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Starter question: Adding zspheres centered?

Hello there!

Doing the zclassroom’s video tutorial on zsphere’ing a humanoid over and over, I noticed the following happening to me:

I follow the tutorial with creating 1 zsphere, turn on y sym to elongate the torso to both directions vertically, doing so in bottom view.
Adding the hands and legs with x sym on poses no problem, but when I try to add the neck and head, and especially adding features to the head then seems to go wrong with the x symmetry.

In the video tutorial, the instructor comments that step as ‘go to top view, add zspheres for neck and head’. Now my question is
a) how do I get to add the zspheres so that they won’t be created off the x-axis? ( meaning, how do I, in top view, create the new zsphere along the the extended x axis of the upper torso? They always seem to go a bit off to the left or right, viewed from the front snapped view)
and
b) on the very first step, when creating the torso elongation with y sym turned on, extending the first zsphere, it seems that when I snap the view to front view and try Tool:Deformation:Mirror with x on, the model seems not to be symmetrical along the x axis. But, shouldn’t it be?!

Sorry if this seems trivial, but however I try, I always get to a point, where my model is so off the x axis, that when adding features to the face, the left and right side turn out all different, due to the failing symmetry along the x axis, making me end up with different sized ears and fun stuff like that. (I thought I could, after creating an adaptive skin from the uneven zsphere model, use the smart resym feature to straighten those out, but really - this can’t be the way to do it, can it?)

Any help appreciated!
k.

P.S.: A little starter side question: Anyone know any good zbrush irc channels, where one could get help, eventually?

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Something that helps is to turn on the symmetry options that you DON’T want. For example, if you want to add a ZSphere along the X axis, turn on Y and Z instead.