Part 2 – An additional Attribute that you can tweak to further advanced the effects of your brushes
Following the amazing response I got from the original tutorial on creating “double action” brushes in ZBrush, I decided to do a follow-up video, to show you a few other extra attributes that you can tweak to further advanced the effects of your custom brushes.
In this video tutorial, I walk you through the modifiers from the Depth sub-palette plus an additional attribute from the Modifiers sub-palette that I left out in PART 1. I’ll also show you the practical use of some of the “Double Action” brushes I created to sculpt details on my “Franky” character (you can see the full sculpting time-lapse here).
To keep things organised, this new video tutorial will be PART 2 of the series. There are a few concepts in this tutorial, that I think could be categorised as intermediate or advanced, but in most cases, you can play around with the sliders and compare the effects. If you are unsure of some of the terms I use, you can check this 3D lingo where I listed some commonly used terms in 3D with simple descriptions.
If you have already tested the skin pores and creature bumpy skin brushes from the resources pack in PART 1, you’ve probably noticed that the effect of one brush can override the other, like in this example below:
So, I also show you a simple workflow to combine the effect of various brushes while keeping the sculpted details.
In the resources of this post, I created a Double Action brushes pack that I’m sure you’ll enjoy! Scroll down to get the pack.
Here are some previews of what these new brushes do:
Creature Deep Scar
Burnt skin scar
Limit Web Scar
Random Lizard Skin