This setting applies multiple instances of the brush at once over the stroke so it increases the ‘Intensity’ but gives you very smooth results. Finally, you can test how the brush behaves when adding some ‘Trails’ (Brush palette > Modifiers > Trails). From the Brush palette > Orientation, try modifying the ‘SpinAngle’ and ‘SpinRate’Ħ. For more advanced settings, you can play around with the ‘Roll’ and the ‘Roll distance’ attributes from the stroke palette to stretch the alpha across the stroke. After tweaking the basics of the brush and creating your own alpha (selecting the one created with the ‘XTractor brush’), you can further refine the way that the effect of the brush is applied from the Stroke palette by changing to a different stroke typeĥ. Hold CTRL+Left Click on the undo history to record a clean state of your mesh, then add details with your custom brush, press ‘G’ and click and Drag with the ‘XTractorDragRec’ brush to create a custom alphaĤ. Create a custom alpha to further tweak the brush. ‘LazyMouse’ gives you lots of control over the stroke but turning it off will give you a smoother effect.ģ. With the standard brush, you can turn off ‘Zadd’ and turn on ‘Zsub’ to invert the effect. Changing some very basic settings can drastically change the behaviour and effect of a ‘Standard’ brush.Ģ. Team Fortress 2’s characters are a good example of the importance of silhouette for better readability. It’s best practice to get these right as early as possible. I started out in ZBrush with a rough blockout and focused on silhouette and proportions. Building custom assets in ZBrush, like brushes, is pretty simple. The high poly character model was done in ZBrush & 3DS Max.
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