I am doing some basic tutorials trying to sculpt a head. Alternating between front and side views I can use a large move brush with 100% z depth to drag those vertices around. My problem is that the brush only has a fixed depth, so if I adjust the profile of the jaw line on the right side, it does not adjust the jaw through the entire model. With symmetry turned on I can get ZBrush to make the adjustments on the left and right side, but that still leaves a middle section which the brush does not reach.
Is there a way to set the move brush to a huge depth without increasing its draw size?
Might be a workflow issue. How old is the tutorial? The ZModeler brush is great
I agree that the ZModeler is nice, but I am talking about organic modeling/sculpting.
Let’s say you have a 100k model and need its double-chin tucked in a bit, what is your suggestion?
Have you tried the Unify button in Deformation? it puts everything into the size that Zbrush works best at.
Start low poly, enable dynamic to see a nice smooth model with less points than you’re used to. Note the dots, move them. 10K is enough for a double chin Move and Move Topological brushes work well too. Don’t forget to disable axis you don’t want motion along. Use Grouping, Masking and Mask By Polygroups.
@Doug Jones
Link isn’t working!
Edited post to add link to image showing wireframe mesh with less than 110K points.
http://www.zbrushcentral.com/attachment.php?attachmentid=447478&d=1426006182
Utilizing masking and Polygrouping as well as the controls to disable movement where undesired, will greatly benefit your modeling experience and end result.
Doug, you mentioned disabling an axis to prevent movement there. Could you explain how that is done?
Look in the Transform pallette for Modifiers By Default XYZ are all enabled. Deselect that button and select the ones you do want to move along.