Hello everyone, hope I’m in the good place for my question… I’m a fresh newbie in the huge world of the 3D. I discovered ZbrushCore Mini and I decided to create a moth for a 3d printing project but when I sculpted this I think I went too far and now the rear part is so close to the front…Very thin. When I try to stretch rear part the front comes with. Question… Is it possible to grab rear part and moves it to have more thickness without change the front of my sculpt ? I open my moth in ZBCore but I don’t find the solution. I tried Trim Dynamic and HPolish but it doesnt’work.
Many thanks in advance for your reply.
Ok I think it’s my lucky day… I found by myself a solution. I wil explain that here for other people in the same case. I found in Geometry / Modification topology/ mirror and solder (or something like that I have the Fr version)
That will copy your front part and duplicate on a Z symetry. Finally you have a double side object (recto/verso). From there you have the choice to keep this double sided object (pretty cool finish) or you can use TrimDynamic on the rear part to have a clean and flat surface. Tadaaa
Edit : My last solution was not a good one. The right thing when your object is crushed and you got rear and front contact just take the Move Topological brush… you will be able to grab the bottom and stretch it backwards and thus recreate a decent space between the front and the back of your object. This is my last message for this post… I promise
Hello @Sabrukan68,
I’m a little late to your question, and I may not be understanding it. However, in ZBrush Core, there is an option in Brush> Modifiers> Auto-Mask called “Backface Masking”. If you switch this on for any brush it will let you work on a surface without affecting a rear -facing surface that may be too close to work with easily.
It would also help if the front surface of the mesh were one polygroup, and the rear-facing surface was another polygroup. Then you could simply hide one or the other by shift-ctrl clicking on it. In ZBrush Core, the easiest way to define these polygroups would probably be to switch to the selection lasso, and use it to keep hiding sections of the mesh until only the part you want to group is visible, and use the Polygroups> Group Visible function.
Good luck!