View Full Version : Why can't I edit my object anymore?
ZBC Moderator
04-19-01, 09:03 PM
When you are 3D sculpting or painting an object, there are three conditions whereby ZBrush will convert a copy of this object into your image with depth.
ZBrush will "snapshot" your object if you change tools or layers, or if you select the Snapshot icon (or press Shift-s).
Snapshotting a copy of your 3D object into the document converts what you see to part of your image with depth (2.5D image). At this point, you have two options: First, you can enter Edit mode (press "t" or the Edit icon in the Draw or Floating palette) or a Transformation mode (press "w" for Move, "e" for Scale or "r" for Rotate - or click on the appropriate icons in the Draw or Floating palette) to sculpt, paint or move/scale/rotate your 3D object. Second, you can continue painting your image (as normal). If you change tools or layers, the copy of your object you snapshot will become a permanent part of your image with depth (unless you Undo the operation - by pressing Ctrl-z or Command-z or pressing Document/Undo).
Regardless of what you choose to do, your 3D tool remains in the selection window for you to later re-select for further editing or transforming. To continue editing or transforming your 3D object (so you can re-snapshot it into your image, or Export it), you should make sure this object is selected in the Tool palette, then click and drag in your document to create a new "active" version to edit or transform. Then you should enter an Edit or Transformation mode as described above.
So why doesn't ZBrush simply keep the 3D object floating all the time? ZBrush snapshots a copy of your 3D object into your image so you can continue editing on a pixel-by-pixel level (which a 3D object cannot allow for). In order to have this control, you must be working with pixols (pixels with color, material, depth and orientation information) - the foundation for ZBrush's speed, flexibility
Thunderwatch
01-11-02, 02:50 PM
ZuZu: I just got the demo version of Zbrush. I'm trying to figure out why the three transform options (move, scale, rotate) are somtimes not available.
The manual says that depending on certain settings, one or all of these may not be available, so that probably has something to do with it.
As an example: I draw a cylinder for a tree. I transform it as desired. I then pick the SnakeHookBrush and make roots coming out of it.
Now I want to again scale, move, or rotate the tree as a whole, but those options aren't available to me.
What am I missing?
Thanks!
--Thunderwatch
ZBC Moderator
01-11-02, 03:31 PM
Hi Thunderwatch, and Welcome to ZBrush Central!
ZBrush is a combination 3D Modeling and 2.5D Painting program. The cylinder3D is a 3D tool, and the Snakehookbrush is a 2.5D Tool, meaning that it does not add geometry to your Cylinder mesh, although it does interact with the mesh to create a seamless 2.5D image.
If you wish to model your cylinder3D tree trunk to have roots that are part of it's geometry, you have several options:
1. You can create the trunk with the cylinder3D, and then model separate roots individually (from any tool with 3D in it's name) to be joined into a combined mesh to create your tree.
2. You can model your 3D trunk, then pull the roots out of the geometry of the cylinder3D itself.
You may need to mask the areas around the roots that you are creating - then subdivide your mesh so that the roots have a high enough mesh density. If you mask all of the areas of your mesh, except for the where the roots will intersect your Cylinder, you will be able to either manually pull the roots out from the mesh, or use one the functions available in the TOOLS:Modifiers Subpalette to partially extrude the roots for you to edit. Masking is not completely necessary, although it may make things easier.
Please feel free to post questions about these methods on the main 'ZBrush Forum'.
You may want to take a look through Quicklinks and the ZBrush manual for more information.
You can download the ZBrush manual from the download page at Pixologic:
www.pixologic.com (http://www.pixologic.com)
-ZuZu :)
Thunderwatch
01-11-02, 08:11 PM
Thanks! One more question, if I could:
Even without using the 2.5D tool -- just creating, say, a helix -- when I save the document and open it again, I can't move, scale, or rotate the helix.
Similarly, if I create a helix on Layer 1, then create a new Layer 2 and put a sphere (or whatever) on the Layer 2, I can't go back and transform the helix on Layer 1.
Is there a way to "activate" the transform tool to modify previously created shapes?
Thanks again. I'll check out the main threads and support documents as you suggest. :)
--Thunderwatch
ZBC Moderator
01-12-02, 02:42 AM
Hi Thunderwatch,
<BLOCKQUOTE>quote:</font><HR> Even without using the 2.5D tool -- just creating, say, a helix -- when I save the document and open it again, I can't move, scale, or rotate the helix. <HR></BLOCKQUOTE>
The Save/Save As in the DOCUMENT Palette saves your image in 2.5D.
To save a 3D Tool, use the 'Save As' function in the TOOL:Inventory SubPalette.
<BLOCKQUOTE>quote:</font><HR> Similarly, if I create a helix on Layer 1, then create a new Layer 2 and put a sphere (or whatever) on the Layer 2, I can't go back and transform the helix on Layer 1. <HR></BLOCKQUOTE>
To re-select an object after you have moved on to another one, you can use Markers.
Before you snapshot your first object to the canvas, make sure to place a Marker. Your object will automatically get snapshotted to the canvas if you select another tool, or if you use the snapshot function.
In the Marker Palette, select which of your object's attributes you would like the Marker to remember. This must be done before placing a Marker.
To place a Marker, click on the 'M+' button in the Transform or Floating Palette or press the 'M' key on your keyboard.
Place a Marker for each object that you want to be able to re-edit.
To re-edit an object that has been marked, click on the dot that appears in the center of the object when you hold your mouse over it, then enter edit mode.
If you wish to combine multiple marked objects, you can use the Multi-Marker Tool. Select the Multi-Marker Tool from the Tool Palette, then click and drag on your canvas to your desired size.
This will use all marked objects, so make sure to delete any Markers for Tools that you don't want included in your Multi-Marker Object before selecting the Multi-Marker Tool. You can delete a Marker for an object by pressing the 'M-' button while that object is selected.
While using the Multi-Marker Tool, you can use draw, move, scale and rotate, but not edit.
To edit the combined mesh of the objects that you have joined with the Multi-Marker Tool, the Tools must be converted into a Polymesh. This is done by clicking on 'Make Polymesh' in the Tools:Modifiers SubPalette while the MultiMarker Tool is selected.
Once you make a Polymesh, click on the new combined mesh that has appeared in your TOOL Palette. It will originally be named 'Composite Mesh01'. Make sure to use the 'Save As' command in the TOOL:Inventory SubPalette immediatly to avoid losing your work.
Click and drag on the canvas to place your Composite Mesh object, and edit enter mode to edit it as you would any other object.
Have Fun!
-ZuZu :)
Thunderwatch
01-12-02, 10:19 AM
Thank you *very* much! :)
As a long-time Photoshop user, ZBrush seems counter-intuitive in many ways. Of course, the more powerful the software, the steeper the learning curve.
I visited the ZBrush Forum and after only a few searches found some very helpful info. You've got great resources here.
TTYS.
--Thunderwatch
FranckyB
02-04-02, 10:18 PM
Hi Zuzu, first off I want to mention how great I think Zbrush is, so much so that I wanted to buy it right there and then, on Sunday even though I had almost not played with the Demo. There was just this tiny little thing that was bothering me and I needed to figure it out first. It obviously it has to do with this topic, the possiblity of re-editing 3D objects.
Just to give you a quick rundown, Im a Technical Director/ 3D animator/ Video editor/ IT Director. I'm not saying this to show off, I'm saying this to emphazyse that even though I've seen a lot of things and a lot of software, Zbrush really caught my attention.
This software is marketed as being a 2.5D software, Yet, obviously, you do have some great 3D modeling features, which one could easily argue is what make your software so great. Modeling a head of a character is a snap and a joy with Zbrush. Without these tools Zbrush would just be a fancy paint program, the possibility to model in an artistic and natural way is what makes this software unique. Now an artist can model anything he wants without the need to learn to model in a complicated 3D package. Yet what I dont understand, is that even though you have these amazing tools, you decided to make these feature limited. I dont see any reason why ZBrush should be just a 2.5D software, it just limits what it could become. Imagine sculpting a high detail face, then because of the high numers of polygon the objects has, I would need to smooth out some parts of the cheeks, no problems I'll just use the smudge tool, I need to do horns, no problem I'll just turn the model in the right position and use the SnakeHookBrush. I need to work on the nose, no problem I just go back in edit mode and continue, but every other modification I did would stick. I would not need to make markers and repaste an unfixed copy of the object. I could just use a select cursor and click on the different objects in my drawing and do what I want to them, using ANY of the tools. Every element should be treated as 3D, I drew something with the SimpleBrush and I want to modify or distort it, no problem, just use the select cursor, clik on the stroke I want to modify and go in edit mode.
These are features I've seen from other tools I've used, so I'm a bit of a spoiled brat I guess :D It just would seem to make ZBrush an even more powerful tool than it already is. One that I could easily see myself using in production, for modeling characters for 3D animations. While still remaining a immensely powerful "paint" software.
ZBC Moderator
02-06-02, 05:28 PM
>>>Continues in this thread (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=003680)
My own 2 cents:
There are several very specific reasons why things are the way that they are in ZBrush. First off, ZBrush doesn't behave like a 3D animation program because it's NOT a 3D animation program. It's a 2.5D paint program -- bridging the gap between 2D and 3D with properties common to both and others that are unique to ZBrush.
Here's the catch: when an object is snapshot, it no longer is made up of polygons. Instead, it is turned completely into "pixols" -- these smart pixels record not only the color, but also material, depth, orientation, etc. This allows several interesting things to happen. First off, it allows ZBrush to operate in true real time rendering without you having to have some kind of supercomputer. Once an object is snapshot to the canvas, ZBrush no longer has to worry very much about the hidden faces. All it cares about is making what's visible look as good as possible. The second advantage is that once the object has become pixols, you can now use all of the other 2D and 2.5D tools to paint more detail into your scene.
It's these additional tools that give ZBrush scenes such amazing quality compared to other 3D programs. The rest rely on textures and lighting because if something doesn't have geometry in a 3D app, it doesn't exist. What ZBrush does is to allow you to take the scene even further, painting additional detail into the scene like a 2D program but doing so with the depth of a 3D program.
All of which brings us back to the fundamental hurdle; the fact that once snapshot it is very awkward to try and pick an object up again. Imagine this: you snapshot a sphere to the canvas and then use the Cone3D to add spikes to it. Next, you use other 2D and 2.5D tools to add additional details to this spiked ball. Now what would happen if you were to pick the initial sphere back up again? What's the program supposed to do with all of that other stuff that you just painted on? It's not a part of the geometry. It's not a texture, either, since it has depth of its own. The processing power to move all of that other stuff in 3D while you work on the sphere some more would be horrendous -- if your computer could even handle it, real time rendering would go right out the window.
So in the end, while it is inconvenient in some ways to try and get used to ZBrush's unique way of doing things, those wacky methods are all there for a reason. They let ZBrush do what no other program can do. Along the way, they also happen to really benefit other programs (such as by making it easy to create morph targets, textures, or original 3D models). They also allow ZBrush to be a mighty fine rendering engine all by itself. And, of course, everything works together beautifully to allow artists to create amazingly detailed and realistic scenes from start to finish in ZBrush in far less time that it would require in another app.
It's just a matter of "unlearning" a few techniques and thinking in a new way...
The particular approach that will work best for you depends upon what you're trying to do.
If you wish to create a scene in ZBrush, the most common method is to create each of your main objects separately and place them on different layers. If you have a LOT of objects, then you can put multiple objects on the same layer so long as they don't intersect with each other. When placing objects, remember to use the Transform palette gyros (move, scale and rotate) to position them as precisely as you want. Before you move on to the next object, place a marker (Transform>Make Marker). If you get part way through and realize that you need to change an object -- whether it's a matter of doing more modeling on it or changing its position -- you can go to the layer that it's on and clear that layer with Ctrl+N (or use the eraser brush on the object if there are other objects on the same layer). If you move your cursor back to the center of where the object had been, a funny-looking dot appears. This is your marker. Select the object again in the Tool palette (because when ZBrush snapshots one to the canvas, the original remains in the palette), and then click on the marker to redraw the object in exactly the same position, scale and orientation that it had been when you placed the marker. You can then use the Transform palette on it again to move it or model it some more. Only after all of your major objects are placed to satisfaction would you change to using your other tools and painting the details into your scene.
Now, if you wish to build a mesh for use in another program you can use an approach similar to this. Don't worry about the multiple layers. Instead, model each of the pieces that will make up your complex mesh and choose the object's longest axis to work from. As you place your pieces, be careful to keep them rotated along that axis (you can use Transform>Rotate and then with the gyro showing go to Transform>Info and type axial values directly into the sliders to get perfect orientation with ease). Place a marker for every piece as you go. Use the Scale and Move gyros to get their placement as precise as possible. Next, clear the canvas and select the MultipleMarker tool. Drag on the canvas (being careful not to click a marker), and the complex object will be redrawn with all of the pieces active at once. You can now use the Rotate gyro on the group of them and still use Transform>Info to keep the rotations along an exact plane. In Edit mode, you can then move pieces around in relation to each other. But because you are keeping the object's orientation controlled, it is very easy to reposition them in relation to each other. When you have everything placed the way you want it from all directions, go to Tool>Modifiers>Reposition followed by Tool>Modifiers>Make Polymesh. Incidentally, that Reposition button can be used at any time to move the markers to match the current position and orientation of the object. This is useful if you want to change a particular piece. Reposition the markers, leave Edit mode, clear the canvas, click the marker for the object that you want to get rid of and then Transform>Remove Marker. Now select or create your new object, place it and mark it, and then you can return to the MultipleMarker tool to continue working. When you Make Polymesh, the individual objects will be combined together as a new tool in the Tool palette. You can select that object and texture or otherwise modify it to your heart's content. Or you can export it to another program. The individual parts will be given group names according to what they were named in the Tool palette before being incorporated into the mesh. (So if you want to create a model with specific group names, simply save each tool with the name that you want before you start using the markers.) Don't like the sharp edges where pieces come together? With the model active on the canvas, press Tool>Inventory>Make Unified Skin to re-skin the object and smooth the edges. The catch with this is that if you do so, any texturing that you have done and the object groupings will be lost. On the other hand, you can use the sliders next to the Make Unified Skin button to take considerable control over the mesh that will be produced.
Sound like a lot of work to create a single model for use in another program? It is. Don't get me wrong -- the MM tool is still extremely useful in certain places, such as modeling many mechanical objects. Especially ones with clearly defined edges. But for organic full body meshes, nothing beats the ZSphere. Be sure to run the ZSphere ZScripts that come with ZBrush 1.5. They are VERY educational. A couple of tips, though:
1) When working with ZSpheres, don't forget to change your Draw Size to 1 (press S to bring the slider up where the cursor is so you don't have to go to the palettes).
2) Shift+F is the shortcut to turn on Polyframe viewing. This lets you see the mesh with the polygons -- sort of a combination of gourad shading with wire frame, and very easy to work with.
3) Preview your mesh without skinning it by pressing A
4) When you make your mesh, Adaptive Skins are usually best for exporting to other programs. They create object groupings and also have a low enough poly count to not kill the other app.
5) When you make your mesh, the ZSpheres remain active on the canvas. A new tool appears in your Tool palette, however, which is the skinned (and exportable) model. This lets you continue to work with the spheres to create a new pose or something before going back to the Tool palette and exporting all of your meshes.
6) An advantage to the Adaptive skin is that models created using the same skinning settings can also share the same texture. This makes it handy to create multiple variations without having to texture every last one of them. And with the upcoming release of the bonus upgrade, Displacement mapping will be available to further add detail to these meshes without having to do more modeling. A single low poly mesh can be given infinite variations! Displacement Preview (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=008428)
Finally, a couple of very useful tutorials are available here:
QuickLinks for v1.51 (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=2&t=000060)
I'd recommend starting with Newbie Lessons One and Two to get a quick feel for both the interface and how the palettes work together.
Hi there everyone J First of all … I know, I know it’s boring but I’d Like to say I really like ZBrush and the images that were created using ZBrush are just fascinating. In fact that was the first reason I decided to try out the demo. It’s pretty much easy to use and VERY fast but… I don’t know weather I’m dumber than I thought or It’s some sort of a bug, but can’t re-edit old 3D object. Don’t jump on me yet…Example: I create cylinder, I rotate it couple of times, and I mark it with M, pressing snapshot afterwards. And when I create a new object and I try to re-edit my old cylinder it doesn’t seem to work. Yes there is a dot in the center, Yes I click left mouse button on that dot and choose edit mode but … no luck
…So could anyone tell me what’s wrong? If it’s not much to ask please tell me in details (with buttons and mouse clicks) how to perform that operation. I would be VERY VERY VERY VERY glad J thank you in advance.
WingedOne
02-14-03, 07:21 AM
You would have to remove that object from the canvas, either by clearing the layer the object is on or pressing "undo" and then replace the object from the tool pallette using the marker for that object placed on the canvas. Now the object you just placed on the canvas is "live" and you can edit that object.
Try double clicking the marker also...
NeoFight
06-01-03, 08:02 PM
Hello!
this post is most informative, i was just wondering if the marker process described above will allow me to save a project, close ZBrush and continue to model the same 3D object at a later date?
thanks for your time
Neo
If you have saved each of the models before placing your markers, and then load the models again before using the MultipleMarker tool, yes. But why? You can save your tools as it is, and work on them more in future sessions.
Unless you have the demo. In which case all of your modeling must be done within one session. Markers will not help you.
Basically, the markers tell ZBrush which tool to draw. But that tool must be an object within the Tool palette first.
NeoFight
06-04-03, 02:59 AM
thanks aurick!
i have now figured out how to use the 'save as' in the tool palette AND how to use markers
thanks for the help :)
I think this gets the prize as the #1 FAQ
maybe for some future version there could be a helpful pop-up that warns "your mesh is about to be converted to pixols and cannot be edited afterwards"
with buttons for continue and cancel and a checkbox for "show this warning again"
maybe also with a message that the modified tool is in the tool palette, so that it can be recreated if the layer is cleared
NeoFight
06-09-03, 04:05 AM
that is a brilliant idead havran!
the checkbox especially for those who have been using the program and know what is going to happen and when, and the popup for users like myself who are still floundering around with all thumbs in the program
Mr. MIDI
06-27-03, 06:59 PM
Okay - sounds like many of us "newbies" are having the same problems understanding exactly "how" ZBrush operates - or at least how to properly operate and access the ZBrush toolset.
I too and completely impressed with the work of the ZBrush artists and online image galleries - I mean WOW!
Anyway - here's my "newbie" question:
I want to use the Toroids in the shapes library to create a "chain link" ( 2 or more toroids linked together forming a chain).
I'm thinking that this would be simple to do - but, like so many others on this forum, I noticed that as soon as I add the 2nd toroid, ZBrush loses it's ability to "remember" that the first Toroid is a 3D object - (I understand that it's been converted to 2.5D Pixols).
I only have the "demo" version currently.
Is there a way for me to continue to add additional toroids - while still being able to "edit" any of the earlier toroids?
Of course I would want the first toroid to act as the "parent" 3D object and all others to "follow" the parent. :qu: :qu: ;)
Stonecutter
06-27-03, 07:11 PM
Hey Mr. Midi... :)
Place the first toroid, then use the snapshot button, which will produce a copy you can move, and rotate into position...It looks like a little camera...
You should draw the toroid, go into 'Edit' mode, then snapshot...
Of course, you can use the Editing mode first, as well as the other tools to do one link as a custom piece, modifying it with masking, inflation or whatever...Even though you only have the demo, you will have the modified link in your toolbox, while you are working...Then you would start your chain.
Hope this helps a bit...
(And Welcome to the Forum... :cool: )
Mr. MIDI
06-27-03, 08:05 PM
Thanks Stonecutter!
I will try as you suggested.
I looked at your gallery - pretty tasty.
Can you send a larger version of your sample image ? I clicked it thinking it would expand.
Thought for the Day. . .
Using Zbrush makes me realize that I don't know shit!@# :eek:
Stonecutter
06-27-03, 08:28 PM
I'm not sure which image you mean, Mr. Midi...
Why don't you email me at:
stoneboat@lightspeed.ca
If you tell me which image you refer to, I'll be glad to send you whatever you want...
And feel free to write anytime if you need help getting started...I like to help, as do most of the people here! :cool:
(An Edit: I think the prob is that you have to click on the orange text under the thumbnail, not the thumb itself... ;)
I haven't gone to my gallery until now, and I note that there are pieces missing that I did earlier, for others who might want to check their gallery... :) )
And here's a chain done using the 'snapshot' in place method...The trick is to zoom in, using the '+' key, to make positioning easier...
http://www2.zbrushcentral.com/uploaded_from_zbc/200306/user_image-1056772512zxi.jpg
(This is a tiny detail from a much larger image...)
Mentat7
06-28-03, 09:24 AM
Hi Mr Midi. :) Here is a Simple Chain.zip (http://www.pixolator.com/ubb/uploaded_files/user_file-1056817368gzv.zip) script that will show you how to create a multimarkered chain. When you get ready to run the script go to the SCRIPTS pallet and turn on SHOW ACTIONS and set the REPLAY DELAY to 500 or more so you can see all the actions that ZBrush performs while running the script. :)
Mr. MIDI
07-01-03, 06:46 PM
Hi Mentat7,
Thanks. I ran the script and I see that it makes perfect chainlinks - and now perhaps a dumb question - is it possible to take this chain and bend it around an axis?
I don't seem to have access to the "deformation tools" when the chainlink is the active tool (in multimarker tool mode).
Perhaps I am missing a step or something - because I figure that there must be a way to "warp" or "bend" this object.
Thanks -
Mr MIDI
Mentat7
07-01-03, 09:07 PM
Hi Mr. Midi. If you look closely at the script you will see one of the last steps I performed was to create a Polymesh from the Multimarkered object. Here are the steps: after you have placed all your markers choose the MultiMarker tool from the Tools Pallet then choose Make Polymesh under Tools>Modifiers. Once this is done a composite mesh object will appear in your tools pallet and you can then select it, draw it out on the workspace, enter edit mode and use all the deformations commands on it. Look closely at the end of the Chain script and you will see I performed the SBend deformation on the chain links. Hope this helps.
Mr. MIDI
07-07-03, 09:20 PM
Thank you Mentat7.
I knew there must be some way to do it.
BTW - your images look really nice!
Thanks again,
MrMIDI :cool: :b4: :b4: :b4:
jakeh74
04-09-04, 09:46 AM
i dont know if this has been addressed yet or not...but this in reguards to importing a mesha and detailing it....is it possible to bring in an .obj detail it with wrinkles etc..then export...my main problem is that once i select another brush and start painting the detail on my imported model i guess it freezes it to canvas...i do i keep it from doing that?..
-j
Thank you, Aurick, for this great explanation. That will help me to understand "la logique implicite" of Zbrush.
:tu:
Hello there !
`am a new Zbrush user! (greate isnt it ?) :D
I`v decided to learn how to use Zbrush, am interested in 3D features of Zbrush. So heres the preoblem : yesterday i`v downloaded some demo (awsome Fish design) that was shown on CGTALK recently.
Most of the actions are clear except thoes two underneath.
Pleas someone help me!
Lukas
BadKarma
05-19-04, 08:06 AM
/sound of screeching tires. :eek:
Whoa, hold on a moment.
I pulled down the demo sometime back and have been playing around trying to bend my brain around some of the paradigms associated with ZBrush.
Now, so far, I have managed to get a grasp of many basic techniques and, up to this point, have found the ZBrush methods and workflows to be easier and more "organic" than many higher priced applications of similar caliber.
To clarify, my particular interest in ZBrush is in modelling - specifically for games.
With Normal mapping burning serious inroads in the gaming industry, high poly modles with low-poly, normal mapped derivatives are becoming more and more common place.
Enter ZBrush, with an intuitive sculpting method that, quite frankly, puts most of the higher end modelling suites to shame - and at an attractive price!
Now, much to my dismay, I find that the inability to reselect a 3D object is NOT a restriction of the demo, but a... a... a FEATURE?!
What does one do if they have, for example, a head and a torso they need to "stitch" together to get a more complete mesh?
I know ZBrush exports 3D models and meshes, but why bother with it at all if you have to go get a more expensive app to put the "whole" thing together? :confused:
Wow this is depressing. I thought ZBrush may have been the answer for those of us who can't afford 2K Maya licenses. =(
I am almost feeling ill. Please tell me there's a work around or something. I really like this app, but it's the freedom of 3D I require. =\
aminuts
05-19-04, 09:26 AM
As you read at the beginning of this faq once you change brushes (tools) the tool you were working with is now baked into the background.
The work around for that is a tool called multi-markers. They let you model a head (tool) and then a body (tool) and allow you to put them together.
read the manual and see the zscripts that come with the 1.55 demo, also check the quick-links section here for more info on Multi-Markers.
WingedOne
05-19-04, 09:35 AM
Don't forget about the new "insert mesh" feature with the ZSphere tool.
and you always can multimarker the pieces together and then make polymesh to obtain a single mesh if you with to
BadKarma
05-19-04, 12:12 PM
Okay - calmed down considerably now.
I'll try this out, and hopefully wrap my head around it in a timely manner. =)
I appreciate your replies, and the general level of patience exhibited towards the newer users. =)
~Cheers
Thanks for the answers! I`v found the answers.
On the first one he is useing alt key with LMB on the last Zsphere. in order to insert the eye ball in to the head he is using projection master.
I must say, now everything is much easyier :D
DeJot
Wow, that makes some things clear. I too am all thumbs, and after owning Z2 since its release I have accomplished nothing. There seem to be quite a few special methods and processes to keep track of. I have never seen any of the info in this post anywhere else (at least as clearly as this). This might get me past one of my thumbs and on to creating something that is at least similar to some of the fantastic work others are producing.
I really think my biggest problem is comprehending the workflow. The "practical guide" has been a big help along with the help that comes with Z2, perhaps something targeted toward work flow, something that says: If you want to model and take this to program "x" look out for these issues.
I think the idea of having to define your mesh as a tool is fairly counter intuitive. I make my model, go to bed and open it the next day and keep going in MAX. Is this something that cannot happen due to Z2 technology?
You must forgive my ignorance in this but there is a ton to learn here and I am taking it in bits and as with the others Z2 is solidly the most impressive program I have seen in years. I am commited to learning it to help me get some of the monsters and robots in my head out.
aminuts
05-24-04, 10:32 PM
You can definitely save your mesh either as a tool, which if you are doing subdivisions is the only way to save those....hint:save at lowest subd to save disk space, or you can save it as an obj.
some of zbrush does seem kind of odd at first but it's a one of a kind program finding and making its own path in the future of 3d. max, maya and the others....someone had to be first there and the rest followed....well here comes Zbrush...the rest will follow.
watch all the scripts and play with it...before long it seems normal and the rest seem odd.
T Woods
05-30-04, 11:31 PM
I too would like to know the steps, in the angler fish demo, on how he added that eye sphere. I tried to slow it down and figure it out but it's not too clear. But it seems like he has two 3D object and joins them.
Thanks for such a great forum and zBrush :)
Game Master 770
06-01-04, 08:59 AM
If you wanna know how the eyes were done, check out my post in this link.
:eek: First time I tried it, my head almost came off, be careful
Topic: Eyes (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=015792)
PlayBAW
08-25-05, 01:23 PM
I agree 100
I use Kinetix 3d studio max 2.5 for modeling and animating (at least I did in art school) and editing was the key essential part of modeling. It should be the easy to find and use. With this powerful program you should be able to edit any of the tools used. I look at the rendered samples ZBrush users have done and I am amazed at the results. I saw that one man rendered his grandfather's face in 4 hours. I'm having a hard time creating somewhat simple things because of this editing problem. Maybe it's due to the fact that I've just purchased this program and I'm still learning, however there needs to be an easier way to edit.
bridgehajen
10-03-05, 12:44 AM
I'm a newbie and have just played around with the ZBrush demo version for a few days. There are a lot of new concepts but it is fun.
Anyway, as this thread describes, the internal transformation of an object from "edit" mode (3D) to "draw" mode (2.5D) happens as an optimization and is necessary for oll of the fun stuff to perform at all. As a professional software developer, this makes good sense to me. It also makes sense to me that some information is lost, e.g. any information about the "dark side of the moon".
So am I right in assuming that ZBrush is not really a 3D modelling tool but more of a 3D post-processing tool with some inherent capabilities beyond what a 2D program could offer?
But, oh boy, would I have liked to be able to convert freely from 2.5D to 3D. I suppose this is due to the information lost in the 3D->2.5D conversion? I'd suppose one could retain more 3D info by letting each pixol link to a linked list of hidden pixols facing (alternately) backward and forward. Still, there would be the problem of rounding errors in the conversions, especially for surfaces perpendicular to the clipping plane.
Well, I suppose one day it will be possible to model with this ease in 3D ..
PLZ help
I had this problem too, and then when I tried to save the tool, the "save as" button in the demo version was unavailable....
Is there a way to do this?
:cry:
jhg1qs.jpg
Not with the demo. The demo can only save the canvas, which means a snapshot of your model rather than the actual geometry. This is part of the incentive to purchase the commercial version -- so you can continue your modeling adventures across multiple sessions.
falledAngel
12-29-05, 03:50 PM
Ok, I understand how to mark an object, but when I wanna edit-it again it's not the model I have marked before, is a copy, and now I have (in this case two faces on my scene, the original, and a copy when I tryit to re-edit)
Another question I can't understand at all is what can I do to put the eyes on the face.
aminuts
12-29-05, 10:31 PM
check out the newbie challenges in the challenges forum....there are two that deal with eyes.
googyegg
10-24-06, 01:27 AM
So wait, does that mean you have to decide how your picture is going to look almost as soon as you begin? Like where it's going to be on the stage and what angle you look at it and everything...
Ed.
So wait, does that mean you have to decide how your picture is going to look almost as soon as you begin? Like where it's going to be on the stage and what angle you look at it and everything...
Ed.
Painters have been doing this for thousands of years...
googyegg
10-31-06, 10:02 PM
Fine...
googyegg
10-31-06, 10:34 PM
I'm pretty sure it's always been called using your imagination.
PixelDroid
12-01-06, 02:51 PM
Thanks for this thread. I am checking out the demo version and re-opening an object for refinement was not obvious to me either.
I downloaded the sea creature zsphere object from this thread:
http://www.zbrushcentral.com/zbc/showthread.php?t=6769
I imported it thru the tool palette and have restored to an editable state, but when I preview it, I don't see anything...
Any help will be appreciated.
Thanks.
Mitch Rosefelt
pauldnb
12-18-06, 05:54 AM
hello i recently have discovered zbrush2. im fine designing models an stuff. but i have noticed soon as i enter projection master an want to add an alpha to paint on the model i have realised it stays at the same direction so all my move,scale tools are disabled. yet i was watching an aaron sims tut an he was able to drag these alpha 360 degree`s after choosing..
not quite sure if i need a plugin or something for that to work but would be nice if someone could tell me how its done. thanks
silvaticus
12-18-06, 07:29 AM
You don`t need any additional plugin.
All you need is to choose the directional brush in projection master instead of simple brush, then you can scale, move and rotate the alpha.
*blabla first post blab la
I dont get the Reselect to work, can someone tell me this step by step plz?
pauldnb
01-02-07, 03:08 AM
if im saying this correctly. when you start modelling you get a step by step view of your model inside the tool section so if you mess something up or decide to change it to unified or adaptive skinning create a polymesh it becomes available inside the tools palette you just select it then redraw back on the screen then click EDIT to continue modelling, Also its exactly the same as when you save your work say you close zbrush an reopen you are shown the empty document load up your .ztl of your zsphere`s or whatever you made an you need to redraw the model back on screen with the tool you saved to re-model...
im still pretty new to zbrush but have watched loads of tutorials so i hope ive helped you there.
also want to add to this.. when in zsphere mode still an you open the tool you saved as zspheres you can still toggle the preview mesh with A an add more zspheres to your model.
Coyotes_75
06-01-07, 12:04 AM
Hi to all experts,
can any one help me, I can not moove separatly ono masch from the other in subtool menu.
Thx
ryankingslien
06-01-07, 10:24 AM
Hi to all experts,
can any one help me, I can not moove separatly ono masch from the other in subtool menu.
Thx
Press Move on the shelf along the top.
Click on the eye and draw out a Transpose line to the right
Click on the white center dot to move the eye
Learn more about Transpose (http://www.zbrush.info/wiki/index.php/Transpose) here.
ryan
Rebourne
07-04-07, 09:55 PM
Okay so I started my first model in zbrush and I got to a point that I want to save so I didn't lose anything only I saved it as a document.
So now I open the document and the model is there in pixols but when I try all the tricks to convert it back nothing works. Can someone help me? I have no idea what I'm doing and I'm kind of dumb tonight so please explain it as simple as possible lol...
Edit: I uploaded the file if that helps to show where I'm going wrong. Sorry about it being a zip of a rar file I was having trouble with the size requirements when it was just a zip file.
Coyotes_75
07-05-07, 07:43 AM
Rebourne, have you saved your model as tool or you have saved the document??? I have saved my models so many times, but as tool, and every time when I continue working, everything is there where I have stopped.
Coyotes_75
07-05-07, 07:49 AM
Rebourne, I have just tryed to open your alien head.... I think you will have to start all over again, you see, the only way to save your models is to save them as tools, and when starting again on new document, load that saved tool.....
maybe there is some way in ZB3 to convert your pixel model in to OBJ, but I do not know it
Okay so I started my first model in zbrush and I got to a point that I want to save so I didn't lose anything only I saved it as a document.
So now I open the document and the model is there in pixols but when I try all the tricks to convert it back nothing works. Can someone help me? I have no idea what I'm doing and I'm kind of dumb tonight so please explain it as simple as possible lol...
Edit: I uploaded the file if that helps to show where I'm going wrong. Sorry about it being a zip of a rar file I was having trouble with the size requirements when it was just a zip file.
Saving a document does not save your model. What it does is save a 2.5D snapshot of the canvas. It is no longer editable. To save a model so that it can be edited again in a future session, you need to use Tool>Save As.
There's no way to turn a 2.5D document back into a 3D model. Everything that's not visible to the camera quite literally no longer exists.
Rebourne
07-05-07, 10:34 PM
Haha, I was afraid of that.
Well I won't be making that mistake twice LOL.
Thanks for the speedy answers Aurick and Coyotes :).
cgmaniac
08-11-07, 09:31 AM
HI i just got zbrush 3 so i am not really familiar with some concepts for example i wanted to make a head, so i started by creating a zspheare then i entered to editing mode (t) once i´m there i want to move some areas of the spheare to give it a head shape so i press w but when i want to move it, it just gives the transpose lines, how can i just move the sphere without those lines?
Grotius
08-13-07, 12:24 PM
I quite carefully saved my model, which I'm building with ZSpheres, as a Tool, not as a document. I can load it, and initially it seems I can edit it. But once I place a new zSphere, I no longer seem to have access to my model. I can't edit, or draw new zSpheres on it. Instead, I seem only be able to create new instances of it.
Saving and reloading a model is very important to me because this program has already crashed twice in half an hour.
What am I doing wrong?
Coyotes_75
08-13-07, 11:39 PM
Well Grotius if you want to add new mesh, obj, tool to your existing one, you have to go to subtool and only there you will be able to do what you want. But only objects that you can add to you existing model are tool objects.
WingedOne
08-14-07, 04:54 AM
Grotius, make sure you're in Transform: edit: draw mode when adding new zspheres to your root zsphere.
Otherwise, you'll be adding brand new root zspheres to your canvas each time and you won't be able to edit the old ones.
Grotius
08-14-07, 09:06 AM
Thanks. I thought I *was* still in Edit mode, but perhaps not. I seem to have it working now.
apocaliptica61
09-23-08, 09:37 PM
I need help please
i am new in zbrush and 3d sclptin word
there is some thing that i am trying to do in zbrush and i cant
i want to know if it is posible to use the brush where are the 3d tools to modefy or scuplt a 3d objest or we can just use the normale brosh ( inflat magnify, flaten ext.....)
thank you
sorry cuase my english es bad if the quetion is not clear enogth i will try to make with an other way
I need help please
i am new in zbrush and 3d sclptin word
there is some thing that i am trying to do in zbrush and i cant
i want to know if it is posible to use the brush where are the 3d tools to modefy or scuplt a 3d objest or we can just use the normale brosh ( inflat magnify, flaten ext.....)
thank you
sorry cuase my english es bad if the quetion is not clear enogth i will try to make with an other wayTo sculpt 3D objects, use the brushes found in the Brush palette. Don't use the stuff found in the Tool palette, since most of those are 2.5D (pixol-based).
rosemarydarling
10-02-08, 09:47 AM
Brush Palette? When in 3D edit mode all I can use to sculpt is a round tool, and adjust the size in the Draw menu, this method is quite general.
grab.jpg
And if I use a simplebrush and go into the 2.5D view, I can't go back and change the angle at which I'm view the object, even if I take a snap shot or save the object. Then it just lets me rotate the brush work I just did, as a separate object.
I'm using version 2.03 in Leopard.
sicrage
10-07-08, 02:16 PM
I created a sculpture and didn't compete it, but saved it as a .ZBR to edit it later. now when i load it i cannot do anything to it except paint i still needed to add more clay and sculpt it please help!!
ilollar
10-07-08, 02:39 PM
Zbrush saves different elements in different places. If you save a document, it won't save the tool (which is what you mean by your sculpture). To save that tool, goto the tool menu, and Save As...
sicrage
10-08-08, 05:17 AM
i cannot see my "tool" or sculpture in the tool menu all i have is the basic tools.
sicrage, please actually read the thread. It clearly explains that Document>Save As will not work if you need to continue editing the model later. You need Tool>Save As.
I also recommend that you visit www.pixologic.com/zclassroom and www.pixologic.com/docs
sicrage
10-08-08, 08:07 PM
I realize what is did wrong now thanks i just wish i knew that before i closed it oh well thanks for all your help:cool:
ravagemonkey
01-29-09, 10:31 AM
ohh darn it if only i would have read this before i saved my head :(
http://img502.imageshack.us/img502/6370/head2ik9.jpg
well anyway that was my first work ever with zbrush... any critiques?
conn250
03-26-09, 10:14 AM
I was doing the vase tut and I made the vase in 3d. Then I saved the file. When I reopened it later, it would only let me work in 2.5d and wouldn't let me switch to 3d. Please help.
ilollar
03-26-09, 11:13 AM
Hi conn250,
Welcome to the forums.
If you read through the thread, you'll see there is a difference in how to save with ZBrush. You probably saved the document, which won't allow you to do 3D editing on your mesh anymore.
You need to save the tool (this is what ZBrush calls models). You can do that by going to the Tool menu and clicking Save As...
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