You are a life saver! i dont understand why this topic isnt more covered in the differents course/classes that i attendend on zbrush. Thank you so much!
I've been using Zbrush for around 15 years and never quite understood this fundamental principle. I always did the artist thing and crossed my fingers and hoped everything would work but now that I'm getting into Marvelous Designer everything changed lol. It's no wonder why I didn't know about it all these years since as you said the most important feature is at the bottom. You took this really technical concept and broke it down into something that's easy to understand and digest. I didn't even have to rewind anything you said.
This by far the best tutorial I've watched to understand the scale system within Zbrush. I don't understand why this scale parameter in the Export tab is so hidden in the Ui, this shuld be next to the export button or somewhere with more visibility. Laura, you're a freaking life saver.
This was super insightful. Scale in zbrush compared to other 3D software has always been something I've struggled to grasp. I feel like I have a much better grip on what is going now. Thanks so much!
That's a lot of good info, what I usually do is export the model to a different program, Maya, Max , or Blender. Fix the scale and freeze transforms, then import it back in to Zbrush.
This just saved my whole project, while I wanted to do retopo I came across many issues with size... I wish my professors in university had explained it as well as this video did thank you so much!
This is amazing, scale have always been a nightmare and this is the first time a see someone adressing it in full. Now not gonna lie, i dream the day pixologic finally release an update to fix this and make a simple intuitive way to export and reimport whatever the scale with the press of a button, instead of keep adding features that no one use like a trillion ways of making polygroups lol. Another Amazing video Laura, best regards from Mexico.
I also like with Dynamesh Resolution that circle option. With opened circle in Resolution function ZBrush will do the right scale before dynameshing. Its very handy because sometimes I have scale depending on the whole scene (subtools are much smaller than the right scale). Very good video, by the way.
Great content. Thank you for sharing. Not sure if anyone else notices but the automated camera tracking is quite distracting. Is there any way to "soften" the auto tracking on this camera?
@@Outgang yes, at the beginning of the video the left and rignt movement are very abrupt/fast (it's noticable with the background parallax). No worries though. It could simply be a matter for me to get used to. Regardless, I really enjoyed all the details you presented in this video.
@@theviperman3 Yeah I can probably adjust the speed of it. I want to keep the tracking though since it allows me to worry less about staying in the frame but if many people mention it's bothersome I'll definitely consider getting rid of it.
Discovering offset value has saved my current project the character needs to follow a basemesh but the center of my character was moved to 0,0,0. Thanks Laura!
Thanks Laura for sharing all that knowledge and congrats for the content, is really good and greatly explained! I still have one question regarding scale inside zbrush if you don't mind me asking. When working on a character at 2 units as usual, if your character is huge then some accesories won't behave properly since they will be so small in zbrush internal units right? Thanks
I think the only issue you may encounter there is if you want some of those small accessories to use Dynamesh. You know I think I've seen something recently, it may have been during Zbrush's latest stream where now Dynamesh scale was/could be set relative to subtool size. I could be getting that wrong but if someone knows what I'm referring to I'd love to hear about it. That would take care of that, but traditionally anyway the solution would be to work on those small accessories in a separate tool and append them when they're done.
@@Outgang Thanks a lot for your quick response, I am actually using the deform scale to all visible subtools to go back and forth the needed scale.about issues I am getting is dynamesh but also deform/ inflate and other sliders doesn't work properly in such a small size. Now I'm gonna dig into that dynamesh relative to subtool size👍
Thank you so much for this tutorial! I got one question though and not sure if it has something to do with scale, but when I had my scale messed up and get closer to my character, the perspective wasn't working properly and the AC icon on the top was ON. So I scale it properly thanks to your tutorial, but when I got close to my character, the perspective still sucks. Is the problem somewhere else? Thank you. :)
Man the single thing that DRIVES ME NUTS in ZBrush is scale. I do quite a lot of 3D printing and it sometimes works flawlessly, sometimes it just doesnt because I forgot about some little quirk. The whole scale master thing with "choose what you think is closest"... Man... Just mess all over. I would love to see "we have added real world scale" in the upcoming ZBSummit.. Thanks for the video - I havent watched to the end yet, but simple fact that you made 46 minute video on scale in ZB shows that something is seriously wrong with it :D
The way Zbrush deals with scale internally feels like such a core part of the program that I can't imagine it ever changing (perhaps it can change cosmetically). It's like the 2.5d aspect of it, it's simply how the core of the software is programmed and there's so much stuff built on top of it that any changes there would be akin to rewriting the software completely. One of the takeaways of the video is that the transpose line gives you the equivalent of real-world units. If your transpose line says an object is, let's say, 2000 units tall and you export it to a program that's set in millimeters, then your object will be 2000 millimeters tall.
@@Outgang Now when I watched whole video I find it very helpful. I knew most of it but you explain everything in great detail and make many things very clear so it still was very informative. I am optimistic when it comes to the future (being bit of a ZB fanboy haha). Remember when there was no "real" camera in ZBrush? We had to kinda-sorta set camera values and then in "real" 3D it was different anyways. Somehow they managed to implement real world cameras into that 2.5D software. So I still have hope that they can make some "overlay" that would display values without changing how ZBrush internally works. Hey, one can hope, right? ;) In any case - thank you for one more great video! Have a great.. day/night depends on when you read it ;)
@@tlilmiztli Haha! I will hope that you are right and that they can implement a system like you mentionned :) I try to read less comments at night so it's daytime right now. Have a good one!
Hi Laura. Thanks for this powerfull content. Are there any ways to export one mesh for different software? For example Blender uses metric unit instead of maya centimiters.
Hi Oneiro, if you follow the workflow I'm describing you can convert from cms to meters by dividing the XYZsize under Export by 10. A scale of 80 would become 8, and would make a model work in a software set to use meters, assuming you were previously working in centimeters in Zbrush. If that doesn't work, you could look into using Scale Master in Zbrush but I believe it does more than just change the Export scale value.
@@Outgang Thank you so much for the quick reply. I wanted to find out if there was a way to export in one operation to different measurement systems. But that's okay. I thank you for your work
I still find this incredibly confusing. I just want to rescale my character so it's 5.5ft tall. I use ScaleMaster but it's still massive in blender. is there a simple way to fix this?
If you're using OBJ to import in Blender, there's a scale multiplier in the obj import window. Whenever I work in centimeters and go from Zbrush to Blender I have to set that scale multiplier to 0.01. Just something for you to check out. Good luck!
@@Outgang hi thanks for getting back my fix was importing an fbx of a size ref from blender and resizing my subtools and export as a FbX, Don't know if this will cause me problems in the future
@@Outgang hi thanks for getting back my fix was importing an fbx of a size ref from blender and resizing my subtools and export as a FbX, Don't know if this will cause me problems in the future
how do you master claytube I wanna mimic your cool wood like sculpting style but when I use claytubes it's intense even with the same intensity on your tutorials? my pen pressure is 8k
I set Alpha -> Blur to 15 and Stroke -> Modifiers -> Roll Dist to 6. I use an Imbed value of 0 to 2 on the ClayTubes and the default Imbed of 20 on the ClayBuildup. Beyond that it's just practice really. It sounds like you may be pressing too hard on your tablet but I don't think pressure sensitivity levels make any difference. You can sculpt great on an Intuos 3, which has 1024 levels.
or ...how about adding a real simple scale like cm / mm or even inch? how about that. Cause what do I do when I bring a model from 3dSmax and its already 8cm and I have no clue how much zbrush messes around with the scale when I do an import. What is the math there in units and cm ? are you serious? just fix the god damn problem cause thats what it is.. a god damn problem and we have 2022
such a basic and fundamental thing but I swear not one of my teachers and mentors mentioned it during my training. Thank you!!!
You are a life saver! i dont understand why this topic isnt more covered in the differents course/classes that i attendend on zbrush. Thank you so much!
I've been using Zbrush for around 15 years and never quite understood this fundamental principle. I always did the artist thing and crossed my fingers and hoped everything would work but now that I'm getting into Marvelous Designer everything changed lol. It's no wonder why I didn't know about it all these years since as you said the most important feature is at the bottom.
You took this really technical concept and broke it down into something that's easy to understand and digest. I didn't even have to rewind anything you said.
I kept going back to this video really comprehensive
This by far the best tutorial I've watched to understand the scale system within Zbrush. I don't understand why this scale parameter in the Export tab is so hidden in the Ui, this shuld be next to the export button or somewhere with more visibility. Laura, you're a freaking life saver.
This was super insightful. Scale in zbrush compared to other 3D software has always been something I've struggled to grasp. I feel like I have a much better grip on what is going now. Thanks so much!
Can always count on Laura for the deep dives. My kind of artist;)
That's a lot of good info, what I usually do is export the model to a different program, Maya, Max , or Blender. Fix the scale and freeze transforms, then import it back in to Zbrush.
Excellent tutorial about the intricate ways that Zbrush works with units.
This just saved my whole project, while I wanted to do retopo I came across many issues with size... I wish my professors in university had explained it as well as this video did thank you so much!
I have always had problems understanding scale in Zbrush. Thank you so much!
thank you for this video that clarify for my few year of zbrush scale questions !!! thanks Laura !!!
This is amazing, scale have always been a nightmare and this is the first time a see someone adressing it in full. Now not gonna lie, i dream the day pixologic finally release an update to fix this and make a simple intuitive way to export and reimport whatever the scale with the press of a button, instead of keep adding features that no one use like a trillion ways of making polygroups lol. Another Amazing video Laura, best regards from Mexico.
I had a light bulb moment when you were talking and that allowed me to solve an issue I was having. Weird how that happens! Thank you!
Haha cheers! You can't just pique my curiosity like that though ;) What did you solve?
I also like with Dynamesh Resolution that circle option. With opened circle in Resolution function ZBrush will do the right scale before dynameshing. Its very handy because sometimes I have scale depending on the whole scene (subtools are much smaller than the right scale). Very good video, by the way.
Yeah they added the cirle toggle after I recorded the video if I remember correctly. It's a good option to have for sure!
So glad I found this channel! I watch your videos while working in zBrush, Blender, and Substance and it really inspires me! ^U^
Glad it's useful Tyler! Keep up the good fight!
This is massively helpful
Helpful video, thank you!
Great content. Thank you for sharing. Not sure if anyone else notices but the automated camera tracking is quite distracting. Is there any way to "soften" the auto tracking on this camera?
The left and right movement of the camera?
@@Outgang yes, at the beginning of the video the left and rignt movement are very abrupt/fast (it's noticable with the background parallax). No worries though. It could simply be a matter for me to get used to. Regardless, I really enjoyed all the details you presented in this video.
@@theviperman3 Yeah I can probably adjust the speed of it. I want to keep the tracking though since it allows me to worry less about staying in the frame but if many people mention it's bothersome I'll definitely consider getting rid of it.
Discovering offset value has saved my current project the character needs to follow a basemesh but the center of my character was moved to 0,0,0. Thanks Laura!
Awesome to hear that Hamish, cheers!
Thanks Laura for sharing all that knowledge and congrats for the content, is really good and greatly explained! I still have one question regarding scale inside zbrush if you don't mind me asking. When working on a character at 2 units as usual, if your character is huge then some accesories won't behave properly since they will be so small in zbrush internal units right? Thanks
I think the only issue you may encounter there is if you want some of those small accessories to use Dynamesh. You know I think I've seen something recently, it may have been during Zbrush's latest stream where now Dynamesh scale was/could be set relative to subtool size. I could be getting that wrong but if someone knows what I'm referring to I'd love to hear about it. That would take care of that, but traditionally anyway the solution would be to work on those small accessories in a separate tool and append them when they're done.
@@Outgang Thanks a lot for your quick response, I am actually using the deform scale to all visible subtools to go back and forth the needed scale.about issues I am getting is dynamesh but also deform/ inflate and other sliders doesn't work properly in such a small size. Now I'm gonna dig into that dynamesh relative to subtool size👍
If only outgang existed before i went to University 😂
Thank you so much for this tutorial! I got one question though and not sure if it has something to do with scale, but when I had my scale messed up and get closer to my character, the perspective wasn't working properly and the AC icon on the top was ON. So I scale it properly thanks to your tutorial, but when I got close to my character, the perspective still sucks. Is the problem somewhere else? Thank you. :)
Best Mentor. 😎
Is there a method to accurate measure the model with the rule? I thought that I am never getting it accurately
very helpful, thank you!
Man the single thing that DRIVES ME NUTS in ZBrush is scale. I do quite a lot of 3D printing and it sometimes works flawlessly, sometimes it just doesnt because I forgot about some little quirk. The whole scale master thing with "choose what you think is closest"... Man... Just mess all over. I would love to see "we have added real world scale" in the upcoming ZBSummit..
Thanks for the video - I havent watched to the end yet, but simple fact that you made 46 minute video on scale in ZB shows that something is seriously wrong with it :D
The way Zbrush deals with scale internally feels like such a core part of the program that I can't imagine it ever changing (perhaps it can change cosmetically). It's like the 2.5d aspect of it, it's simply how the core of the software is programmed and there's so much stuff built on top of it that any changes there would be akin to rewriting the software completely. One of the takeaways of the video is that the transpose line gives you the equivalent of real-world units. If your transpose line says an object is, let's say, 2000 units tall and you export it to a program that's set in millimeters, then your object will be 2000 millimeters tall.
@@Outgang Now when I watched whole video I find it very helpful. I knew most of it but you explain everything in great detail and make many things very clear so it still was very informative. I am optimistic when it comes to the future (being bit of a ZB fanboy haha). Remember when there was no "real" camera in ZBrush? We had to kinda-sorta set camera values and then in "real" 3D it was different anyways. Somehow they managed to implement real world cameras into that 2.5D software. So I still have hope that they can make some "overlay" that would display values without changing how ZBrush internally works. Hey, one can hope, right? ;)
In any case - thank you for one more great video! Have a great.. day/night depends on when you read it ;)
@@tlilmiztli Haha! I will hope that you are right and that they can implement a system like you mentionned :) I try to read less comments at night so it's daytime right now. Have a good one!
This is gold information. Thank you. You are also very beautiful.
Thank you Nestor!
it's funny how we are in 2023 and zbrush scale system still needs a 50 min video to explain how it works..
thanks a lot for the tut!
this is good content, thanks
Is there a simple way to just make a character 4 inches tall? I am printing an action figure.
Hi Laura. Thanks for this powerfull content. Are there any ways to export one mesh for different software? For example Blender uses metric unit instead of maya centimiters.
Hi Oneiro, if you follow the workflow I'm describing you can convert from cms to meters by dividing the XYZsize under Export by 10. A scale of 80 would become 8, and would make a model work in a software set to use meters, assuming you were previously working in centimeters in Zbrush. If that doesn't work, you could look into using Scale Master in Zbrush but I believe it does more than just change the Export scale value.
@@Outgang Thank you so much for the quick reply. I wanted to find out if there was a way to export in one operation to different measurement systems. But that's okay. I thank you for your work
@@fecorautha yeah I dont think there is. Good luck friend!
I still find this incredibly confusing. I just want to rescale my character so it's 5.5ft tall. I use ScaleMaster but it's still massive in blender. is there a simple way to fix this?
If you're using OBJ to import in Blender, there's a scale multiplier in the obj import window. Whenever I work in centimeters and go from Zbrush to Blender I have to set that scale multiplier to 0.01. Just something for you to check out. Good luck!
@@Outgang hi thanks for getting back my fix was importing an fbx of a size ref from blender and resizing my subtools and export as a FbX, Don't know if this will cause me problems in the future
@@Outgang hi thanks for getting back my fix was importing an fbx of a size ref from blender and resizing my subtools and export as a FbX, Don't know if this will cause me problems in the future
What camera fov do you use when sculpting ? Thanks
Sometimes I use the default, sometimes I reduce it around 25-27.
how do you master claytube I wanna mimic your cool wood like sculpting style but when I use claytubes it's intense even with the same intensity on your tutorials? my pen pressure is 8k
I set Alpha -> Blur to 15 and Stroke -> Modifiers -> Roll Dist to 6. I use an Imbed value of 0 to 2 on the ClayTubes and the default Imbed of 20 on the ClayBuildup. Beyond that it's just practice really. It sounds like you may be pressing too hard on your tablet but I don't think pressure sensitivity levels make any difference. You can sculpt great on an Intuos 3, which has 1024 levels.
@@Outgang Thanks sorry for my late response, have a great day :)
thank you
for videogames character what scale in zbrush should i use
I like to work in cms personally.
or ...how about adding a real simple scale like cm / mm or even inch? how about that. Cause what do I do when I bring a model from 3dSmax and its already 8cm and I have no clue how much zbrush messes around with the scale when I do an import. What is the math there in units and cm ? are you serious? just fix the god damn problem cause thats what it is.. a god damn problem and we have 2022
This shit is killing me, I just want to make 1/6, 12 inc figure and print it chitubox, and anyone help me please I'll paid you
email me if you still need this
as per usual! a loooooooooot of bla bla bla and nothing showed!
can you please change the way you try to share information?
thank you