ZBrushCentral

Can ZModeler to create a new polys?

Hello Everyone!

Suppose, I deleted a face on cube with ZModeler.
How can i restore the polygon (create a new polygon, fill the empty space) with tools and not use ctrl-z?
This is easy doing in 3D Max and Bleader. But in ZBrush… is a question.

And other question: How can I to create some polyloops?
Suppose cube consist of 6 polys. I deleted a top poly. I’m making polyloop and fill the free space.
I understand that i can simply extrude the top poly, but i’m interested in my method. Can ZModeler so or not can.

Please help me to decide this problem.

Thanks.

In your first situation you can create new polygons at the hole by using Edge > Close Hole, or Edge > Bridge > Edges. The latter method would create a poly without the bisecting geometry.

I’m afraid I don’t understand what you’re asking with the second scenario.

In general, Zmodeler works best with a box-modeling technique, as demonstrated by user Kurowarabi in their recent top row entry:

http://www.zbrushcentral.com/showthread.php?207914-LandCruiser40

Zmodeler is limited in terms of polygon by polygon modeling technique (extruding geometry polygon by polygon in open space), and will not replace a mature, dedicated 3d modeling toolset for this type of work.

Oh… Thanks. This is that I search. :slight_smile:

Second situation the same as the first. Only in the second situation I need fill free space by polyloop.
Maybe, I showed incorrect example. Ok. I will try to take other example.
Suppose, the cube consist of 6 polys. I delete all polys besides top and bottom. There are top and bottom polys only.
How can I quickly recover the cube? Can I fill free space by polyloop?

Suppose, the cube consist of 6 polys. I delete all polys besides top and bottom. There are top and bottom polys only.
How can I quickly recover the cube? Can I fill free space by polyloop?

I see. In this case there are a number of things you could do. You could Qmesh one poly into the other, or you could use the poly bridge action, but both of those might result in some minor issues with missing endcaps that would have be be filled in.

The most precise way to do it would be to use the Edge > Bridge > Edge action, and fill the sides poly by poly.

Again I would caution you, I realize modeling by creating a mesh poly by poly is a valid technique in other dedicated modeling toolsets, but it plays to the limitations of Zmodeler, rather than its strengths. ZModeler works best by manipulating and extruding closed 3d volumes into the shape you want.

Thanks.

I’m just a little correcting a mesh after ZRemesher. I don’t want to export to other 3D program because the change is a little.