ZBrushCentral

Initialize With Zremodeler that isnt a qcube or qcyllinder?

Im having so many issues with the qcylinder, that I really dont want to use it anymore. What I want to use is the regular cylinder tool and initialize that one. Problem is, if I append a regular cylinder I end up with the initialize settings of the qmesh. So the whole worflow is broken for me unless Im missing something.

My problem with the q cyllinder is the cap is quaded out. This makes a the perimeter polys not the same distance. It also makes edge loops that meet at corners and causes internal cylinders to pinch and square off.

Do people really like the qcylinder? Why would they think I would want these settings instead of a normal cylinder? Also, why cant I append a normal cylinder anymore?

When I first read the patch notes, I thought the enhancement on the cylinder cap was for qmesh. I just updated this morning and found I was wrong. Thanks in advance and I hope someone can show me a cool workflow that allows me to use initialize from other zbrush primitives other than the janky qmesh.

Thanks

Load the Cylinder3D on its own so it’s the only subtool. Initialize it with the regular settings to where you want then make it a Polymesh3D. Then you can ZModel it on its own or append it to other subtools and ZModel it.

Yes, you can use any polymesh as a start for ZModeler, so you can use any of the original primitives provided you press Tool>Make Polymesh3D after initializing.

Ya I get that’s the workflow. But how bad is that? Say I want to add a spring, I take the spiral and try to initialize it, but I’m doing it blindly. What I have been doing is dropping the tool to canvas and using it as a template, setting my springs initialize settings, then appending it to the original tool. I like being able to add the qcube and qcylinder in zmodeler and still being able to initialize it while also being IN the tool I’m working on. My problem is that the qcylinder primitive is terrible. Each face of the cylinder is NOT the same width! I get that zbrush has never been a technical program but it’s these kind of things that make it such a hard sell to people who are always going to go to max or maya. This isn’t an issue of whether zbrush can or can’t do something, it’s already doing it. They just make such weird choices that are holding it back from being the go to software in an actual production environment.