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Question about polygons control of primitives

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Hello Everyone,

Most likely this will be a simple question, but it drives my insane (as a newbie to ZBrush). I have a 4R7 version of ZBrush installed. In multiple video tutorials the new tool is being remeshed by initialized option. For example, the number of polygons on Y or X axis may be changed (similar to Maya Mesh options). However, I do not see these options in my Initialize submenu neither for a cube nor a cylinder. Instead, XRes values, that do not make much sense to me yet… Can someone please explain how can I control the number of polygons on primitives (one plane at the time) when I start with the primitive…

I’ve tried ZRemesher - however, it remeshes the model based on P-Groups and borders without my control… I need to have more control.

Thank you in advance.

With best regards.

The primitives included by default in Zbrush are all procedural except the star. They are not proper a polymesh 3d ready for being edited. They have a initialize menu completely different to the one that appears in any polymesh 3d, for example the star. This menu is specific for the shape of the primitive when the star one is generic. The star one (or any polymesh 3d) is the new one in Zbrush 4.7, mostly to make easier zmodeler.

Hello Altea,

Thank you for your reply.

So, does it mean that there is no way to independently control the number of polygons on primitives? I’ve just tried the Star, however, the Initialize menu is the same… So, how would you go about creating the 6-side (or 12-side, or any number other than 8) cylinder? Please guide me through.

Thank you
902

Al initialize controls will not allow you to control exactly the number of polys but the number of sides, that is an indirect way to control the same.
Check the manuals to see how each setting affect the sides of the cylinder:
http://docs.pixologic.com/reference-guide/tool/polymesh/initialize/

I understand that the controls can be confusing but the best way is to try it. The cylinder from polymesh 3d is specially confusing as it can be aligned in 3 different axis that affects how the controls below will change the geometry. I would say the cylinder from the procedural cylinder is easier as any change in the sliders is updated real time.

985
Thank you so much for your reply.

I’ve read the article and have tested different settings in initialize. I kind of understand the Resolution buttons now, however, even for the square its resolution settings are obsolete, since a square is a square… is a square :slight_smile: So, they make sense only for the sphere. For example, I’ve tried 2’s for X and Y Res, and tried 3’s, in the first case I got 8-side cylinder, in the second - I got 12-side cylinder. I have tried to change it with Z Res - it just made the QCyl Z cylinder longer in the Z-axis… Thus, my attempt to control the sides instead of the number of polygons was unsuccessful either.

Therefore, my question to you is the following (again, I apologize for the stupid questions):

You keep mentioning the procedural primitives. So, what would be your workflow if you would need to start off with (for example) a 6-side cylinder? What would be your sequence of actions? What options/controls (other than Initialize) would you use?

At this point, I’m thinking of creating the specified type of primitive in Maya and sending it to ZBrush as the only way to achieve it…

Again, thank you so much for your time answering my questions!

P.S. Why would Pixologic remove these controls and options in the latest version does not make sense to me, but that is a different topic :slight_smile:

I don’t think you can do 6 with the initialize for polymesh, but you can 8 with qcylx 1,2,2 options in that order. It is designed above all to be friendly with the zmodeler.

But if you use the menu of the primitive cylinder you have more control and can do 6 sides or whatever you want. This is the initialize menu of the cylinder procedural primitive that is different to the polymesh one.

They have not removed anything, they have added functions.

1029
Well, I’m still confused and still do not know how to achieve the results I’m seeking to achieve within ZBrush, but I want to thank you for all your time answering my questions. Maybe, at some point, I’ll be able to grasp the concept…

BTW, I’ve just created the 6-side cylinder in Maya and exported it to ZBrush with specific number of polygons… It took me less than a minute… I think it may work for me at this point.:wink:

Thank you again.

It’s very simple to do in ZBrush. Select the Cylinder3D from the tool menu, go to Initialize, set HDivide to 6 and then draw the Cylinder out on screen. It only takes about 5 seconds start to finish.

Attachments

Cylnder 6 Side.jpg

Yes, and because it updates real time when moving the sliders is rather trivial to see what each one does.

Thank you so much guys, now, I understand - all I needed to do is to go to Initialize BEFORE I drew the primitive on the canvas…

Now, I got it… My problem was - I was looking for this solution after the primitive was already drawn.

Perfect! Thank you so much to both of you!!! A-aaahhhh, It was driving me insane for the whole week! :rolleyes:

1032

Glad I could help, but next time, don’t wait a whole week before asking for help. That’s how people get frustrated and fed up with the program. If you get stuck, just come here and ask a question. There’s always someone here willing to help out. :slight_smile:

You don’t have to do it before you draw the primitive. Draw the primitive, press T to go into edit mode then go down to initialize. Maybe you are converting the primitive to a polymesh3d first? Once you do this you lose those initialize options and get the QCube. QShphere initialize options. Draw the cylinder, press T, go to initialize palette. Either you are drawing tools (not primitives) or you are converting your primitives to tools (polymesh3D) before you try use initialize.

770
Thank you very much - I will :slight_smile:

773
Hi Fish,

No, I wasn’t converting to polymesh 3D. I chose the3D Cylinder, drew that on the canvas, went to edit mode (T), then went to Initialize options and saw no options I was looking for. Now, I understand - I should do the Initialize BEFORE I draw the tool on the canvas. But, thank you very much for your input.

Best,

Maybe something is wrong/corrupted with your zbrush installation. You definitely should be able to use initialize on primitives after you draw them and be able to see them update in real time. If it’s not too much trouble I would try re-installing zbrush.

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Hi Fish,

Thank you for the info. No, I’ve found our what the problem was - I was trying to use the Initialize after turning the Edit mode on, when I should have used it right after I was drawing it on the canvas.

Thank you so much for all your help.

With best wishes.