ZBrushCentral

Why can't I edit my object anymore?

Thanks Stonecutter!

I will try as you suggested.

I looked at your gallery - pretty tasty.

Can you send a larger version of your sample image ? I clicked it thinking it would expand.

Thought for the Day. . .

Using Zbrush makes me realize that I don’t know shit!@# :eek:

I’m not sure which image you mean, Mr. Midi…
Why don’t you email me at:

[email protected]

If you tell me which image you refer to, I’ll be glad to send you whatever you want…
And feel free to write anytime if you need help getting started…I like to help, as do most of the people here! :cool:

(An Edit: I think the prob is that you have to click on the orange text under the thumbnail, not the thumb itself… :wink:
I haven’t gone to my gallery until now, and I note that there are pieces missing that I did earlier, for others who might want to check their gallery… :slight_smile: )

And here’s a chain done using the ‘snapshot’ in place method…The trick is to zoom in, using the ‘+’ key, to make positioning easier…

(This is a tiny detail from a much larger image…)

Hi Mr Midi. :slight_smile: Here is a Simple Chain.zip script that will show you how to create a multimarkered chain. When you get ready to run the script go to the SCRIPTS pallet and turn on SHOW ACTIONS and set the REPLAY DELAY to 500 or more so you can see all the actions that ZBrush performs while running the script. :slight_smile:

Hi Mentat7,

Thanks. I ran the script and I see that it makes perfect chainlinks - and now perhaps a dumb question - is it possible to take this chain and bend it around an axis?

I don’t seem to have access to the “deformation tools” when the chainlink is the active tool (in multimarker tool mode).

Perhaps I am missing a step or something - because I figure that there must be a way to “warp” or “bend” this object.

Thanks -

Mr MIDI

Hi Mr. Midi. If you look closely at the script you will see one of the last steps I performed was to create a Polymesh from the Multimarkered object. Here are the steps: after you have placed all your markers choose the MultiMarker tool from the Tools Pallet then choose Make Polymesh under Tools>Modifiers. Once this is done a composite mesh object will appear in your tools pallet and you can then select it, draw it out on the workspace, enter edit mode and use all the deformations commands on it. Look closely at the end of the Chain script and you will see I performed the SBend deformation on the chain links. Hope this helps.

Thank you Mentat7.

I knew there must be some way to do it.

BTW - your images look really nice!

Thanks again,

MrMIDI :cool: :b4: :b4: :b4:

i dont know if this has been addressed yet or not…but this in reguards to importing a mesha and detailing it…is it possible to bring in an .obj detail it with wrinkles etc…then export…my main problem is that once i select another brush and start painting the detail on my imported model i guess it freezes it to canvas…i do i keep it from doing that?..

-j

Thank you, Aurick, for this great explanation. That will help me to understand “la logique implicite” of Zbrush.
:+1:

Hello there !
am a new Zbrush user! (greate isnt it ?) :D Iv decided to learn how to use Zbrush, am interested in 3D features of Zbrush. So heres the preoblem : yesterday i`v downloaded some demo (awsome Fish design) that was shown on CGTALK recently.
Most of the actions are clear except thoes two underneath.

Pleas someone help me!

Lukas

/sound of screeching tires. :eek:

Whoa, hold on a moment.

I pulled down the demo sometime back and have been playing around trying to bend my brain around some of the paradigms associated with ZBrush.

Now, so far, I have managed to get a grasp of many basic techniques and, up to this point, have found the ZBrush methods and workflows to be easier and more “organic” than many higher priced applications of similar caliber.

To clarify, my particular interest in ZBrush is in modelling - specifically for games.

With Normal mapping burning serious inroads in the gaming industry, high poly modles with low-poly, normal mapped derivatives are becoming more and more common place.

Enter ZBrush, with an intuitive sculpting method that, quite frankly, puts most of the higher end modelling suites to shame - and at an attractive price!

Now, much to my dismay, I find that the inability to reselect a 3D object is NOT a restriction of the demo, but a… a… a FEATURE?!

What does one do if they have, for example, a head and a torso they need to “stitch” together to get a more complete mesh?

I know ZBrush exports 3D models and meshes, but why bother with it at all if you have to go get a more expensive app to put the “whole” thing together? :confused:

Wow this is depressing. I thought ZBrush may have been the answer for those of us who can’t afford 2K Maya licenses. =(

I am almost feeling ill. Please tell me there’s a work around or something. I really like this app, but it’s the freedom of 3D I require. =\

As you read at the beginning of this faq once you change brushes (tools) the tool you were working with is now baked into the background.

The work around for that is a tool called multi-markers. They let you model a head (tool) and then a body (tool) and allow you to put them together.

read the manual and see the zscripts that come with the 1.55 demo, also check the quick-links section here for more info on Multi-Markers.

Don’t forget about the new “insert mesh” feature with the ZSphere tool.

and you always can multimarker the pieces together and then make polymesh to obtain a single mesh if you with to

Okay - calmed down considerably now.

I’ll try this out, and hopefully wrap my head around it in a timely manner. =)

I appreciate your replies, and the general level of patience exhibited towards the newer users. =)

~Cheers

Thanks for the answers! I`v found the answers.
On the first one he is useing alt key with LMB on the last Zsphere. in order to insert the eye ball in to the head he is using projection master.
I must say, now everything is much easyier :smiley:

DeJot

Wow, that makes some things clear. I too am all thumbs, and after owning Z2 since its release I have accomplished nothing. There seem to be quite a few special methods and processes to keep track of. I have never seen any of the info in this post anywhere else (at least as clearly as this). This might get me past one of my thumbs and on to creating something that is at least similar to some of the fantastic work others are producing.

I really think my biggest problem is comprehending the workflow. The “practical guide” has been a big help along with the help that comes with Z2, perhaps something targeted toward work flow, something that says: If you want to model and take this to program “x” look out for these issues.

I think the idea of having to define your mesh as a tool is fairly counter intuitive. I make my model, go to bed and open it the next day and keep going in MAX. Is this something that cannot happen due to Z2 technology?

You must forgive my ignorance in this but there is a ton to learn here and I am taking it in bits and as with the others Z2 is solidly the most impressive program I have seen in years. I am commited to learning it to help me get some of the monsters and robots in my head out.

You can definitely save your mesh either as a tool, which if you are doing subdivisions is the only way to save those…hint:save at lowest subd to save disk space, or you can save it as an obj.

some of zbrush does seem kind of odd at first but it’s a one of a kind program finding and making its own path in the future of 3d. max, maya and the others…someone had to be first there and the rest followed…well here comes Zbrush…the rest will follow.

watch all the scripts and play with it…before long it seems normal and the rest seem odd.

I too would like to know the steps, in the angler fish demo, on how he added that eye sphere. I tried to slow it down and figure it out but it’s not too clear. But it seems like he has two 3D object and joins them.

Thanks for such a great forum and zBrush :slight_smile:

If you wanna know how the eyes were done, check out my post in this link.
:eek: First time I tried it, my head almost came off, be careful

Topic: Eyes

I agree 100
I use Kinetix 3d studio max 2.5 for modeling and animating (at least I did in art school) and editing was the key essential part of modeling. It should be the easy to find and use. With this powerful program you should be able to edit any of the tools used. I look at the rendered samples ZBrush users have done and I am amazed at the results. I saw that one man rendered his grandfather’s face in 4 hours. I’m having a hard time creating somewhat simple things because of this editing problem. Maybe it’s due to the fact that I’ve just purchased this program and I’m still learning, however there needs to be an easier way to edit.