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Clothing Design in ZBrush


🟧Learn how to create custom clothes in ZBrush using presets, dynamics, and manual brushwork.


🟧Step-by-step instructions for making shirts and pillows with realistic folds and details.


🟧The class covers basic concepts of cloth simulation, custom clothing creation, and the use of various tools in ZBrush for clothing design.





- Workflow

  • In this class, we’ll be making clothes on the Malse base mesh using the Spotlight inside of ZBrush.

  • To use the male base mesh model, click on the LightBox, go to Projects, and double-click on the male base mesh model.

  • The Spotlight options are also inside of the LightBox but in the Spotlight tab.

  • In the Spotlight tab, there are two different clothing options.

  • For this class, we’ll be using the 128_Clothes_Spotlight.

  • Double-click on the clothes spotlight and they’ll appear on the left side of our workspace.

  • Holding Shift + Z will turn on and off these clothes on the side.

  • Clicking on Z will activate the Spotlight Wheel.

  • If you click on the inside of the wheel, outside of the orange circle, you will move the wheel along with the clothes from the Spotlight.

  • If you want to only move the wheel and not everything, drag the wheel by the inside of the orange circle.

  • Drag one of the shirts from the Spotlight and place it in the middle of the chest of the base mesh.

  • To scale the spotlight shirt, click and drag the scale tool option on the wheel clockwise.

  • You can’t scale it too much in one spin and it has to be done like dialing on an old phone till you reach a good size for the shirt.

  • To adjust the position of the shirt move, move the wheel by clicking and dragging inside the wheel.

  • To make the spotlight into an actual shirt, click on the camera button on the wheel, and it will create a new subtool in our project.

  • If this didn’t work for you and there isn’t a subtool created, drag the wheel inside the orange square outline on the shirt spotlight and try clicking on the camera icon again.

  • Adjust the shirt to make sure it’s fitting the mesh all around and that not too much of the body is phasing through the shirt.

  • In the subtool, click on the paintbrush icon on the shirt layer.

  • Ctrl + Shift and click on the red polygroups to isolate them.

  • Ctrl + Shift click again to hide the red polygroups.

  • Go inside the Geometry options, open up the Modify Topology, and click on Del Hidden to delete the red polygroups that we don’t need.

  • To make the shirt mesh stick to the body of our character we’ll be using Dynamics which is the physics inside of ZBrush.

  • Click on the Dynamics tab and click the plus button on the left side to dock the whole tab on the side of our workspace.

  • If we click the Run Simulation button, the shirt will just fall to the ground.

  • To undo the Simulation click Ctrl +Z.

  • To make the shirt stick we need to turn off the Gravity so that the shirt doesn’t fall down.

  • Activate the Contract on the Z Axis only so that the shirt sticks only in one direction.

  • Activate the Collision Volume, this wall add collision to everything in the scene.

  • And lastly, lower the Inflate by a lot to somewhere around 0.014.

  • Now when we run the simulation the shirt will stick to the base mesh.

  • But this is still not enough.

  • We need to add more edges on the side of the shirt because Dynamics works with how much topology something has, just like in Autodesk Maya.

  • The better and more the topology is, the better the outcome will be from the simulation.

  • With the ZModeler Brush (BZM), hover over an edge on the polygroup and click space to open up the Edge Actions.

  • Select the Insert action and set the Target to Multiple Edge Loops.

  • Press space again to close the menu, click on one of the edges, and drag up with your mouse to add more edges.

  • Do this on all sides of the shirt except for the front and back.

  • When we run the simulation again the shirt will stick better to the mesh.

  • To fix the wrinkles on the side use the smooth brush gently to straighten out the polugroups.

  • To fix the edges of the shirt, go into the Masking options and use the MaskByFeature only on the Borders.

  • Ctrl and click on the side to invert the mask so that only the edges of the shirt are exposed.

  • Go to the Deformation tab and slide the Polish By Feature slider to smooth out the ends of the shirt.

  • We still need to fix the topology with ZRemesh.

  • Like normal, set the ZRemesh to Adapt, the Target Polygon Count to 5, and click the ZRemesh button with the symmetry turned on.

  • After the first ZRemesh, turn off the Adapt and activate the Half option, and ZRemesh the shirt two more times.

  • After the ZRemesh add 3 divisions with Ctrl + D.

  • We can make the shirt double-faced by adding thickness to it through Dynamic Subdiv.

  • To activate it, click on the Dynamic button and increase the Thickness.

  • Adjust the shirt so the body isn’t sticking out of the clothes with the move tool.

  • We can add wrinkles and folds to the shirt through Dynamics Options.

  • First, mask out a part on the shirt with the masking lasso and invert the masking so the part that you want to have folds on is exposed.

  • Activate the Expand with only the Y-Axis on.

  • Before you simulate the gravity make sure you are on the 2nd division so the simulation adds faster.

  • If you want how the wrinkles look at a certain point, you can pause or cancel the simulation by pressing the space bar.

  • You can also mask smaller parts of the shirt and add simulations onto those parts to create wrinkles and folds.

  • In the Brush menu, there is a cloth brush called ClothNudge.

  • With this brush, you can easily nudge the folds around the shirt.

  • We can make a quick pillow with a cube and use the Dynamics options in ZBrush.

  • First, add a cube to the scene or in a new project.

  • ZRemesh the cube once on Adapt and then on Half till there is a smaller amount of geometry.

  • Squish the cube to be thinner.

  • In the Dynamics options turn on Inflate with only the Z-Axis on and the CollissionVolume active as well.

  • When we play the simulation the cube will inflate itself into a pillow.

  • Another way to make clothes in ZBrush is by Extracting masked parts.

  • On the male base, mesh use the Mask Lasso with Symmetry and mask out a shirt.

  • Use the Mask Pen to clean up any parts you’ve missed to mask.

  • In the subtool options click on Extract, set the Thickness to 0.006, click Extract, and Accept.

  • If you don’t click on the Accept button it will not add the extract.

  • It will be harder to ZRemesh the shirt with the shirt having faces inside of it.

  • To fix this, Ctrl + Shift and click on the front group of the shirt so that the other polygroups will get hidden.

  • Go into the Modify Topology options and click on Del Hidden.

  • Now that we only have one face on our shirt we can ZRemesh it once on Adapt with symmetry still on and then a couple of more times on Half with the Adapt turned off.

  • Add 4 divisions with Ctrl + D and from here you can draw it folds on your own using the Standard brush and DamStandard.

  • Once you’ve drawn in the folds, turn on the Dynamic Subdiv and add thickness to the shirt.


Bonus - Dress


-Workflow

  • We’ll be using the Female base mesh from the ZBrush project to create a dress.

  • Use the masking lasso with symmetry on and mask out the top torso and arms, not including the legs.

  • Extract the masked parts with 0.01 thickness and press Accept to finalize the extractions.

  • Ctrl + Shift and click on the front polygroup of the dress, go to Modify Topology, and press the Del Hidden button to delete the inside polygroups.

  • In the Deformation tab slide the Polish by Feature slider to even out the edges of the dress.

  • After that, ZRemesh the dress on Adapt once and then ZRemesh it on Half two more times with the Adapt turned off.

  • With the Move brush and a bigger scale of the brush, move down the dress from both sides and adjust it so that the mesh isn’t phasing through the dress.

  • Use a smooth brush to relax the topology.

  • ZRemesh the dress again, this time on Same so it fixes the current topology.

  • Smooth out the dress again and adjust the form of the dress with the move brush.

  • After the adjustments add two subdivisions to add more topology to the dress then click on the Del Lower button while on the highest division.

  • We can add some interesting front details on the dress.

  • Mask the chest of the dress and add a new polygroup with Ctrl + W.

  • Ctrl + Shift and click on the new polygroup to isolate it.

  • Mask the back part and add another polygroup.

  • Ctrl + Shift and click on the front chest polygroup to isolate it from the back.

  • Mask the top of the chest, add a new polygroup, and isolate the lower chest group.

  • Hold Ctrl + Shift to use the slice curve tool, with each slice it makes a polygroup.

  • Keep making small slices along the group till you reach the bottom.

  • In the Masking tab, make sure only the Border and Group options are turned on before clicking on the Mask by Feature.

  • Once masked, Ctrl and click on the side to invert the masking.

  • Hold Ctrl + Shift and drag on the side to reveal the rest of the plygroups.

  • Hold Ctrl and click on the side to invert the masking to where only the polygroups are exposed.

  • Turn on Dynamic Subdiv on the dress.

  • After that, go into the Dynamics options, turn on Expand with only the X and Z Axis on, turn down the Inflate to 0, and make sure the Gravity is also turned off.

  • When you run the simulation the exposed polygroups will start to wrinkle, creating an interesting fold on the dress.

  • When you are satisfied with the simulation at a certain point, press the space bar to stop the simulation.

  • With the DamStandard brush connect the front folds with the back by drawing out lines to connect them.

  • We’re going to use the ClothPinch brush to make subtle folds on the back in between the folds.

  • Use ClothNudge to add folds anywhere else on the dress.

  • End Result.





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