ZBrushCentral

How to Select Polygons and Transform Options

I’ve Googled these and Can’t Find an Answer.

  1. I am in wireframe mode and I only want to select some polygons to divide them. What tool do I use to manually select polygons?

  2. How do I show the view in the 3DViewport to show what view I’m in. For example: Front, Left. Right, Top, Bottom etc?

  3. Where are the “Transform” properties so I can move an object to: XYZ: 0,112,0 for example?

Thanks

you can hide and show polygons in zbrush…but you can never select them, you only manipulate verts.

ctrl+shift+LMB+drag off mesh = hiding
vids in the zclassroom if you’d like more info on this.

you’ll want to do a local subD most likely. Which is done by masking an area at the lowest subD level and hitting tool>geometry>divide (ctrl+D)

There is no View in Zbrush, the camera is fixed, you’re moving the model in the viewport (local space).

If you’d like to work in a way that makes more sense to you, you can use zapplink which can load in different views such as front, back, etc. The plugin can be found on pixologic’s site. You access these through the document panel after you install the plugin.

The transform tool is known as the action line in Zbrush. Videos can also be found in the zclassroom. You can also find more traditional options for SRT’s inside of tool>deformations

Thanks for the info! A coupla more questions.

Ok, so is this a good method to use in a situation when I run out of geometry on a part of my model?

Ok, well I just find it hard to know what is the front abd back when starting with a polysphere and was hoping ZB had the ability to show "Front, Back etc. :frowning:

So is there a place where I can see the (X, Y, Z) coordinates of my mesh that allows me to input a coordinate?

pg

  1. Not usually, it will create some funky geo at the location from one place to another, but if you’re just sculpting then it is fine, if the mesh you’re working on is what you plan to generate with, then I would avoid it. If you need more geo to work with you can use HD Geo or break your mesh into smaller subtools.

  2. Yeah, it would be nice…but zbrush doesn’t have or need a view system like that…at the office here we argue about what is the left side of an object. I say it is the left of the character/box/whatever. Others say it is what I would call the right side because you’re in your left view when looking at that side…so direction is relative. If you’re working along the x Axis as your main sym plane then the front can be the back, and the back could be the front. It all really just depends on which way you put the head :slight_smile:

  3. Nope. You can manipulate x y and z inside of the sliders in the deformations panel though, but there is no world coordinates that are displayed in Z.

Thanks again beta channel. :slight_smile:

pg