ZBrushCentral

Trying to get a handle on moving points on the mesh...

Hello all. I’m a virgin poster, so take it easy on me. I’ve searched this forum as well as my manual and even watched video tutorials, but I cannot seem to figure out how to grab a single (or multiple) point on a mash and drag it in the viewport. I’m a long time Cinema4D user and just seem to keep missing the function. I’m trying to learn hard surface modeling since it’s 90% of my work. My “test” project is a stylized robotic armature that maintains it’s girth except for the edges…where I’m attempting to use the various brushes to get a clean beveled edge. Is this possible by selecting and then moving points around or does this require masking and/or a brush cutting “tool”?

Thanks so very much in advance!

Hi,
these are functions, where zBrush is unfortunately still missing precision.

You need to mask your polygons and invert the mask.
But the mask is always blurry and hard to see and never ever precise as you know it from other applications :frowning:

I often want to mask single polygons, but this is nearly impossible.
(I need it for example to delete bad geometry… see also my posting with other trouble from yesterday evening).

You can try zModeler, but it’s

  • not working with multiple subdivisions
  • it’s not able to mask a single polygon (I will post this today, too)
  • but you can move single polygons, even if this needs a complicated unhandy handling,
    because you need first to start your moving action and then press shift, for each single stroke.
    (If you press shift while klicking, you will switch to the smooth tool.)
    Here is zBrush missing a default preference to move not aligned.

Using Zmodeler you can hover over a point (vert) with your brush sized turned down to 1. Hit Spacebar while hovering over the point and choose Transpose. When you click the point all else will be masked but that one vert and you can manipulate it in 3d space with the gizmo.

If you want a more sculptural approach, using the “Move” brush you can change your draw size down to 1 and do single vertice operations that way. Turn on Polyframe visbility to help see your topology and zoom in to see the single connections of intersecting lines where your verts will be. You can push and pull them with your move brush vert by vert this way.

Thanks so much guys! I was misinformed when I purchased zBrush. Another long time user spoke confidently about zBrush’s ability to “point push” individual vertex mesh points. So, I’ll keep trying to get the mask tools into my workflow, but man…building a robotic, mostly hard edged Gundam seems like it would take three times longer than it would in Cinema4D. But, it is what it is…so off to learn I go!

Thanks again!!

You were not mislead, you can individually point-push vertices (or edges, edgeloops, etc) using the Zmodeler brush. Just use the Point / Edge Actions (set it to ‘move’ or ‘slide’, depending on how you want to move the points). Masking and using the move brush, gizmo, or transpose tool are optional approaches, but really otherwise are not necessary unless you are moving a custom grouping of points that don’t really fall within a logical group.

If you’re creating a hardsurface object you won’t want Subdivision levels to exist while you’re in the modeling stage. Use Dynamic Subdivision instead (which is very light, great for hard surface objects, works with zmodeler and other topology-modifying tools, and can automatically create a bevel effect without you needing to model in any creases or control edges).

Thank you for the clarification. I’ll just have to grind away at it until I get it. It’s just such a bear to get a straight brush line…even with lazy mouse…but I’ll work it until my fingers bleed!