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Pixologic ZBrush 3.1 Tutorials

3D Tools / Move / Scale / Rotate

Subtitles of the Movie

Now over here let's click on; I'm getting kind of sick of the square, but let's go to the circle real quick and click and drag it out and hit Edit. Okay, and let's go to Frame, just like we did before, and you can see, it's just like the circle, it's actually, if you look really close, it's based on triangles that are going into the center of the object. Okay, so if you were developing this for a game character or something like that, that would be bad because of the fact that you know, it's very un-uniformed, it's just that way. But, you can turn this ball into a bunch of other shapes, anyway, so that's why they do that. Okay, so let's kind of go over moving a polymesh, or an object tool. Because there's a difference between Tool and Polymesh, and I'll get into that here in a second. Okay, so I can move and scale and rotate here, but now if I unclick Edit and go to Move, I can move like this also. So, sometimes I want to place things very accurately, this way I can do that. By clicking and dragging over to the side, this brings it in and out of space. You just don't see it because it's a single object. There it goes. Sometimes I can get it to go, but try to get it back now, however. Let's move it, yeah. Sometimes you can send an object so far into space that you will be chasing it. But in ZBrush there is no dog to go catch it, so. Oop. There it is. All right. Sweet. Okay. So, let's go back to Edit. Now, next thing, we can Scale it. Now, let's take for example, let's scale it weird. Let's scale it like this, and hit Edit. Now you would think that this object will always be like this throughout your entire workflow, right? Wrong. In fact, this is just a preview of the object. At any one time if you want to get the object back you double-click Scale and it goes back to being a circle, okay? All primitives are like that. What if, let's say, what if I wanted to go like this and keep it like that? Well, that gets into the Deformation Palette. Okay? And here's my size in x, y, and z: y being up and down on a ball. One thing we must do sometimes, sometimes, so I'm just warning you of this, what I would suggest is unclicking Draw and go to Move. If you see any kind of weird line or anything like that, just click anywhere on the ball. In this case it didn't happen, so I'm not really worried about it, so I'm just going to go back to Draw and I'll show you what that line looks like here in a second, okay? So being that there's no line here I can size this in y, like this, okay? A little football. I want to flatten it out, I'll go to z. The one thing that you're going to have a hard time with, and I still have a hard time with it, is the fact that there is no Compass within ZBrush. So, x, y, and z on an object is very discombobulating. What is z? And what is x compared onto this object? A good way to do this is go to Transform and go to Activate Symmetry. Here's my X Symmetry. This will tell me where X Symmetry is because when I go onto the object I see two dots. See my dot on my right – dot on my left? This is telling me that this is x symmetry right here, going across the object, okay? And let me show you another trick. Let's go to z and turn x off. Now you can see where the z-axis is. So if I was to squish this up in z, if I was to size the z down, I would get that same pancake effect that I had earlier. But that's a quick way of getting over your discombobulation. Okay. And you can also see that by double-clicking Scale, it's not going to go back to being a circle. It will always be this shape. Now, there are a lot of things in here that will mess up an object, so, you know, I'm just covering size at this moment. If you're playing around with here, know that you will kind of hose up the geometry pretty bad if you don't kind of know what you're doing. So, just word of warning, okay. Another thing before we get going here on the the other set of the objects, if you go over to the Preview Palette you can see that this object is outside the bounds of this preview window. Always kind of check this every once in a while when you're using the Deformation Palette because what'll happen is if it is outside the box it will get slow. Very, very, very slow. So, in order to fix that what you have to do is hit Unify. It fits it within the box. No memory errors whatsoever. In fact, when I get done doing a lot of my objects I will make sure I unify them, that way they're all in the same place. Now, when I'm using Subtools, which I'll get into later; there's a lot to this program, by the way, when we get into Subtools, unifying each object would actually scale it to the point where it would no longer fit on the other object, so we'll get into that, but unifying a single object is smart, especially if it's outside this box. It'll make your system run a lot faster. Okay, so that was the differences between Scaling, Moving and Rotating on the object and now we'll get into making a polymesh into the next video and what the differences are.

Tutorial Information

Course: Pixologic ZBrush 3.1
Author: Jason Welsh
SKU: 33866
ISBN: 1-934743-63-1
Release Date: 2008-04-14
Duration: 7 hrs / 108 lessons
Work Files: Yes
Captions: For Online University members only
Compatibility: Vista/XP/2000, OS X, Linux
QuickTime 7, Flash 8

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