Here is my third zBrush to Sculpted Prim Tutorial. This time around we take a look at the zBrush Primitives and how theycan be used as starting points for your sculpties. No need to always start with the standard sphere - you can use the plane, cylinder, spiral, and even the SweepProfile shapes.

This is a two part video. In part one I show the process for using the zBrush primitives and explain which shapes will work as sculpties, and which will not.

In part two I use the SweepProfile primitive as a starting point for creating a soft, sculpted hat.


To convert these zBrush objects to sculpties you’ll need the SculptyMaker converter that was created by 2k Suisie. You can download it here. Just export your zBrush object as a .obj file and run it throuh the converter to create the sculptmap image file. If this is your first time creating sculpties with zBrush you might want to watch my first zBrush to Sculpty tutorial where I demonstrate the entire process.

26 Responses to “Using zBrush Primitives for Sculpted Prims”
 

Hi.Well Vlad i wanted to be the first one to comment this time, your works are interesting, helpful and awesome.

Your tutorials are great, you are a good teacher i was long time looking for a way to make sculpties for sl with zbrush
and also to learn how to use zbrush to make anything.

Some problems with the sound in the last videos

Thanks for all

Raimon Cazalet wrote on May 21st, 2008 at 8:25 am

 

Hello Vlad,
Thank you so very much fore your excellent tutorials.
Before i found out about your site i panicked every time
i opened Zbrush now i actually enjoy every minute of it.

Anyway, to my question..

I have tried, with no luck to export the 3d terrain from zbrush and convert it with sculpty converter 1.5.
I have set it to 32*33 but i get the same result every time

http://i31.tinypic.com/micjmq.jpg

Do you have any idea what could be wrong?

In Photoshop i have copied the nearby rows and cover the black one but i still get a seam in the middle of the final sculptie.

Thank you again Vlad for your tutorials, i could not live my second life without them :)

Anonymous wrote on May 25th, 2008 at 9:56 am

 

Try using a 33×33 setup for your plane. 2k mentioned that there are some cases now (with SculptyMaker 1.5) when you’ll want to change the setup for your object:

“A plane is 33×33 because either side of mesh doesn’t wrap around to meet the other side.

A sphere, cube and cylinder should be 32×33 because the mesh wraps just horizontally.

A torus is 32×32 because the mesh wraps both horizontally and vertically.”

http://forums.secondlife.com/showthread.php?p=1999235

Vlad Bjornson wrote on May 25th, 2008 at 10:05 am

 

Thank you Vlad, the 33*33 worked perfectly

Anonymous wrote on May 25th, 2008 at 10:13 am

 

hi Vlad thank you soooo much for the tutorials. You are so totally a life saver…and they are so easy to understand.
You stated in your videos to comment ideas for future videos.
well one thing i could really use some help on is how to work with multiple objects in zbrush. I am trying to make shoes and my issue is making a complete shoe with all its parts in zbrush so i can see exactly how they fit together. The guessing game isnt quite working for me. also trying to get the hard edges around the sole is really chapping my hide.:P

Asri wrote on June 7th, 2008 at 2:27 am

 

HOLY CRAP! I have learned more today here than I have after a week of messing with way too many tools.. woohoo!

collin savon wrote on June 7th, 2008 at 5:23 pm

 

Asri: My next tutorial should be just what you are looking for. I will be showing how to use SubTools in zBrush to create objects with multiple sculpties. Even better - the newest version of the SculptyMaker converter by 2K Suisei makes it much easier to assemble these multi-sculpty objects in-world.

Vlad Bjornson wrote on June 9th, 2008 at 10:32 pm

 

Hullo Vlad, I’ve been having a terrible time trying to import the Spiral3D object. My first go, I started with a 32 value of SDivide and a 33 for LDivide As a sphere, it was a nasty blob, with the vertices all over. So I tried the various sculpt types, and found that it looked fine as a plane in the Sculpty Space preview, but had a “crack” of missing vertices when imported. Thinking myself clever, I went back to Zbrush and restarted with values of 33×33, but oddly, it didn’t change its final appearance at all, it still had that crack.

Any ideas what might be happening?

Virrginia Tombola wrote on June 16th, 2008 at 5:31 pm

 

Ah, according to 2K, the newest release of Sculpty Maker has fixed the importation issues for the Spiral3D primitive. It wasn’t me, after all :P

Virrginia Tombola wrote on June 19th, 2008 at 8:48 am

 

aha. Glad that you go that figured out. 2K has been working hard on the Sculpty Maker. I’ve been so busy that I have no even used that 2.2 version - or the new zBrush plugin. Hope to find some time this week to check it out.

Vlad Bjornson wrote on June 26th, 2008 at 9:56 am

 

hello Vlad

I have a problum with 2ks sculpty maker. I have made sculpts on ZBrush and use sculty maker to change them to sculpted texture and for some reson if i use the sculpty maker (ZB3) and wen i get my sculpted file on and were i want to put it, it says that there are too many vertices.also if i use the sculpty maker (ZB2) wen i get the sculpted texture it isnt what i made

vanrelik Vita wrote on July 1st, 2008 at 5:13 pm

 

Vanrelik: Make sure you are converting the zBrush primitve to a Polymesh before saving and converting. After setting the hdivide and divide and drawing out your shape, press the MakePolyMesh3D button to convert it to an editable mesh.

Vlad Bjornson wrote on July 5th, 2008 at 8:32 pm

 

Hey, Thank you so much for those videos it helped so much!!!!
Is there a possibility that you will make some videos that will help with sculpted shoes?

Respectfully Angela

Angela wrote on July 29th, 2008 at 2:13 am

 

Hi Angela, glad that you found these videos useful. I prolly won’t be doing any tutorials specifically about shoes - I am a fashion disaster. :) But, I will be doing some more vids that should help folks make shoes. I plan on doing one soon that shows how to use the subtool feature to work with multiple sculpty objects at the same time.

Vlad Bjornson wrote on July 29th, 2008 at 9:58 am

 

Sounds great, and I already made heel with your videos so it’s already helped me with shoes a bit :)
And I even made sculpted skirts,Great job and thank you so so so much :D

Angella wrote on July 30th, 2008 at 4:16 am

 

Um one problem I have Zbrush 3.1 but i dont seem to have the SweepProfile primitive, is there a sultion

Tarkin ;(

Tarkin wrote on August 29th, 2008 at 7:28 am

 

Tarkin: hmm. Can’t imagine why you wouldn’t have the SweepProfile3D tool. On the default interface it is in the tools menu, right up with the Sphere, Ring, Terrain3D, etc. You’ve got to click the current tool to bring up a menu with all of the available tools.

Vlad Bjornson wrote on August 29th, 2008 at 1:07 pm

 

Hi, firstly, thanks for the great tutorials and support, and Zbrush is looking very interesting indeed from the trial.
My problem: I’ve been reading/watching on the tutorial concerning the problems with the torus, unfortunately after spending two days working with a torus created in blender 2.47 with it’s sculpty creation facility. I then exported to object and edited it in Zbrush, there I found it easy to smooth the shape to how I wanted it. Anyway, after I started exporting and trying to change between programs/editors I encountered various compatibility problem, but nevertheless managed to export my sculpt map using Sculpty Maker.
This was where the problems started, at first the shape was inside out and the torus was closed at one end, however the sculpt map did not appear diagonal as shown in the video. I then tried the filter/shear method anyway, which then made the map appear diagonal, but on importing to SL I found it cured the problem of appearing inside out, but not the hole on the torus which was still closed at one side.
Any ideas?

Anonymous wrote on September 2nd, 2008 at 7:20 am

 

Oops, I posted the above but forgot to add my name. I also forgot to mention that the shape (torus) I’ve made does appear to be 32×32, as I’ve read it should be, it was simply created using one of Blender’s Sculpty prims. The only problem I have with my result is the aforementioned hole (seam?).

Derek wrote on September 2nd, 2008 at 7:30 am

 

Derek: Sounds like the sculpty is not using the correct stitching type. There are several types of sculpties: sphere, cylinder,plane, and torus. In newer versions of the SL client (1.20 and above) you can select this type while editing the object - it is right under the sculptmap. With older versions of the client you must use a script to change the sculpt type.

Also not that this video is a bit dated now - v 2.5 of Sculpty Maker will convert the torus properly. 32×32 is the proper dimensions to match the resolution in-wold, but SM is not as picky anymore about resolution of the mesh. I generally stick with the in-wolrd mesh resolutions tho so I don’t sculpt in more detail that can be included.

Also - remember that SM is meant to be used on objects that started out as zBrush primitives. the problem you had with converted were probably caused by an object that was not created in zBrush.

Vlad Bjornson wrote on September 2nd, 2008 at 10:41 am

 

Thanks for the reply Vlad, I hadn’t noticed the new feature in the tool for stitching type, nor would I have known what it was for without being told, so I’ve just tried it on the sculpty I’d made and it works perfectly now and looks as it should.
I had a feeling that might be the case with compatibility between applications, it’s just a case of learning how to do the same things in Zbrush that I do in Blender - editing multiple objects together for the purposes of making a multiple-sculpty model for example, and I also like Blender’s method of dragging points to size/shape the object, but I’m very impressed with the texture painter in Zbrush so far.
Thanks again for your help.

Derek wrote on September 2nd, 2008 at 12:01 pm

 

Derek: cool, glad you got it working. If there are some things that you like in Blender and some in zBrush you can still use both programs - ya just need to keep your object formatted for the converter you are using.

If you are going to convert to sculpty with Sculpty Maker then start out with a zBrush primitive, export for work in blender, then export back from Blender to zBrush. Using the .obj format should keep all the info intact. Or if you are going to convert with Blender then start with a Blender compatible object then export to zBrush and back.

I do this all the time with zBrush and Hexagon. Before 2k made SM I was using Wings3D to convert my objects, so I would load up a Wings3D compatible object in zBrush as my starting point.

Vlad Bjornson wrote on September 2nd, 2008 at 1:24 pm

 

I have made several ring shapes starting from the Gear and sphere tool but when i upload them into SL (After using scultpy maker or sculpty plugin), it comes out as an incomplete ring… :((( What could i do to fix this?

Valenttina Carfagno wrote on September 2nd, 2008 at 7:19 pm

 

Valenttina: This is the same problem that Derek was just having.

“Sounds like the sculpty is not using the correct stitching type. There are several types of sculpties: sphere, cylinder,plane, and torus. In newer versions of the SL client (1.20 and above) you can select this type while editing the object - it is right under the sculptmap. With older versions of the client you must use a script to change the sculpt type.”

You’ll want the torus type for your rings.

Vlad Bjornson wrote on September 2nd, 2008 at 9:42 pm

 

Sorry for the double question Vlad. I must have been on automatic mode… so much i had not even seen the new stitching mode feature on the Edit menu. It works wonders!!! Did i mention I love you? hahahaha… Just Kidding! but… Thank you for all your help… and patience! xD

Valenttina Carfagno wrote on September 3rd, 2008 at 8:17 am

 

Not a problem, Valentinna. Glad you got it working. There is a lot of info scattered around all of these blog posts. One of these days I will compile it all into a FAQ or some similar resource.

Vlad Bjornson wrote on September 3rd, 2008 at 11:06 am

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