Turn any object into a Sculpty

In this tutorial I show you how you can use zBrush 3.1 to convert an existing object to a sculpted prim. We’ll be using the Subtools feature which allows you to work on more than one object mesh at a time, and the zProject brush to transfer the 3D geometry from the original shape to our new sculpty-friendly shape. I’ll also be using the Material Baker script to bake the shadows and highlights into a texture to be applied to the sculpty in-world.

The zProject brush rocks! The more I play with zBrush, the more ways I find to combine the tools to create new effects. In my first zBrush tutorial I used zProject to texture an object with a photo/image reference - and now I’m using it to transfer actual 3D data. This technique is not limited to just copying objects, either. It could be used anytime you want to copy 3D info from one object to another object. There’s also now reason that you couldn’t use multiple sculpties to convert parts of a complicated object.

If you haven’t done so already, you might want to watch my first video where I demonstrate the entire process of creating and texturing a sculpted prim in zBrush. Besides the Material Baker script you’ll also need 2k Suisie’s SculptyMaker converter program.

Sorry about the scratchy audio in this one, dunno what happened. :) You can also download a higher resolution, Quicktime version of the video.

4 Responses to “Convert Objects to Sculpted Prims with zBrush”
 

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Thanks again, Vlad!

Drat, this was my last day of my Zbrush trial. *sigh* Will have to go shake the piggy bank now, and it’s all your fault really for writing such clear tutorials.

Sillyness aside, I think subtools are one of the most powerful things in zbrush. I haven’t tried yet, but as soon as I get my (nonfree) copy, I want to try assembling a multiple tool item and texturing it. It seems the best way to ensure smooth textures across seam that I can think of. I presume you can just make the desired tool active to texture and export the texture, correct?

Virrginia Tombola wrote on May 10th, 2008 at 8:41 pm

 

yes, should be able to treat any piece of the subtool as a tool by turning off the other ones. I’m not sure how the material baker script will work with subtools, as I haven’t experimented with that yet.

My next project is going to involve creating a multi prim sculpty object using subtools as well.

Vlad Bjornson wrote on May 10th, 2008 at 9:18 pm

 

Thank you so much for this additional tutorial, this is something I have been trying to do without great success but you just filled in the blank I was missing.

Eboni wrote on May 12th, 2008 at 12:41 pm

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