031 ZBrush ZModeler Edge Actions

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now we've talked a lot about face actions but let's talk some more about edge actions to do that let's go ahead and grab a cylinder 3d going to make poly mesh 3d i'm going to hover over an edge let's choose bevel so through here we can go through and we can bevel an edge and actually the default is insert so single edge loop insert chosen you can go through here and you can click on an edge and go through an insert an edge loop and in fact if you hold down alt that will delete edge loops so just like when we were choosing like face actions move instead of doing that just going to cue mesh and holding down shift instead of hovering over an edge and saying delete edge loop complete just use insert single edge loop or multiple edge loops and then just hold down alt that way you don't have to switch to another function here like the lead edge loop so again we can hold down alt and we can get rid of edge loops here and then we can just not hold down alt and we can put in loops here and then we can hold down alt and get rid of this one and that'll give us a bevel or alternatively we can say again bevel edge loop complete and it'll bevel all the way through now there's also if we hover over an edge insert instead of single we have multiple so through here we can insert multiple edges we pull up and down and just like we did before we have an interactive elevation on this one now you can choose specified resolution and it will cap out at eight so as you go through here it'll just stop at eight automatically if you want interactive just choose interactive and then as you click and pull up and down it'll add more edge loops and in fact if you go through here you're gonna see specified as elevation is chosen and set to zero if we want we can choose interactive elevation what that's going to allow me to do is insert a multiple edge loops here and then as i pull left and right we can kind of bow this out and then up and down we'll choose our resolution so very quickly we can pull in and add resolution or pull out an ad resolution or get rid of resolution as needed so back to the beveling if we take this here and we say bevel edge loop complete we can bevel this whole edge or like we did before we can say insert multiple edge loops hold down alt and get rid of that bevel however when we go back in here and say insert multiple edge loops with interactive elevation we can actually pull on this and then drag it out and we can give that a nice bent curved profile through here so you can kind of put a little fill it in there now you're going to see it also adds new and alternating polygroups you can tell it instead of alternating the polygroups make it the same so now when i go through here it'll keep all of this the same polygroup or even if you want to maintain the same polygroup it had originally just say keep polygroup now feel free to play with any of these options i can't go through every single option in here and every single possible target and modifier that would take too long but now that you know the basics you should feel pretty free to go through here and play around with these options and you'll find pretty quickly what you tend to use a lot for example like what we did before we can have bridge two holes or bridge edges so if you hover over this face and we say qmesh flat island and then we hold down control and pull out a version of that face there and now we hover over this face and say delete flat island now we've got something we need to bridge and we can use edge bridging for that so we can hover over an edge and we can say bridge edges so if we want we can hover over this edge it's going to say okay click the first edge so i will and then i'm going to go up here and i'm just going to say click the second edge so i will and now we can go through here and we can bridge these two now you may notice like oh i accidentally hit a point and it did something if you ever want to turn off functionality so you don't accidentally hit something you can hover over a face say do nothing hover over point say do nothing and now just your edge actions will be recorded and it might be a little bit easier to go through here also if you're using a mouse it might be a little bit easier to go through with your mouse instead of a tablet when i'm doing edge actions also if you go down here to the very bottom and say display properties you can turn on double and it might make a little bit easier to see you know this edge to this edge now we haven't gotten there yet but you can also turn on temporary non-destructive thickness if you go in here to dynamic subdiv and turn on dynamic turn smooth subdiv down to zero and then crank thickness up so that way we can go down here turn off double and now you can see both sides and it'll give your edges a little bit of thickness which may make it easier to select an edge and another edge and when you don't want thickness anymore just go back up here and turn off dynamic we'll get heavier in the dynamic in just a bit but that's another option for you now this is kind of tedious having to bridge every single edge so what i'm going to do is hover over a face i'll switch it back to cue mesh instead of do nothing i'm going to hold down alt and paint over these and in fact i'll switch back to delete a single poly and let's delete all those so if i hover over an edge now hit space bar or hold down space bar and say bridge two holes we have a hole on the back of this object and a hole on this object so if i click this edge and this edge it'll bridge these together for us and in fact i have interactive resolution set so you can see interactive resolution is turned on so that's why i'm able to do that so that'll be a little bit quicker speaking of optimal curvature let's go back to our previous object or if you didn't have one we can just choose any polygroup object go down here to initialize and say cue cube and you know what we'll set this back to the default of two so we have x symmetry turned on i can hold down alt and i can start painting here we can say qmesh polygroup all go ahead and pull these out a couple times paint in the back pull these out a couple times if i hover over a face and i say delete a single poly i can hover over an edge and i can say bridge two holes and i can click here and click here and then bridge it and that will give me not only interactive height by going left to right but also interactive resolution up and down however i can also go in here and say make it more circular and then as i click here it's going to try to maintain more of a circular profile and in fact i can say optimal curvature and optimal resolution so now when i click here and click here it'll automatically look at the distance and the parent edge length and go ahead and fill this in with a circular curve with the same amount of polygons here to make it compatible with the rest of your geometry pretty cool now for close holes we can grab a cylinder 3d say make polymesh3d hover over a face say delete flat island and i'll go ahead and delete this and now if we hover over an edge we can say close if we choose concave hole it'll do the same thing as going in here to geometry modify topology close holes and if that's the result you want that's perfectly fine however if you choose convex hole this will allow you a lot more options for example it'll close to a polarized cap and if you keep dragging it'll allow you not only to add resolution but also curvature so you can go through here and you can add some curvature to your object and just like we did before if you go down here and change a bunch of different options but for the most part what i usually do is just click and pull give myself a rounded cap here ctrl shift tap here to get those both those poly groups hit ctrl w and now i'm good to go now let's say you wanted to take these polygroups right here so i'm going to alt paint these ones and i accidentally grabbed that one i'm going to alt paint that one to get rid of it i'm going to say delete a single poly to get rid of all of them i'm going to go in here to close convex hole and i'm going to click and pull and it does a bumpy dome but let's say i wanted it to go inwards instead that's where that flip way down here at the very bottom of your entire tool menu down here underneath display properties there's a flip option we already turn on double and that'll allow you to see both sides of your object here but if you flip your geometry that's going to invert your surface normals so now we can see okay there's the hole and we're kind of looking through our object what that's going to allow us to do is hover over an edge close convex hole and now when we pull it'll go inwards perfect however i want my object to appear as normal so i'm going to go back over here and hit flip and now this goes inwards i can hold down ctrl shift hit ctrl w and now we have an inverted dome on our object so now at this point again there's so many things you can do here you can hover over a face you can say qmesh polygroup all hold down control pull out a copy of this continue to cue mesh this if you want to split this into its own sub tool you can you can say hold down ctrl shift go select rectangle and select it and then do a sub tool split hidden and another thing i like to do i'm going to hold down control shift and bring everything else back sometimes what i'll do if i don't know what my polygroups are like anywhere i'll just hold down control shift and just grab just a few of those polygons from that non-vert welded object and if you remember down here under visibility grow all the shortcut for that is ctrl shift a so if i go over here and do ctrl shift a it's going to grab the entire object that was vert welded together if i hold down ctrl shift and drag it will invert it and you'll see we have these two objects separated by visibility now and then it's just a simple matter of subtool split hidden and now this is a separate subtool and this is a separate sub tool so we tap this one and hit w go to unmash mesh center and now i can put this one right in here i can scale it up if i need to so now i have a separate object that fits right in there now if i come in here and you're going to see a collapse is another option so we do a collapse an edge you can go through here and you can clap single edges which is useful for kind of changing direction or simplifying your object you can also go through and collapse a poly loop so you go through here and just collapse entire poly loops and in fact if i click that and pull down it's going to collapse upwards and i can if i click that and pull up it's going to collapse downwards now let's say you wanted to collapse these to a center point along here what you can do is insert multiple edge loops and that'll allow you to put an edge ring right in the middle here and then you can simply go in here to collapse poly loop and collapse that one up and this one down and that will collapse to the middle and just like we did before you can go in here and you can bevel you can hover over face and say cue mesh go in here and say insert multiple edge loops pull and round it off and get all sorts of modeling happening for whatever you need to do we're going to come back to creasing when we get into dynamic subdivisions here so we'll skip that for now but under edge actions there's also delete and instead of going through here and saying delete edge loop complete usually what i'll do is keep this on insert single edge over multiple edges and hold down alt however if you ever need to delete a single edge for example if i hover over a point and i say bridge two points i can put an edge right along here i can hover over an edge and then i can say delete single edge and just delete that edge if i hover over an edge and hold down spacebar you can see we have a lot of extrude options extrude comes in handy quite a bit let's go in here to load tools from project go to program files pixel logic zbrush 2021 z projects open up the demo anime head let's go out of poly frame mode here and we're going to skip a little bit let's go to b to open up our brush menu t to open up all the brushes that start with the t and then choose o that's our topology brush and very quickly i'm just going to we can turn off x symmetry i'm just going to drag over my head and it's going to leave a curve behind and if i continue dragging edges here it's going to leave parallel edges and if i drag it this way it's going to cross those with geometry so you're going to see wherever i get an orange result is new geometry am i going to go too in depth on this brush right now what i'm going to do is take my draw size up here pull that down to 1 and then use my mouse and tap on my object here it's going to look like it all disappeared however if i go down here to split unmask points now i'm going to have my head geometry and if i go in here to transparent and we'll turn off ghost you're going to see i have this head geometry let's go ahead and turn on poly frame and we'll switch over here to skin shader 4. now we have topology sitting right on our head so if i go back to my zmodeler brush bzm i hover over an edge we can now go here to extrude edge and if i pull on this edge it's just going to pull an edge and it's also just going to pull this edge out into space if i want to however there is an option for extrude edge and if if it's free move it won't snap the surface but if you choose snap the surface it'll go through and it'll now snap this edge to a surface here in fact if i keep pulling this edge out it'll go ahead and snap to any other edges because we have smart attraction turned on so you can see as i hover over this edge here there's some targets in here edge edge loop poly loop etc there's an alternative to that so you know if you hover over an edge you're going to see shift will snap an angle which we'll get to in a bit alt will extrude a poly loop and then tapping alt will switch to extruded edge loop position so we can pull out if we tap alt once we'll get this entire edge if we tap alt again we'll go back to single so here's single here's an entire edge and if you hold down alt it's going to do your entire edge border that's a very quick way to kind of go through and kind of snap new geometry here so here's an entire loop here and if you ever have any problems with these things snapping together you can switch over to point mode and say move by brush radius snap the surface attraction and now when you use move it'll actually snap points together so you can use move and snap to surface as well as extrude and snap to surface and attract these together so move will go here and snap these and snap these and you can even do triangles so if i hover over a face or hover over an edge and do extrude here and we'll just tap alt once we pull out a single edge i can tap i can grab this edge and as i pull to the side here i can actually snap this to a triangle it's actually up and you can snap this over and it'll snap to a triangle same thing with this one you can just continue snapping to triangles if you want or you can go through here move and then snap to a single point now let's take this object here and we'll go all the way back down to initialize we'll change these you know what we'll set uh there's a four hit tab hit 4 4 enter hit cue grid let's go into solo mode and now if we go through here and we say hover over face or hover over an edge hold down space bar we'll keep edge edge loop and here you're going to see we have some angles in here so we've already talked about the different targets and how to switch between them with alt you can also tap shift and switch between free planar and perpendicular so as we go through here and i'm pulling out an edge you're going to see we have free angle so this allows us to pull this edge in any direction that we want however we also have planar and perpendicular now instead of going through here and choosing those i can go on the flag and tap shift once and you're going to see in the upper left hand corner switch to planar angle so what that means is it's going to keep it on that exact same plane so as i pull this edge off it's going to keep it on that same flat plane now like i mentioned before if you want to see a little bit of thickness to this object while we're working on it we can temporarily turn on thickness by going here to dynamic turning smooth down to zero and just adding a little bit of thickness here so you can use this to kind of make it a little bit easier to pull out edges and see them a little bit better so again i can pull this edge and i'm free to put this edge wherever i want as long as it's on that flat plane because we switched to planar by tapping shift if i tap shift one more time you're gonna see i'm on perpendicular now so now i'm free to put this wherever i want however it's going to be perpendicular to the parent curve so as i pull these out it's always going to be perpendicular to the previous edge so let's go ahead and turn on dynamic smooth down to zero a little bit of thickness again and we pull this out we can tap shift so we can go free planar perpendicular and you also have side control down here so as i'm switching through these different options i can go through here and say i want to taper my sides so as i pull this out and i tap alt once you're going to see those sides over there will taper and i can tap shift to keep it on that same plane so as i put these in it'll kind of taper inwards for me now if i change this to extend well free sides it's just going to pull these out and i can do whatever i want to my side edges there however if i go to extend sides it's going to keep following the path of my parent angle so as i keep going through here and extending it's going to go extend extend extend all the way until it hits a point and then does the entire border however if i change this to parallel sides as i bring this out it's going to take these edges here and keep them again we're still on planar and it's going to keep them parallel so you can very quickly choose you know we can tap hold down alt to pull this out and tap shift to go perpendicular and very quickly just grab edges here again tapping shift to change the perpendicular planer tapping alt or switching back to a single extruded edge and again if just like the previous functionality you just tap on one side it'll maintain the same height and all the same previous settings most of these are going to be the exact same functionality as the face actions for example like if you want to move an edge you just click and you can move a single edge or like we did before i can just go over here to transpose and i can transpose an edge and that'll give me a gizmo control or i can say and again i can just tap off to go back to the edge options edge loop complete now i can transpose this entire edge or poly loop and then i can go here to unmash mesh center and then i can scale out with my transpose or if i want i can even scale edge loop complete and just scale this entire edge loop at the same time and that'll come in handy if we choose something like a cylinder make polymesh3d we have an edge loop here so we can scale edge loop complete and we can literally just scale this in and up and down using the edge loop itself as a reference point then again you can hover over this and say insert single edge loop pull down alt and get rid of that or even when we're in scale if you just scale this edge will be complete and just if you've already scaled these to a certain distance you can just tap it and it'll scale it out to that exact distance there and then you can go through here and say bevel edge loop complete that'll give you new polygroup hover over face inset polygroup all region and then you can say qmesh polygroup all hold down shift and pull it along that surface normal and again just very quickly model whatever shape you need this is another easy one too hovering over an edge and saying like transpose you can transpose a poly loop so here you can hit click transpose go to unmash mesh center you can scale this in tap off do the exact same thing here unmash mesh center scale it out so again very quickly you can use edge actions to again get that shape that you want
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Channel: Michael Pavlovich
Views: 5,832
Rating: undefined out of 5
Keywords: zbrush zmodeler, zbrush zmodeler tutorial, zmodeler tutorial, zmodeler tutorial beginners, zmodeler tutorial 2018, zbrush bridge two holes, zmodeler bridge, zmodeler insert, zmodeler edge, zmodeler split, zmodeler qmesh, zmodeler extrude, zmodeler extrude edge
Id: O9kYNpZhj_A
Channel Id: undefined
Length: 21min 10sec (1270 seconds)
Published: Thu Sep 24 2020
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