All Gizmo Deformers Explained In 8 Minutes - ZBrush Secrets

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hello everyone in this video i'm gonna be showing you how gizmo deformers work and what rda functionality press w and click this gear customize icon to access gizmo 3d tools band r it will let you deform a mesh along an r the arc center is defined by one side of the bounding box and each side of the bounding box can generate its own arc producing a band with multiple angles easy way to understand is take a simple tube and use bend arc on it while the arc is at the center of the tube use green cone to increase its angle use yellow cone to rotate twist and use white radius cone to increase its radius you can do these actions in any of the three axis given band curve band curve lets you deform the mesh by using control points yellow cone will let you increase decrease the control points the good thing about this method is it preserves the edge and thickness you can also twist the mesh by selecting any of the single point and clicking the yellow cone the green cone lets you change the axis and the white cone smooths the curve if the mesh is too much distorted useful for creating hard surface tubes or horns bevel as the name suggests it bevels your mesh edges the yellow cone controls the bevel the blue cone increase decreases the bevel resolution and the top blue icon adds creases on your bevel edges crease it adds grease on your mesh the blue cone lets you use an angle the angle defines which edges to crease and wish to knot deformer deformer lets you create a bounding box around your mesh you can click and drag these points to manipulate the mesh holding shift and selecting multiple points will let you move them all at once use yellow cons to increase or decrease points in either of the three axis yellow green and red cones lets you enable or disable symmetrical points you can also use gizmo tool to rotate scale and move the points deformer hard and deform are soft they are exactly same to use but the former heart creates a hard edge when points are moving while deformer soft keeps it smooth and round extender lets you create a poly loop around either of the axes and you can control that poly load within a bounding box yellow cones creates a poly loop on either of the axis blue dot controls that poly loop grey cone lets you scale extrude the created polylobe yellow cone creates another poly loop around the edges creating a crease flatten as the name suggests it flatten your mesh using a bounding box use yellow cones to flatten your mesh dragging it offset will flatten the edges turning the yellow cone slice topology to 1 can drastically improve the result because it adds the keys edge after flattening inflate pull or push either of the cones will stretch the mesh from the other side and squash on the other it is a type of inflate which is sometimes useful smooth fix any overlap polygons after inflate xyz options are for turning symmetry on and off multi slice multi slice will slice your mesh giving it a new polygroup which can be controlled at any time the gray cone slice your meshes x y and z cone increase and decreases the weight the yellow cone creases the mesh and the blue dot can move the poly loops in either of the directions offset offset has something to do with bounding box but i couldn't figure it out what it does actually it functions similar to move transformation tool if anyone have any idea what it does feel free to comment project primitive now project primitive is interesting one it projects the primitives like in some way that the primitive can be used as boolean difference and union at the same time remember live boolean it works similarly but it is a live deformer using this tool it tessellates the model so the projected primitives blend in more with the surface project primitive will let you have two bounding box each bounding box have its own functions by default the mesh which is used to project is a cube and to make it visible click and drag this purple surface icon now watch carefully yellow icon changes the primitive type orange icon modify the primitive the white dots you see around the bounding box stream the primitive now let's see what this deformer actually does click on the surface cone again to make it invisible again now drag it down as soon as it touches the mesh project the cylinder in a subtractive way but dragging it all down it will turn into an addition hence explaining boolean union and boolean difference you can scale it and move anywhere you want these three cones indicate symmetry and clicking either of them will turn them on there is much else to discuss for the reformer and i will make a detailed tutorial in future remesh by dynamesh it is a live dynamics tool which lets you choose its resolution none destructively the white cone will let you select the resolution you can increase decrease resolution anytime and see it in real time compared to how you are used to do dynamesh manually this way you have to press undo again and again to see which resolution suits you best the yellow cone lets you project the details automatically after dynamishing it and the blue cone is for smooth click accept after you are satisfied and here it is dynamesh version using the form remesh by union it is a very interesting deformer and i use it a lot it welds two meshes together making it so useful compared to dynamite if i dynamesh this i would get the result something like this it can create artifacts where two meshes meet but with remesh by union i can just weld these two separate pieces seamlessly and the combination with the zero measure is what i do most of the time look how seamlessly clean it is remesh by zero mesh it works same as z mesh by dynamesh the white cone indicates the resolution red blue and green triggers the symmetry while it zero mesh is image by decimation again it work as same as pivot deformers i have explained clicking the white cone once will pre-process and then it will decimate it you can increase or decrease the desired polycon by using this white cone you can also keep the poly pen while decimating it by click and dragging this yellow cone other options like keep uv's symmetry and keep borders are also available like in the decimation plaster plugin rooted and scale are pretty self-explanatory the difference between doing it from here and not from gizmo is it will let you scale and rotate non-uniformly the benefit of this deformer is to allow you to precisely orient the bounding of your model box based on the gizmo 3d orientation that you can set before selecting the deformer then you can use this new orientation within your deformer skew will let you scale using one or two axis at the same time slice the slice deformer is simplified version of the multi slice one it lets you add an edge slice which you can inflate or deflate it is commonly used in making hard surface props the blue dot in the middle will insert the edge and can also move at any time giving you enough freedom to place it properly it works with the axis if you move the dot in the other direction it will add the edge on either of the side the orange cone lets you choose the width of the edge the white cone will inflate or deflate the inserted edge you can apply the casing by clicking on yellow cone that way the mesh is still hard surface after subdividing the red yellow and green cone turns on the symmetry smooth deformer lets you smooth the model in real time and its completely non-destructive the yellow cone smooths your mesh from all direction of the bounding box dragging to opposite direction use alternate smooth makes your mesh unsmooth the white cone lets you choose the intensity of the smooth and the remaining yellow green and blue turns on the symmetry smooth all lets you smooth your whole mesh at the same time there is no bounding box with axis on the deformer but it is useful because it's all in real time stretch in disney animation squash and stretch is a common animation principle and this deformer do something similar it is similar to scale deformer but it only scale it from one single axis compared to scale which scales to both direction when used subdivide this works similarly compared to subdivide option in geometry but it is a non-destructive method you can enable disable at any time like dynamic subdiv smooth divide works like normal device faceted divide will increase the subdivisions without smoothing the surface useful for hard surface models taper it simply tapers your mesh it works best with cylindrical shapes these four yellow cones tapers your mesh green blue and red cone determines the percentage of taper it has to use white cone exponent makes the taper more rounded resulting a more freedom to explore twist with the twist deformer you can apply a twist effect around your mesh in any of the axis this is it guys i hope you understood at least the basic functionality of these deformers and as they say the more you do something the better you get at it personally i don't use all these deformers i just use few of them whenever i need the purpose of this video is to tell you how the deformers work and i hope you liked the video if yes please subscribe share this video to the fellow artists help this channel grow i will see you in the next one goodbye you
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Channel: Khatri3D
Views: 6,041
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Keywords: Blender, 3d Modeling, 3D, render, Animation, Class, Tutorial, Khatri, Khatri3d, Khatri 3D, Zbrush, Sculpting, tips, Timelapse, Beginner, Tutorials, khatri 3d, 3D Modelling, 3d modeling, Texturing, Render, Modeling, ZBRUSH, 3d modelling, zbrush, zbrush sculpting, digital sculpting, Zbrush tutorial, khatri3d, tutorials, Gizmo Deformers, Zbrush 2022, ZBrush Quick Tutorial, Project Primitive, All Gizmo Deformers Explained, Zbrush Secrets, Remesh by union, sculpting, 3d, khatri3d gizmo, zbrush deformers
Id: 2m2XgNyY_1I
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Length: 8min 57sec (537 seconds)
Published: Thu Jul 21 2022
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