Join Ryan Kittleson for an in-depth discussion in this video Using Perspective and Floor, part of ZBrush 4 Essential Training.
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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.
- Navigating the canvas
- Using perspective and floor
- Creating a mesh with a ZSketch
- Extracting from an existing mesh
- Managing subdivision levels
- Working with alphas
- Masking off parts of a model
- Using deformation
- Using subtools
- Deforming with Transpose
- Painting and texturing
- Creating UV maps