ZBrushCentral

Z Brush 4r7 tips ,,(Zmodeler)(nan mesh)(array mesh)(zremesher2.0)

Thebest12: You can also try hitting Fix Mesh for a quick fix. I’m not sure how this will work with your current model, but it has got me out of a hole at times especially when getting the same message with blah blah points shared by more than blah blah edges etc. Best Regards.

Fix Mesh.JPG

Any Ideas on how the arches and Vaulted ceilings were made with the new tools?

See attachedvault arch.pngvault arch.png

You spend a lot of time zoomed in with ZModeler, working on verts and edges. I find the little “buffer” zone around the viewport frame that lets you do navigational (pan, rotate, scale, zoom, etc), masking, and visibility gestures even when there’s no empty canvas space, too confining. I like to scroll (the document scroll, not the viewport pan) the document out from the edge a couple inches so I have that whole stretch of empty canvas to navigate or draw marquees with, no matter how far zoomed in I am. Your scroll function will be in a different place, but you can always find it in the Transform menu.

Try the rightMouseButton Navigation (Alt+RMB to pan, jusr rightmouse to rotate, Alt+LetGo+RM to zoom)

But actuallly I have a question regarding the use of EdgeToCurve.
When I select one edge after another to “CreateCurve”, and then use for example MoveCurve it seems that Zb does not merge the end points of the curves together but only moves the equivalent of one edge.
I am a bit rusty with curves so maybe I am just suffering from dementia.

ZCurve.jpg

spining polygons

  1. make a rpolygroup row
    2.click on insert and put in the things shown above
  2. the result
  3. hover over one of the new polygons hit spacebar hit spin etc
  4. click and move your pen/mouse up and down one . of the polygons is spun .
  5. what if u want to make them all spin. hold down alt and with you pen or mouse click and one of them will turn white. click to do it to the others.
  6. hover over one of the white polygons spacebar go to spin .
  7. all the white polygona are now spun
  8. use qmesh polygroup all to move them
1 Like

Yes, but that doesn’t do anything to address the need for clicking or dragging marquees in empty canvas space, which is necessary for many visibility and masking shortcuts. Hence the reason I do it that way. Initiating a mask over a zoomed in model, and initiating it in empty canvas space produce different results.

Thanks though.

Re: Curve issue. I can’t really answer that. I’m not sure to what degree the curves created with the ZMod brush and the existing curve tools were intended to interact, although some interactions are possible. The edge> add to curve function mostly seems intended as a way to designate complicated bevel assignments. There are also ongoing issues with the curve functions in general in r7, as people report some of the curve brushes are not functioning as usual. I’m going to wait until the first patch before I think about curves too much.

j.fernwright - trying to get my head around this one and how you’re intending to split the edges. Have you got an example to demonstrate. I can’t help think the insert edge loop does this.

Bevel edge splits edges, slice curve, slice circle, and slice square all will split loops and rings, just choose the one that most closely resembles the configuration you need. Remember that the slice curve line can be bent and curved. But also remember, no Ngons, so it will insert extra edges to force quads.

Most of the time it’s just a matter of thinking about things a different way. Instead of getting hung up thinking about how you can split a loop, see if there’s an opportunity to inset a region, or an opportunity to use the * existing * Zbrush ability to insert an edge loop somewhere that geometry has been moved while the rest of the mesh is hidden with the Edge loop command in the tool> geometry> edge loops menu.

Cheers Spyndel. I know what he means now. Doh! I think I was experiencing a brain fart at the time

Thanks

I need some very details tutorials and/or step to use the nano and array mesh.Specially with the placement and creating personalized array not the preset one that are more rigid to me
thanks in advance

@ Andreseloy

Have you watched the Pixologic classroom vids on both of those topics?

http://pixologic.com/zclassroom/homeroom/

Great. Thx for the link. :slight_smile:

andreseloy - Spyndel beat me to it.

I will also add:

Worth going back over Joseph’s CTN animation Expo 2014 if you haven’t watched it

[youtubehd]NSfyqDWOYG4[/youtubehd]

Another tip for all, not in relation to nanomesh or arraymesh.

Recommend loading up the models that come with Zbrush 4R7, that have been Zmodeled and try and deconstruct/reconstruct parts to get an idea of how they were built. Takes a bit of studying, research and experimental, but may float some peoples boat. I personally find this method really ingrains methods when using zbrush. (may not suit all)

Cheers

Thanks! Yes Spindel but i feel that is the use of the transpose tool, i will take a nother look and post my dificulties!
thanks Trecce very kind from you!

Is there anyway to insert edge loop with the same behaviour as Shift + Swift loop in 3ds max
Like this : http://i.imgur.com/gBaSbNY.gif . Thanks in advance .

CoD67

Is there anyway to insert edge loop with the same behaviour as Shift + Swift loop in 3ds max

As it’s your first post welcome to zbrushcentral and this thread. Firstly, I think you are going to get bombarded with messages on here my friend.

Have you looked through this thread? Have you watched the tutorials on zbrushclassroom? You may find your answer there.

Recommend it.:wink:

Also:
Some of the more senior members and experts have posted a few videos on youtube.

I hope they don’t mind me adding them here as links.

Mahlikus the Black
https://www.youtube.com/watch?v=hey_e34dCGQ

Michael Pavlovich
https://www.youtube.com/watch?v=KVO2Y-Va0bc

Ryan Kingslien
https://www.youtube.com/watch?v=9p-JYYgMahs

Recommend subscribing to their channels.

Anyway, good luck and Happy Zbrushing.

@CoD67

I don’t believe so. That would be a two step process with ZMod if I understand your animation correctly.

just wanted to share MAH Mahilikus The Black has a youtube video on zbrush4r7 tips and tricks
http://www.youtube.com/watch?v=hey_e34dCGQ

@CoD67 I think in this shape, no. But you can create an EdgeLoop and then:
Rightclick on an Edge > Scale or Move-(depends on what you want do finally. With Move, holding shift during you move the Edge) > Edge or EdgeLoop Complete.

And then move your EdgeLoop like your gif-image up.

Hi CoD67

My response hasn’t been authorised yet and I’m reading that it can’t be done. So I will probably get lynched for saying what I said.
:confused:
Anyway, Just to explain the process try

Edge Action
Multiple Edgeloops
Specified Resolution = 1
Interactive Elevation on

Don’t think these one’s matter

Spline 100
Per Poly Normal

Note: You may have to use mask on the areas you don’t want affected. Or hide the areas you don’t want affecting. I haven’t tried that yet mate. Bit of experimentation should get what you are after.

Best Regards

Hi CoD67

I’ve just been playing with the method I explained earlier. I think it might actually be more powerful than the 3dsmax method. If you play with the ‘specified resolution’ number you can automatically put in 1,2,3,4 to 100. Keeping low would give you more control and it’s all interative if you want.:+1:

I’ve not messed around with the Spline, Radial, Linear, Flat - So that might even bring further possibilites.

I’ll try and put some images together if necessary or if you get stuck.

Cheers
(Man these tools are like a new discovery!! Thanks Pix.)
ps. Apologies CoD67 if I may have come across harsh in my initial post to you. Wasn’t meant to be. I just believe self discovery is the best way to learn with a nudge in the right direction of course :wink:

ZBrush doesn’t allow Ngons while modeling, so to insert an edge between two triangles can be a bit tricky. I didn’t see anyone else showing a method for this.

Here’s how you might do it:


  • Delete the triangles you want the inserted edge to go between (otherwise the insert edge will proceed further than required).
  • Insert the edge loop.
  • Close edges to fill the holes you deleted
  • Delete the edges added by ZBrush, leaving a nice quad you can nudge into shape.

See my webpage for GIFs of the process: http://www.tomofnz.com/#!ZBrushR7-ZModeler-tip/c130n/B97BBC4C-C34B-4133-911B-204C867768C1

A special case would be where the triangles you want to insert an edgeloop between are on a border, because in this case the Close tool will fill the open edge too.In this case, just do as shown below:

Steps when inserting an edge loop between two triangles on a border.


  • Delete the quads below the triangle
  • Insert the edge loop
  • Close the holes
  • Delete what edges you can (ZBrush won’t let you delete them all as it would produce Ngons)
  • Stitch away the vertices (like target weld) and delete the unnecessary edges.
  • Nudge result to suit

If there’s an easier way, let me know!