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

Awesome thread. It’s just what I need for learning 4R7’s new features. Using ZModeler for a fairly complex model, do you guys feel as if you need to extensively plan out the model’s geometry beforehand (e.g. making sure you place edges exactly where you need them in order to attach a radically different shape) or do you feel as if you can make anything you want on-the-fly? Also, how hard is it to fix mistakes and make adjustments in ZModeler’s current form?

I have a request to the experienced modelers and beta testers. Could someone upload a real-time (or slightly faster) video of a fairly complex model being created using ZModeler? There are some good ones on Youtube already, particularly David Richardson’s robot timelapse, but they’re sped up so fast that I can’t see what modelers do in order to tackle certain problems. There doesn’t need to be any commentary either, although a lengthy tutorial would definitely help a lot of us out. I’m sure that there will be a plethora of tutorials out in the following months, but it couldn’t hurt to ask. :smiley:

Thx for that tool. I had never had use this before. :o)

@Karnaj Finally, you have to collect together the various functions and solutions self. A video alone is useless. Even if it is totally complex. Memorize is the motto (this works if you repeat and repeat and repeat always the same functions and solutions and again new solutions and with this some same ways).

But ok, yeah, helpful is it sure, such, one more complex-tut.

@Karnaj

I agree with DesignItLive. You “Have” to find your way with it. Yes a tutorial does show you, but you really have to experiment and go through all the functions yourself. I wouldn’t say they are totally useless, but be careful with them. You may find you procrastinate a lot by watching the tutorial videos and not actually do the modelling yourself.

I recommend picking everyday objects that might be lying around and just model them. Or pick an image randomly on google etc and model it. You will find you come into lots of snags first time. But I promise you, you will find the way to create a certain object and then what you learnt from that you will use on other projects. Tis like making a cake!! :wink: Following a recipe doesn’t always come out the way it’s supposed to for ‘you’, but it probably does for the person who wrote the book/recipe. Hope that makes sense.

You could also try videoing yourself. When you watch tutorials, there’s not many that actually show you the pitfalls and how to get out of them.

Good luck

can someone tell me how joseph drust from 30:00 to 30:37 was able to make those inset islands,. make white polygroups etc from up and down and left and right? https://www.youtube.com/watch?v=6v3714_DrCs

did he do this with one subtool , look at what he does to the bottom of the boot

<iframe width=“854” height=“510” src=“https://www.youtube.com/embed/9-70teVVaLQ” frameborder=“0” allowfullscreen=""></iframe>

So I tried it and it was hard frm00147.jpg

@TheBest12

Yes, it looks like one piece to me. What specifically about the bottom of the foot are you finding difficult?

@Jubala

He most likely has radial symmetry active along a single axis with a radial count of 4.

He then splits 4 points simultaneously, and Qmeshes the resulting islands inward.

Guys you are aware that ZBRUSH 4R7 has a manual with the explanation to EVERY SINGLE tool within it right… ZBRUSH 4R7 What’s New GUIDE! I’ve read it TWICE

and GUYS ZMODELER CAN completely replace EVERY SINGLE TOOL IN ZBRUSH for HARDSURFACE… I recommend you guys stoplooking at CONFUSING tutorials from other artist PERSPECTIVES and just read the manual along with the tutorials posted on PIXOLOGICS webpage from Joseph… Tutorials from multi-perspectives are like ONE BIG ARGUMENT inside my HEAD… confusion

—Any good teacher will tell you that everyone has their own learning style. Some can learn perfectly fine from a reference file, while some learn better from step by step tutorial. This is not a short coming on anyone’s part. It is how their particular brain computes things. It’s not at all surprising to me that a software that tends to attract artists would contain a large population that prefers a visual learning style.

Ok, I had to step away from Zbrush for a few days. Came back and added some more namomesh to the doghouse in the form of some asphalt roof tiles and a brick fireplace chimney. It, er, also has a skylight now…

newdoughouse.jpg

I placed the tile nanaomesh with more or less this configuration of target polys:

tileexample.jpg

So, it’s been a week now, there’ s a lot more documentation and video tutorials up than there was when the thread started, and everyone seems up to speed on the basics of the new features. Is there anything left that really baffles anyone? Any subject matter you dont think is well covered elsewhere? I’m happy to answer questions, but I would like to start a couple of my own projects now that the boards are settling down a bit.

I’d love to know how you got your roof tiles to overlap ?
Cheers.

I researched how real roof tiles are constructed and layered, and constructed a 3 tab roof tile:

tile.jpg

From there it was just a matter of finding the configuration of placement polys that worked the best. I settled on roughly the pattern in the previous post (that was corrected for a few errors post screenshot). Once placed, the nanos can be sized and stretched to fit in the nanomesh menu, so I just tweaked them until they were all overlapping and spaced correctly, and added in a bit of variation to make their placement look a little more haphazard. You can freeze placement and alter the original model at any time to fine tune, and I did this to elevate the forward tabs a bit until I got a good result. Overhang was trimed with the TrimCurve brush.

I bent the topmost tabs over the apex of the roof with a transpose op, then mirror and welded. Spot painted and did some minor sculpting to add asymmetric variation.

Hi all i will share best trick

ss+(2015-02-08+at+03.45.20).png

1 Select Zmodeler Brush
2 go brush push clone
3 Ctrl+Alt on new brush for keyboard mapping
4 Select your’s favorite tool

you win lot of time of switch beetween all option

@Kilik128 Great idea. Thx for share.

If someone have not really realized before that new [Grid Divide] Button - (it’s not the same Divide).
With that you’ll get clean, squares, ZModeler surfaces/new polys/Equal Polygon Dividons, then check:


If you want only give some parts of your model that special subdivide, then you have to set the other parts on your model with the select brush invisible. And then you div only your visible Parts. ;o)

syndel thank you. was driving me nuts how to do it

<iframe width=“854” height=“510” src=“https://www.youtube.com/embed/AjrDMOsSc4s” frameborder=“0” allowfullscreen></iframe>

this guy came very close , some of it doesn’t flow

is nanomesh the same as micromesh with more settings? i don’t understand the difference yet

@J.Fernwright.

They are similar in some basic respects, but it would be like saying a chainsaw is just a steak knife with more options.

Micromesh replaces every polygon in a subtool with a selected mesh. Nanomesh lets you apply an instance of an object, or a combination of objects, to any selection of polygons you designate, without replacing the underlying polygons. The nanomesh menu provides a wealth of options for positioning, sizing, and randomization. You can edit the original object(s) at any time, and see the changes updated in the applied nanos. This has all sorts of different applications, from quickly constructing or embellishing buildings, as I have done, to placing randomized elements through a scene, like tree leaves, or quickly creating organic textures for objects like trees or rock walls.

Let’s say you have a grid of quads like the one shown in Spyndel’s doghouse. What’s the fastest way to collapse this to a single quad? I have been using Point-Stitch but that’s very tedious.

Another question: is there a way to clear the temporary/Alt polygroup?

@Cross22

In the case of a grid, for instance a single face of a cube, the fastest way is to hide all but the geometry you want to consolidate, and delete the visible edge loops either with an Insert >Edge loop op while holding down ALT, or an Edge > Delete > edge loop action.

Again, remember Zbrush does not support Ngons. Actions MUST result in a quad or a tri, or zbrush will insert geometry to force them. If that geometry is connected to other polygons, it will result in multiple connections to the 4 points of the resulting quad.