I tend to use Dynamesh to merge my inserts into one mesh, but that’s entirely up to preference and the demands of your project. This allows you to use the Transpose Tool to move, rotate, and position the insert before finalizing its placement. Additionally, after inserting one of said subtools, notice that the rest of the scene becomes masked. If you press “ M” you’ll pull up a sub-menu that will allow you to select any of the subtools you previously created. Load up your scene, select your custom brush, and drag & drop. I suggest placing it into the ZStartup folder so that it automatically loads every time you launch Zbrush. Hit “ B” to open up the brush panel one last time and save your new brush. Lastly, go to the “ Stroke” section in the brush properties panel and change it to “ DragRect“. Hit “B” to open the brushes panel again and you should see a new brush similar to this one: This will convert all of your rock subtools into a single brush. Then hit “ B” to bring up the brushes panel and select “ Create Insert MultiMesh” at the bottom. Each should be its own subtool, which should lead to a list of assets like this:įor a scene like this, I want to be able to drag a rock onto the surface, rotate/scale it, and otherwise be able to place it exactly where I want it to be. In order for the object to drag out right side up, rotate the object in your scene so that its bottom is facing into your screen, while its top is facing you. This one is simple, go ahead and make a bunch of rocks or stone pieces for the scene.
For the purposes of this landscape I’ll be creating my own Custom Insert MultiMesh Brush out of smaller rock models. Insert MultiMesh Brushes allow you to insert any one of an array of subtools instead Zbrush even has a few installed by default (IMM Dragon Bones, IMM Machine Parts, IMM Model Kit, etc). Make modular details and use a custom Insert MultiMesh Brush!! (ok, maybe it’s not that exciting, but it works and it works quickly).Īs the name implies, an Insert Mesh Brush allows you to insert an existing mesh (subtool) into/onto your currently active subtool. But with time constraints and other tasks on my plate, I can’t afford to spend too much time sculpting individual details.