ZBrushCentral

Extruding Topology with Transpose

Not sure where to put this question . I am trying to extrude faces using the Move transpose tool. I masked the area that I want to extrude on the skin primitive box …but when i hold control and move the middle circle of the transpose line it just moves the faces around…I cannot figure out how to get it to extrude outward…

I see the artist doing it in this video

https://www.youtube.com/watch?v=rcdK_1-4sqI

at 7:57

after I clicked on dynamesh I got it to work…I took a cube primitive and did a make polymesh 3d…can I not extrude a polymesh 3d tool?

got it to work

Do tell.

So im here extruding and its really a pain for low poly work, I know zbrush is all about high polygon detail but its just really hard to get how Zbrush is missing the simple things like being able to select a Single face and extrude it with out feeling like im hacking the system by hiding part of my mesh and then masking and then inverting that mask to finally be able to extrude the part of the model I want. I know Im complaining I just wish there was a brush or something that allowed accurate single polygon painting selection for low polygon modeling manipulation. Ive been a max user a long time and Im really trying to stay within Zbrush and do the simple actions but find it frustrating…

This is why you start with a low density mesh and do all you can to it before subdividing. You must have done it in the other package…

is there a way to make my mask have 0 blurriness when I do my selection? and i dont mean the mask sharpen tool, i was working with a 296 polygon box and i wanted to just have fun with the extruding but when i go to use the mask tool I could not get a hard edge selection because there wasnt enough polygons i guess…but i shouldnt need some high amount to have a non gradient selection…

example01.jpg

So in this situation it would be nice to being to say hey, whatever polygons the mask selection tool is touching id like a precise polygon selection…but zbrush does nothing…im assuming because it goes but verts??in my mind I just want to be able to select that one polygon and extrude out…with out jumping through hoops to get it…i should be able to take my selection retangle and say hey whatever faces the selection hits make that a selection, no matter how many polygons there are…even if its just one…

also would be nice to have a check box or a slider on how sharp the mask is that you make with your click and drag…when working with low polygon stuff and I am wanting a specific sharp representation of the polygons instead of a gradient or falloff that it gives now…sometimes I am not sure if certain polygons are mask until I actually manipulate the polys by moving them or extruding or whatever…there should be a more precise showing of polygons masked…

Masking info.

yea i checked that out. Doesnt really help with the gradient of a masked selection on a low poly object…if you try to select a square then it has a falloff around it…couldnt find a place to turn that falloff…off…

I did find in the preference EDIT, the mask dimming option, the ability to see the mask better is helpful…

I know zbrush isnt max or maya but I do not see anything wrong with trying to make it easier to create low poly objects in zbrush.

POLYGON MASKING BRUSH…the MODIFIER would control the falloff…when the MODIFIER is at 0, the brush only grabs the one polygon…where ever you paint it grabs the polygons instead of verts

this would be perfect…

That’s not low poly…there are settings in the Initialize panel where you can tweak some values. Lots of people doing amazing things with ZBrush. Practice and more practice as well as exploring other techniques to create your base mesh. You could delete unnecessary loops.

Try making just the polys you want visible, mask them, then show all, then invert mask, then sharpen mask, then it should work ok.