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From Mudbox, to Zbrush...

polycounter lvl 12
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Will Faucher polycounter lvl 12
Before I get started, I'm not here to discuss which program is better. That's not the point of this thread. I simply have a question for those of you who are doing like me, doing their best to learn both programs.

As a long time Mudbox-user, the most difficult challenge I have faced in Zbrush is navigating the viewport. Yes the interface is more complex, but I've gotten around that, I understand how and why everything is placed the way it is. But it's the darn navigation in the viewport that I can't seem to get over!
In mudbox, the camera doesn't tilt unless you press a hotkey to make it do so. In Zbrush, I keep getting the most ridiculous camera angles and it is *the* most frustrating thing I've encountered in Zbrush.

Now, is this just the way I am manipulating the camera? Is there some particular Zen to it all? Maybe there is an option for this? I've tried many things. I'm not even sure how to explain what I mean. For those of you who regularly use both Mudbox and Zbrush, you definitely know what I mean.

Is there a way to get over this in terms of settings or "workflow" (I know it's not quite the right term, but I don't know what other word to use). Or is it only possible by getting over it through hours of practice?

Thanks in advance!

Replies

  • PolyHertz
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    PolyHertz polycount lvl 666
    ZBrush navigaion is sort of like trackball in that your viewing angle is not fixed like standard 3d navigation. I just use 'shift' alot to snap the camera to where I want it to be.
  • pior
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    pior grand marshal polycounter
    As a matter of fact there is an easier way than using shift to snap stuff back straight. On the right hand side of viewport lie a few toggle buttons for various options. One forces a 'vertical Y' kind of behavior.

    You might also want to turn on the grid, and switch to perspective too. The program will feel much less alien all of a sudden.

    Good luck!
  • Rwolf
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    Rwolf polycounter lvl 18
    Master the navigation, you can master the universe!
    It's a steep learning curve, but once you get the hang of it everything is good. I pretty much do anything organic now in it. Use to use XSI for my base meshes, but the retop and zsphere tools took care of that.
  • Will Faucher
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    Will Faucher polycounter lvl 12
    Yeah I already do use the perspective view and vertical Y. It helps, but it still feels very strange to me. Thanks for the tip regarding Shift btw! Helps alot! I guess I'll keep practicing though! Thanks guys!
  • MM
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    MM polycounter lvl 18
    now days i use both since different clients need different types.

    think of the navigation as actually rotating and manipulating the model as opposed to rotating the camera around the model. i am not certain what actually happens inside zbrush but it personally helped me when i started treating the navigation like that.
  • arshlevon
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    arshlevon polycounter lvl 18
    you can also hit "f" like in maya to snap the center of camera to the object, i do this a lot. if you hide everything but the hand and the rotation feels bad hit "f" and now the camera will be centered on the hand.
  • Disco Stu
    Just alt and lmb for any navigation :D
  • Cyrael
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    Cyrael polycounter lvl 10
    you can also hit "f" like in maya to snap the center of camera to the object, i do this a lot. if you hide everything but the hand and the rotation feels bad hit "f" and now the camera will be centered on the hand.

    This coupled with shift and realizing that the camera automatically focuses in on what you are sculpting will be great help, even when you hit 'f' as soon as you start zooming in it will default to the last part you sculpted which takes a bit to get used to but honestly having used both programs I like Zbrush's canvas better after having used it for a while, I feel like I can navigate it quicker to get where I want.. but thats jus mho..
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