft edge.

Shadow Samples
Shadow Samples

Intensity Multiplier
Intensity Multiplier

Light Distance
Distance - how far the light is from the object

Light Range
Range - how far the light will reach

Decay Type
Decay Type - power of 2 or linear

Decay Start
Decay Start

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ZBrush 2023 - Redshift

Redshift Background options

The Background section of the Light palette has some Redshift options.

Redshift Exposure
The Redshift Exposure slider affects Redshift only so it can be set differently to the
HDR Exposure. This can be used to create dramatic effects - for example, the background
exposure can be quite dark but the model fully illuminated.

Redshift HDR Shadows


The Redshift HDR Shadows slider affects Redshift only so it can be set different to
the HDR shadows.

X SubTool: Redshift Properties

Smooth Surface
In the Tool>SubTool>Redshift Properties section is the Smooth Surface button. This
option allows you to tell Redshift to smooth the surface at render time. It can be set
per subtool. This is designed for making low resolution and faceted meshes look good,
so don’t use it with high resolution meshes! The setting can be turned on for all visible
subtools by using the Apply Last Action button.

XI Redshift Tips & Tricks

• If a Redshift material is on your model then polyframes will not be visible.

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ZBrush 2023 - Redshift

• Redshift will automatically use your video card if it is supported. If your video
card is not supported then the CPU will be used for rendering.
• LightCaps are not supported by Redshift.
• Make sure you use those materials designed for use with polypaint if you want
polypaint to be visible.
• Use the Base swatch to change the material main color.
• If you have a texure applied to you model then you need to use a Redshift
material - MatCaps will not show the texture.
• If using a SSS material then the higher the SSS Weight slider is set, the less
polypaint will show. A setting of 1 will mean no polypaint shows.
• If using the Floor as a shadow catcher remember that you can change the size
of the floor by adjusting the Grid Size slider in the Draw palette. This will mean
your shadows don’t get cut off!
• If you are using a Redshift material then the Light icon will not update.
• You can render a region by holding the cursor over a part of the scene and
pressing Ctrl+R. This is useful if you are making adjustments to materials.
• Redshift will work with Turntable and TimeLine. Simply do a Redshift render first
then do the Turntable.

38
ZBrush 2023- Other Additions

OTHER ADDITIONS

39
ZBrush 2023 - Other Additions

I Apple Silicon compatible

ZBrush is now compatible with Apple Silicon on MacOS and will run without the need
for Rosetta.

II New File Saving Options

New file saving options have been added to the File palette (for saving ZPR project
files) and the Tool palette (for ZTL files).

Save
The Save button will save the project or tool using the last used file name and
location.

Save Next
The Save Next will increment the last used file name, saving a new file at the same
location.

III Sculptris Pro picker

Click and drag from the SubDivide Size slider, or the Picker button, to the mesh to
set the size of the tessellated triangles. The Picker button can have a hotkey assigned to
it if you wish. For best results the Adaptive Size button (which controls tessellation size
by brush size) should be turned off.

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ZBrush 2023- Other Additions

IV Apply Last Action

Instantly apply the last action to multiple visible SubTools. Perfect for turning off
Dynamic Subdivision, filling with color or material and much, more.

Perform an action for the current subtool. The Apply Last Action button will become
enabled. Pressing the button will repeat the action to the other visible subtools.

This option will only work for undoable functions in the Tool palette and is also
available in the Folder actions.

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ZBrush 2023 - Thank you!

THANK YOU!

Yes, to you!

42
ZBrush 2023 - Thank you!

Thank You

The ZBrush team would like to thank everyone who has participated as a beta tester
for ZBrush® since its beginning. We also thank all the ZBrush users who are making
such wonderful artwork, inspiring us to push our limits and offer you new, innovative,
artistic and production tools!

Happy ZBrushing, and thank you again!

The ZBrush Team

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ZBrush 2023 - Thank you!

Notes

44
ZBrush 2023 - Thank you!

45

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