ZBrushCentral

accurate transpose

hi, I’m completely new to zbrush so please bear with me…

I’m only as far as drawing out a 3D sphere to complete a head modelling tutorial. I enter edit mode and convert it to a polymesh. But I notice that the poles of the mesh are at the front and rear, not top and bottom where I’d prefer them.

Is there an easy way to draw the sphere out in this way, or else rotate it precisely? I’ve used transpose, which seems like it’ll do the job, but I can’t see any way of rotating in any accurate way as you would in say, Maya, where you can enter a numerical value or otherwise snap to an axis or vertex etc.

I understand zbrush isn’t your normal 3D software, but I’d prefer to get my topology straight before I start running into problems.

ps. the tutorial starts with a sphere smack in the centre of the axis’ with poles top & bottom, but doesn’t show you how this is done…

up is relative in Zbrush. When you draw the mesh out on the canvas, it doesn’t mean that the way you see it, is the way it is. Simply rotate around the mesh until, “up” is where you’d like it to be. The main thing to think about is, which way is XYZ, by default I don’t believe zbrush will tell you. If you turn on your floor (right hand side of the Document window…above perspective I believe) you can see your axis so you know which way “up” actually is if you were to export out the mesh.

If that doesn’t sit well with you, you can also use.
tool.deformations

There are sliders and you can put in numbers and everything :stuck_out_tongue:

thanks. I’ve discovered tho, that the sphere in the project folder doesn’t seem to have poles?! and now I’ve started sculpting and got a little more used to the concept it seems less of an issue, and any other model or tool I’ve brought it aligns just fine.
thanks anyway!