ZBrushCentral

can't zoom in...

why can’t I zoom right in on an area of my model? I want to get in close to add detail but I can only zoom in so far. I have this long komodo dragon-like model and I can only zoom in until the head is full screen. I want to get in closer to the eye area for example but I can’t get any closer.

Thanks

Allen

You can always scale you model up, with a combination of scaling and zooming you should be able to get what you want.:slight_smile:

also if you only select the area of the eye or head you can get in closer.

That’s right. You can hide all the polys you don’t want to see, then tap the scale or move edited object buttons and it will center itself on the screen at a size to fill up the screen. But once the polys are hidden, they are excluded from symmetrical sculpting.

I still can’t get in close enough no matter what I try. I hid everything except the eye geometry, scaled my model, zoomed all the way in and I still can’t get nearly close enough. my eye are is still quite small on the screen.

I can zoom the document I guess, but then it becomes quite pixolated

There must be something that I missing.

Actually, there’s only so far that you can zoom your model. This is due to the fact that the ZBrush workspace extends beyond the canvas but is still a finite space. You can’t perform any operation that will cause part of the model to extend outside of that space. This is one place where hidden points are still taken into account.

The solution would be to first make sure that your model has been UV’d. Next, split it by doing the following:

  1. Hide part of the model.
  2. Press Tool>Clone
  3. Press Tool>Geometry>Delete Hidden
  4. Press Tool>Geometry>Crease (to keep the edges from contracting when subdivided)
  5. Press Tool>Morph Target>StoreMT
  6. Divide the mesh and detail
  7. Select the cloned copy in the Tool palette
  8. Invert visibility
  9. Repeat steps 3 through 6

You’ll now have two matching copies of the model. Both of these parts can be scaled larger than the whole model could have been. Because the model was UV mapped prior to breaking it in parts, the model can be textured and difference mapped without problems. You can later combine the maps if you want. Even better would be for your UV mapping to use multiple regions that will correspond to the different parts that you’ll be creating via splitting the model. You can then use Tool>Polygroups>Uv Groups prior to following the steps above, and can use these groups to easily split the model according to its UV maps.

If you’re going to be creating displacement maps, you’ll want to use Multi Displacement 2 and output 32-bit maps (provided your rendering engine supports them). That way there will be no trouble trying to match the multiple maps at render time and avoid seams.

Ugh! That is a bit of a pain. maybe I will just wait until 2.5 comes out to do the detailing work in my models. I have plently of modeling and rigging I can do in the meantime.

thanks though. I would have never thought of that.

Allen