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ZBrush units and numbers (ZModeler)

I have a headache…
I set Units Scale to 1 (in Preferences > Transpose Units)
I set Grid Size to 1. (in Draw menu)
I created polysphere and initialized 1x1x1 QCube from it.
Cube side measured with Transpose tool has length of 0.2588 units.
Whole grid has 1.294 units. It’s 5 times 0.2588.
Now I use ZModeler brush with step size of 1 and QMesh setting on one of polygons.
The extruded part has 0.647 units according to transpose tool. This is equal to half of the floor grid (which size is set to 1) and 2.5 times the QCube side.

Can anyone tell me how to achieve some order and consistency here? I would love to have one unit equal to one other-kind-of-unit. Currently I set Unit scale to 1.54559, which ALMOST made both scales equal… But there are still some small 0.0001 differences here and there… Is there some other way to make it user friendly?

Also during ZModeler transforms - Can I somehow see some numbers when I’m dragging things by hand? I can’t grab polygons that lay flat in side view (only see an edge then) and I can’t see grid very well with angled view, so it would be great to see “1” somewhere if I manage to stretch something to a distance of one unit. Also, for example when I’m doing bridge between polygons (both 1x1, neighboring)- what does curvature set to “90” mean? I would assume it makes the bridge a half-cylinder, but no. Effect of max value (100) looks kind of random too. So the only way to do half circle this way is to drag it by hand (can go WAY over value of 100), but then if I hold shift for snapping, height of bridge snaps just below 1 unit or just above. It should be exactly 1 unit tall to be a half cylinder.

Am I missing some measuring/units/snapping features of ZBrush? It’s nice to have ways of doing hard surface modeling, but I feel like measurements are very important part of it.

3ds Max has not the precision of programs as Autocad and Zbrush is very far of the precision of 3ds MAX.
I think Zmodeler is designed as complement to the Zbrush features but not as substitute of other low-medium polygon modellers. Apart of being a incomplete set of features for low poly also lacks of those exact elements you are expecting. Low poly takes longer and is less precise in Zbrush than in programs as Max unless you do it from the perspective of not precise sculpting, concepting and complement to other Zbrush features.

I normally rely in using GOZ with a external program as Max when I need to be sure of a measure. I create there the blockout and send to Zbrush or double check measures. There are also new tools as the plugin Scale Master or external plugins as Calipers Master. But they only will cover part of the things you need.

It has now been tested with 2018 and looks useful.
https://youtu.be/raaP3-gG6b0 Calipers Master also Scale Master in ZPlugins …

I agree- this is about the only major Achilles heel of ZBrush. C’mon guys - Jewellers print models at 30 micron xy accuracy. When we layout an array mesh of 30 stones around a 17mm diameter band, we need to set precise centre to centre dimensions, precise depths of cutters, precise angles with user input. A 6mm diamond is exponentially more expensive than a 3mm. We are casting with stones set into the 3D print. Traditional setting : https://www.youtube.com/watch?v=cqaIAlSIagQ

If you pay attention to jewellers needs you can put some $5-6k software out of business.

Cheers, it’s great software already and I respect where it’s at, where its roots are. Hats off to your developers.

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