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Using Perspective and Floor

From: ZBrush 4 Essential Training

Video: Using Perspective and Floor

Like any other 3D program, ZBrush can simulate perspective so that things close to the camera are larger and things far from the camera are smaller. ZBrush can also show you a grid to help you visualize 3D space. I'm going to open up the exercise files for this movie. I'm going to hide Light Box because it's just in the way right now. And now if you click and drag and rotate, you'll see that there are two versions of this super-average man. One of them is behind the other. So with Perspective turned on by default, with this button highlighted, you'll see that the model that is farther back is smaller, just like it is in real life.

Using Perspective and Floor

Like any other 3D program, ZBrush can simulate perspective so that things close to the camera are larger and things far from the camera are smaller. ZBrush can also show you a grid to help you visualize 3D space. I'm going to open up the exercise files for this movie. I'm going to hide Light Box because it's just in the way right now. And now if you click and drag and rotate, you'll see that there are two versions of this super-average man. One of them is behind the other. So with Perspective turned on by default, with this button highlighted, you'll see that the model that is farther back is smaller, just like it is in real life.

With Perspective turned off, you'll see that they appear to be the same size, even though one is farther away. I like to turn Perspective on if I'm trying to model from a reference photograph. Since photos have perspective, I want to model with perspective in order to work accurately. One way to help visualize your model in 3D is by turning on the floor. It's this button right here. It's really just a grid that sits at the base of your model. You can turn the grid on any of the three axes by clicking on their letters at the top of the button.

So it's kind of hard to see with the Floor button turned on, but you can see there is an X, Y, and Z right here. If I change it to X and then turn of Y, you can see that we now get a grid on the side. Or if you turn on Z, you get a grid at the back. You can even have two grids on at once. You might want to use the floor if you want to make sure that you're placing thing in evenly spaced increments. Perspective and the floor are two features that can help you visualize how your model fits in the 3D space.

It's really up to your preference how you use them, or if you use them at all. Sometimes they can just get in the way, but other times they can really help you orient yourself in 3D space.

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This video is part of

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ZBrush 4 Essential Training

63 video lessons · 15198 viewers

Ryan Kittleson
Author

 
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  1. 5m 13s
    1. Welcome
      55s
    2. Using the exercise files
      59s
    3. What is ZBrush?
      1m 47s
    4. A note on screen resolution
      1m 32s
  2. 19m 17s
    1. Making sense of ZBrush
      2m 39s
    2. Understanding the interface
      2m 29s
    3. Using Light Box
      1m 23s
    4. Navigating the canvas
      2m 2s
    5. Using Perspective and Floor
      1m 51s
    6. Understanding local centering
      1m 9s
    7. Trying different materials
      2m 7s
    8. Activating symmetry
      2m 15s
    9. Viewing your work in various ways
      3m 22s
  3. 19m 59s
    1. Understanding polygon-based models
      1m 45s
    2. Creating ZSpheres
      4m 21s
    3. Using ShadowBox
      2m 15s
    4. Making a ZSketch
      2m 47s
    5. Extracting from an existing mesh
      4m 0s
    6. Using primitive 3D meshes
      3m 24s
    7. Importing from other programs
      1m 27s
  4. 23m 43s
    1. Understanding brush settings
      2m 45s
    2. Inverting brush effects
      1m 9s
    3. Switching to Smooth mode
      2m 35s
    4. Setting the stroke properties
      4m 14s
    5. Working with alphas
      2m 34s
    6. Using the Move brush
      2m 51s
    7. Using the Clip brush
      2m 58s
    8. Learning a few more common brushes (Polish, Clay, Flatten, Inflate, Tracks)
      2m 14s
    9. Saving and using brush presets
      2m 23s
  5. 26m 53s
    1. Working with tools and projects
      1m 52s
    2. Working with subdivision levels
      3m 4s
    3. Masking off parts of your model
      2m 28s
    4. Masking based on cavity and occlusion
      4m 23s
    5. Selecting and hiding parts of a tool
      2m 51s
    6. Working with polygroups
      2m 0s
    7. Using deformation
      1m 59s
    8. Mirroring geometry across an axis
      1m 49s
    9. Restoring symmetry
      1m 45s
    10. Creating morph targets
      2m 31s
    11. Understanding surface normal direction
      2m 11s
  6. 8m 57s
    1. Learning the basics of subtools
      2m 37s
    2. Making new subtools
      3m 12s
    3. Combining subtools
      3m 8s
  7. 7m 20s
    1. Masking with Transpose
      1m 49s
    2. Adjusting the Transpose Manipulator
      1m 46s
    3. Moving, scaling, and rotating with Transpose
      3m 45s
  8. 20m 25s
    1. Understanding how ZBrush uses color
      2m 36s
    2. Learning the basics of Spotlight
      3m 37s
    3. Painting and texturing with Spotlight
      2m 56s
    4. Texturing a head: A practical approach
      11m 16s
  9. 21m 14s
    1. Drawing new edge flow for retopology
      7m 52s
    2. Tips for making good edge flow
      5m 14s
    3. Creating new topology
      3m 55s
    4. Transferring detail from the old model to the new
      4m 13s
  10. 13m 28s
    1. Understanding the UV maps
      2m 47s
    2. Installing the UV Master plug-in
      1m 47s
    3. Using UV Master
      3m 46s
    4. Creating texture maps
      5m 8s
  11. 6m 36s
    1. Preventing problems
      1m 42s
    2. Recovering a corrupted model
      2m 28s
    3. Recognizing and fixing common problems
      2m 26s
  12. 4m 54s
    1. Examples of ZBrush work
      3m 16s
    2. Goodbye
      1m 38s

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