As all the subtools are organic I was able to use ZBrush's built-in UV master to unwrap, check, unwrap check, etc. First I use ZRemesher on each subtool and try the various unwrapping algorithms until I find the best retopo. Now the step we all love and hate – UV's. As of now, I have taken a sabbatical so I can concentrate on building a portfolio to follow my childhood dream of working as a Concept Artist in the film and videogame industry. Fortunately, a friend opened a door and I began to teach ZBrush at the Arts University Bournemouth.
On my return, I ventured into a more traditional art field – portraits and landscapes, that would keep a roof over my head and a full belly in the countryside.ĭue to what seemed like unfortunate events at the time I ended up moving to the South of the UK. I caught the bug and travelled again the following year and again a few years after that. I learned 3D modelling, texturing and compositing from the Art Director. I worked for North East England Design Studio as a Graphic Designer but moved to 3D, my main task was within the Arch Viz sector. I was aiming for a job within the entertainment industry as a Concept Artist but as fate would have it, I had ventured into the world of 3D modelling by mistake. When I decided to draw my attention to Art and Design again I had fallen behind. I had put my art on the back burner but still contributed to our promotional material. After graduating I continued playing guitar in a band that looked as though we were going places. I studied Graphic Design at Scarborough Westwood Campus in the North East of England. In the next chapter, I will show how I rendered the different passes that I then used in Photoshop to composite the final image.Īll shaders applied and ready for rendering.Hi, my name is Gregg Hartley. Here you can see my model with the main materials applied to each SubTool. Not all the materials have the same texture slots, depending on their properties.Īdding textures to the material. Still in the Material panel, next to the Properties tab, you will find the Textures, where you can change or add additional textures to your material. Select the Material of a particular mesh and modify its parameters. All the materials don't have the same parameters in this example, this one has a subsurface property which you won't find on other materials such as metals. Here you will find different parameters to modify its colors, specular, and so on. To modify a material, double-click on the SubTool with the material you want to modify and the Material tab will open in the scene panel. So if you want to change the material but keep the texture, hold ALT then click and drag the material to your mesh.Ĭhoose a material and apply it to a part or your entire model. Upon clicking on a material, KeyShot will remind you to Hold Alt if you want to retain the texture of your model.
Alternatively, you can click and drag the material on the name of the SubTool (or on the group if you want all the SubTools to have the same material) on the right panel. To apply a material, simply choose one from the library and click and drag this material to the part of the model you want it to be applied. Model imported in KeyShot and overview of KeyShot's interface. On the left panel is the library where all the Materials, Colors, Environment maps and other textures are located. On the top of this panel, you will find the different tabs where we will modify and create the Materials, Lighting and Cameras. On the right panel, you will find your model, with all its different SubTools, that can still be selected separately. You can see that KeyShot has imported your model perfectly, with its textures applied to it. Just go to the Render menu and in the External Renderer palette, click on the button KeyShot, then, do a BPR render to send your model automatically to KeyShot.Įnable the KeyShot bridge in the Render menu in ZBrush. Step 1: Sending model from ZBrush to KeyShotįrom ZBrush, it is now very easy to send your finished model to KeyShot with the KeyShot bridge. I will show the different materials I have used and the lighting setup I have created to render my image Mer-Man. Know the Basics: ZBrush - part one: Modeling Know the Basics: ZBrush - part two: Texturing Know the Basics: ZBrush - part three: Posing Know the Basics: ZBrush - part four: FiberMesh and UVs This tutorial will cover the basics of applying and modifying materials, and lighting a scene in KeyShot.
3D art director Gregory Stoffel continues the Know the Basics: ZBrush series by looking at the lighting and materials options using the ZBrush to KeyShot bridge.