ZBrushCentral

Super basic polygon modelling?

Hi folks,

Completely new to Zbrush!

I’m probably not the average use case as i’m not interested creature modelling.

What i’m actually looking to do is create architecture (buildings) that have as lot of rounded, organic elements.

So a couple of questions: does Zbrush also contain the tools to model a building? Would this be really hard going or is it totally doable?

And my second question: how do you do basic polygon modelling? How do i do a simple extrude on a cube for example? I’ve been searching and can’t work it out!

I found this video that seems to do what i want: https://www.youtube.com/watch?v=wbR6iCw9qGo&t=78s

But he doesn’t explain how to gets to that basic starting point. I tried it on a cube but the ZModeler brush only seems to extrude tiny little, oddly shaped polys, and changing the brush size seems to have no effect.

Does anyone have any links to tutorials that deal with more geometric (not creature) type modelling?

Thanks and sorry for the nooby questions!

Hi,

in general you can create any type of models in ZBrush.
Sure, other ‘3D’ programs are better streamlined for architecture (e.g. 3D CAD programs) because you can use exact values for the dimensions of your objects and the created objects keep parametric.

I would propose to search on Google / Youtube or Vimeo with following keywords:
zmodeler hard surface architecture
There are tons of free tutorials available :smiley:

Good luck and have fun with ZBrush

Many thanks for the info and tips!

And i should have mentioned: I’m not going to use it to design real buildings, it’s more for creating art with building like structures!

Hi @Dazzer123!

Welcome to the Zbrush Community.

This series of videos should get you up to speed on ZModeler. Pay special attention to the video that describes target selection, so you can control the shapes Zbrush extrudes with. It works hand in hand with Polygrouping, so be sure to understand that as well. Remember that ZModeler works best on lower poly meshes with cleanly defined polygroups.

Zmodeler contains much of the functionality of a dedicated 3d box-modeling app, but is far from the only way to model HS in ZBrush. If you can mask a cluster of polygons, you can extrude them with Gizmo or the Transpose action lines. In addition there are many clipping and trim brushes that will allow you to sculpt hard surface elements even on high poly meshes. The Gizmo Deformers are useful in this area as well.

Here is the complete playlist of tutorials for ZModeler by Joseph Drust.

Excellent, will check those out, cheers!

Hi guys,

That ZModeler tutorial series is fantastic!

Another question: in video 6 he starts off all of a sudden with 2 cubes, but doesn’t explain how to make 2 cubes in one project window.

So as you can see, i’m still struggling with some really basic aspects of ZBrush.

Do you have any links to other tutorials which cover these fundamental concepts of the structure of the program and the structure of projects?

Cheers! … D

2019-12-12%2018_26_29-ZBrush

Thanks, i tried the ctrl + move and that did indeed create a copy.

However, the original poly becomes dark and i can no longer do anything to it, although i can still see it.

Also, say i don’t want to duplicate my shape (say it was a cube), but instead want another shape, say a pyramid, how do you do that?

Or is that not possible, do all different shapes need to be there own tool?

Or to put it another way, could i create a box, and a sphere, and fuse them together?

Pay attention!

When you make a duplicate, the original is automatically masked. Otherwise you wouldn’t be able to move the duplicate without moving both at the same time. If you want to clear a mask, go to “Tool > Masking” and click “Clear”.

You need to learn the basics of using ZBrush. Youtube is your friend.

Thanks!

There’s a lot of tutorials on Youtube, but most of them jump straight into modelling, presuming you already understand the basics.

Sorry one more question:

I do the following:

  • new project
  • choose simple brush and draw out a 3D cube
  • press edit
  • Now i can rotate it in 3D, but if i try to draw on it i get the “please convert 3d prim to PolyMesh3D to sculpt” warning
  • Ok, so i click the “Make PolyMesh3D” button, and i can draw on my object.
  • Now, i do “append” in the subtool menu, and i can add, for example, a cone subtool.
    If i try to draw on that, i no longer get the “convert to polymesh3d” warning.

So, based on the above, is it true that a “PolyMesh3D” is actually a collection of subtools?
Basically, every shape visible on my canvas added together constitutes one PolyMesh3D?

I also notice that if click simple brush and draw out a 3D cube, then immediately click “Make PolyMesh3D” button, them i’m stuck. I can no longer press “edit”, right?

@Dazzer123

You sound as if you’re in need of some more introductory study of the program’s features. The Pxologic Classroom I linked you to has a section for beginners. Be sure to understand Edit Mode, and how to draw out tools onto the canvas and edit them as 3d objects.

The fastest way to create a simple cube for working is to select any polymesh 3d tool, enter edit mode with it, and in the Tool > Initialize menu, press Qcube at the desired settings. Now you have a cube you can model on.

The default parametric Primitives in the tool menu are not yet polymesh 3d objects. Rather, they are a tool used to generate a polymesh 3d object based on their settings. This is why you have to first make them into a polymesh 3d object (tool > make polymensh3d). Once you do, you’ll be able to convert it into a quick cube as above.


On a more advanced note, it is a good idea to use the Tool > Deformation > unify function on any quick geometry created this way to ensure it ends up at the proper size for working in Zbrush. This video explains why if interested.