ZBrushCentral

How do I scale with symmetry using the gizmo as a pivot point?

[video]https://imgur.com/FY9uqXI[/video]

The above video should illustrate what I mean. In Maya you can easily scale a face selection with x-axis symmetry using the pivot point as the center of scaling, but in zbrush even if you mask your selection and align the gizmo to the center of your selection, it always scales to the center of the scene. In this case I’m trying to adjust the diameter of the wrist area but trying to keep the length of the arm, but as it is now in zbrush I’d have to scale in all directions, then translate the geometry back to the position it was. Is there a setting I’m missing that would fix this? I’ve used zbrush for years and never found a way to do this.

I found an answer to what I was looking for in another forum so I thought I’d post my solution here. The fix is to use both normal x-axis symmetry and enabling local symmetry under Transform>L.Sym

lbcDFuZ.png

1 Like

There are probably a half dozen ways to do this in zbrush, but they all require you to be comfortable isolating polygons at will for the purposes of hiding/masking/polygrouping to do them efficiently, so make sure you’re familiar with those functions.

You already figured out L.sym.

For trickier objects, it may be easier to simply switch off symmetry, perform your work on one side, and do a quick Tool > Geometry > Modify Topology > Mirror and Weld to the other side (note this function only works in one direction, so you may need to Tool > Deformation> Mirror first to get it to mirror to the side you want.

There is also Zmodeler> Polygon> Scale > Polygroup Island > Polygon Center when working with low poly in a traditional polygonal modeling flow.

You saved my life Brother thank you so much.