ZBrushCentral

Zmodeler question

Let’s say I want to build a knife blade. I want to push the face I’ve selected toward the center axis to make the blade thinner while leaving the hilt thick. As you can see in the second image it just merges the edges all around and then snaps to a center plane. The qmesh action won’t let me do it even with (no attraction) and (no alignment) selected. Any ideas anyone?

I’ve watched all the tutorials I could find but haven’t seen how to do this or if its even possible.

Thanks for any help, it would amazing to figure this out.

KW

Attachments

Screenshot (54)_1000x563.jpg

Screenshot (55)_1000x563.jpg

You could try the “stitch” command for points and collapse “to midpoint” perhaps?

If you’re familiar with the Transpose function in Zbrush (and you really need to be), there’s a Transpose action for each element in ZMod that will auto mask all but the selected target, and take you to transpose mode where you can move, scale, stretch, or rotate the selection.

In your case, a simpler way may be to just slide the edges of the polygons toward the center with symmetry on (Edge> Slide > Edge).

I wouldn’t recommend collapsing the knife edge into a single edge line unless you need highly optimized geometry, like for a game asset. It would look impossibly sharp…even knife edges have a trace of thickness to them, something to catch the light with.

Maybe is this useful for you (but that’s not zbrush):
https://www.youtube.com/watch?v=Ein8Tjdsowg
But together with this (hardsurface retopo) you can make that also in ZBrush:
http://docs.pixologic.com/user-guide/3d-modeling/topology/zsphere-topology/appended-zspheres/
Or here, as small help (Scrool to timepoint 8:35), for learn to retopo with this “other” method:
https://www.youtube.com/watch?v=cawgyCmLbDw&list=PL0UIbThKaj7AjXRzRl6VD9KC21_BSw6C2

  • And later with ZModeler and Point > Move > Axis Y and/or Z and/or X
    you can correct the points, if there is still a shape problem.
  • And also you move Surfaces then, with Poly > QMesh > and holding shift during you move one poly, for receive increased-connected poly Surfaces on some special parts of your blade or knife.
  • And as finish then you crease your favorite Edges/Edesloops

PS: And here, maybe as finish special (then on ZBrush) ;o)
https://www.youtube.com/watch?v=eRps8nLSC3I

If I understand your question correctly, do you want the edge of the blade to have thickness that you can control? If so, then you simply need to add another edge loop in order to create thickness for the blade instead of having it merge into a single edge. Below is an image I made that explains this step-by-step: