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.

11 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

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