List of Deformers

Find below the list of the deformers found in the Gizmo 3D. Some of them simply apply a deformation to the current model while others may apply topology modifications like adding edge loops or more drastic changes.


Bend Arc

The Bend Arc deformer bends the current SubTool along an arc (part of a circle). 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 bend with multiple angles.

4R8_47

From left to right: the original model, the Bend Arc applied on one axis, then on two axes.

Settings:


Bend Curve

The Bend Curve deformer bends the current SubTool along a curve which can be modified through control points. The density of the control curve and the associated control points can be interactively modified as well as their positions in space, which will apply the corresponding deformation to the active selection.
Each control point can receive extra deformation for precise control.

4R8_48

On the left, a simple tube with the BendCurve deformer applied and associated with 4 control points. On the right, all the points have been moved to completely change the shape of the tube.

Settings:


Bevel

The Bevel deformer applies a bevel on the edges closest to the bounding box orien­tation. This deformer will provide the best results on hard surfaces meshes.

2018_07

The bevel deformer applied on the right. Notice that not all the edges have been beveled, but only the ones that have been defined by the Crease Angle cone value.

Settings:


Crease

The Crease deformer applies a crease tag to all the edges which fall into the defined angle threshold. The crease edges can later be used with subdivision surfaces or apply­ing bevels.

2018_8

The Crease deformer applied on the right. Notice that not all the edges have been creased, but only the ones which have been defined by the Crease Angle cone value.

Setting:


Deformer

This deformer display a deformation cage on the SubTool. By deforming and ma­nipulating the cage points, you will apply the corresponding deformation to your model. This is also referred to as FFD for Free Form Deformation.
To manipulate a single point, you can simply click and drag on the point to move it across the screen working plane.
You can also select a single or multiple points at the same time by clicking once on a control point. It will turn to a white dot. To add or remove other points, press the Shift key while clicking on new points. These points can be manipulated by the Gizmo 3D for both Move, Scale and Rotate operations.

4R8_49

On the left, the Deformer applied to the head with the top point selected. On the right, the Gizmo 3D has been used to scale down and rotate these points, applying a soft and local deformation which would have been difficult to do with the classic sculpting tools in ZBrush.

Settings:


Deformer Hard and Soft

These two Deformers are alternatives to the main Deformer Deformer. These De­formers allow you to apply deformation to your model by manipulating a Free Form De­formation Cage or Lattice. The only difference with the original Deformer Deformer is that these Deformers will apply a soft deformation or a hard deformation to the model, based on the points you are selecting.

To manipulate a single point, simply click and drag on the point to move it across the screen working plane.

You can also select a single or multiple point at the same time by clicking once on a control point. It will turn to a white dot. To add or remove other points, press the Shift key while clicking on new points. Use the Masking commands as well to do multiple selection at once. These points can be manipulated by the Gizmo 3D for both Move, Scale and Rotate operations.

2018_09

On the left, the Soft Deformer applied to the head and on the right, the Hard Deformer applied. You can see that even if the cage deformation is the same, the result is different.

Settings:


Extender

The Extender deformer by default inserts a loop of polygons along the bounding box axis of your choice. This loop of polygons can be divided and moved along the model by dragging its associated dot. It can also be applied to multiple axes at the same time.
This deformer is a great way to quickly create advanced primitives for creating “kit bashed” style models.

4R8_50

The Extender part has been added to the top of the head. The Inflate cone has then been manipulated to do a negative extrusion.

Settings:


Flatten

The Flatten deformer clips the current selection based on the planes of the deformer bounding box. Please note that the polygons of your selection won’t be removed or sliced. They are simply flattened on top of each other, similarly to the Clip Brush.

4R8_51

On the left, the original mesh, with the Gizmo 3D rotated. On the right, notice that the deformation box has been oriented with the same angle as the Gizmo 3D, then the Flatten deofrmation has been applied to the top part.

Settings:


Inflate

The Inflate deformer applies an Inflate deformation to your selection, based on the size of the deformer bounding box. The resulting effect can be modulated through the Smooth setting, giving you alternative inflate deformations.

The transformation is applied with a 100% deformation value on the bounding box face manipulated by the cone through a progressive transition to 0% of deformation value for the opposite face.

Settings:


Multi Slice

The Multi Slice deformer inserts one or more edge loops along the X, Y and/or Z axis. These edge loops do not follow the existing flow of the topology, instead slicing the way around the model.
The transformation can be freely moved across the model by clicking and dragging the blue dot located at the center of the modified topology. The width of each modified area can be interactively modified as well.

4R8_52

On the left, the original mesh. In the center, Multislice was used to insert multiple edge loops in the center on the model. On the right, the blue dot manipulator has been moved up to set another location for the slices.

Settings:


Offset

The offset deformer is very similar to the Move transformation of the Gizmo3D as stretching a cone from the model bounding box will move the model along this cone.

Both opposite cones of the bounding box are doing the same operation.

The benefit of this deformer is to allow you to precisely orient the bounding of your model box based on the Gizmo3D orientation that you can set before selecting this de­former. Then you can use this new orientation within your deformer.

Settings:


Project Primitive

This Project Primitive modifier is a full creation and modification tool. Even if as it is considered a modifier, it will let you build complex models in no time by projecting para­metric primitives like cubes, spheres, cylinders or prism type shapes onto an existing model. The shapes are based on superquadratic formulas.

When using this Deformer ZBrush will allow you to manipulate these basic models by changing their shapes and then transforming them with the Gizmo3D to move, scale and rotate. These shapes will then be projected onto the surface of the original model. As an example imagine taking a ball and putting a piece of cloth over it. The balls shape will be projected through to the piece of cloth.

Since the Deformer is projecting the new shape onto the topology of the existing surface this can result in stretched polygons. ZBrush can add extra polygons on the fly to produce cleaner surfaces where it is needed. This smart and automatic tessellation brings the capability to add new projected primitives on top of previous projected ones, letting you stack projections the one after the other.

The Project Primitive includes multiple controls which will affect not only the shape itself, but also its projection transition. It can be associated with the classic axis symmetry as well as its own Radial Symmetry for intricated shapes.

2018_10

An example of a model built only by using the Project Primitive deformer. Model courtesy of Joseph Drust.

Projected primitive has four important behaviors that you must keep in mind:

2018_11

On the left, the center of the projection is inside the model, resulting of the partial sphere on top of the surface. On the center, the projected sphere has been slightly moved in a way that the center is now outside of the model: the projection is now done on the other direction, creating this partial sphere cut. On the right you can see that the center is outside, like is showing the Gizmo 3D.

If you wish to realign the projected primitive on the symmetry axis of the model, simply press the shift key while using the Gizmo3D until it snaps to the symmetry axis.

Project Primitive – Clip Manipulators

In addition to the cones to change the mathematical aspect of the primitives, the de­former includes clipping controls, aligned with the Gizmo3D axis. By pushing and pulling their controls represented with white dots, you will manipulate a clipping plane perpen­dicular to the manipulation axis.

If you want to clip the model symmetrically, press the Shift key while dragging a Clip dot, the opposite one will be moved in the opposite direction.

With this Clip control, combined with the Cones to change the primitive shapes, you will have a very large array of primitives to build and deform your models.

2018_12

On the left, the original model with a Sphere projected on the top of the head. On the right, the front clip dot (orange arrow) has been pushed inward to trip the sphere shape.

Using the Project Primitive Modifier

This is an example project showing the basic usage of the Project Primitive modifier.

      1. Load the DemoAnimeHead.ZPR project in Lightbox
      2. Select the Gizmo3D by choosing Move, Scale or Rotate then click on the small Gear icon on the top left of the Gizmo3D.
      3. A popup will open, select “ProjectPrimitive”. You should see all the cones ap­pear as well as the Gizmo3D.

2018_13

      1. Click and drag the green arrow of the Gizmo3D to move around the top of the head the default primitive, which should be a sphere. If you move too much to the top the projected primitive, the effect will be transformed from a pull to a push effect. Keep the projected sphere inside of the model to have a pulled deformation.

2018_14

      1. Now click and drag the red cone on the top right corner of the model bounding box to enable the X symmetry. The click and drag the red arrow of the Gizmo3D to move the projected primitive on the side of the head, to create a kind of hair bun, resembling a famous rebel princess.

2018_15

      1. Of course, you can use the other axes of the Gizmo 3D to move around the pro­jected sphere to refine its position. Use the X scale manipulator as well to do a non-uniform scaling of the projected sphere which can be followed by a rotation along the Z Axis. As you can see, a Projected primitive can be manipulating like all type of 3D meshes and can be modified on the fly by the Gizmo3D.

2018_16

      1. Now you can play with some cones to adjust some settings: Click and drag the Pink Blend cone to adjust the transition shape between the projected sphere and the head, then why not click and drag the Pink opacity cone to affect the global intensity of the projected head. Just try adjusting cones to see the real time modification on your model.

2018_17

      1. If you feel that the spherical shape is not what you are looking for, click and drag the long orange Modifier cone. It will convert your projected primitive sphere shape to a cubic or pyramidal one.

2018_18

      1. Now click on the white cone Accept: your current projection will be validated, and a new projected primitive will be ready to be use. This new one is the same as the one you just validated.

2018_19

      1. Manipulate this new projected primitive by pushing it outside of the mesh: it will push the polygons inside the bun hair shape you previously created.

2018_20

    1. When you are done with your model, click on the orange Gear icon on top of the gizmo and in the popup, click on Accept to completely validate your modifica­tions and quitting the modifier.

You can continue to manipulate your current projected primitive or apply it to create new ones and then continue to apply some deformations to change the shape of your model or simply creating new models. You only need to keep in mind that you are deforming on existing model with simple shapes and like this, creating some deformations which could be difficult to do otherwise.

Project Primitive Settings

The Project Primitive deformer includes a large amount of settings, including dy­namic ones: they are visible or not depending of some other settings.

The Settings are groups by positions located on the bounding box.


Remesh by DynaMesh

The Remesh by DynaMesh lets you convert or update the current model as a Dy­naMesh model, without the need to enable this mode in the Tool >> Geometry palette. You can change all the settings and values while still in this modifier without affecting the original model, but once you accept the modification of this deformer, the current state of the model with its DynaMesh settings will be applied.

If you modify some settings in the Tool >> Geometry >> DynaMesh section, they will be used by the modifier, like the Polish mode.

ZBrush will keep in memory the original model until you validate the modifier or alter the original model. It allows you to change the modifier settings and try other values with­out the need to undo your previous modifications.

Settings:


Remesh by Union

The Remesh by DynaMesh lets you create a union Boolean operation between all the models of the current SubTool, without the need to go through the SubTool manipula­tion and the associated Boolean selectors.
All the models which have intersection will be combined as a single model which is perfect if you want to merge insert meshes together with the support model.

Important!

Note:
The Boolean won’t take in consideration the models that are totally masked, this can happen after using an InsertMesh brush. Don’t forget to unmask your model before selecting the modifier.

ZBrush will keep in memory the original model until you validate the modifier or alter the original model. It allows you to change the modifier settings and try other values with­out the need to undo your previous modifications.

This modifier doesn’t have any settings. The Union is done as soon as you enter in the modifier.


Remesh by ZRemesher

The Remesh by ZRemesher allows you to create a retopology of your current model by using ZRemesher. It is very convenient as you can only work on a non-masked part like an Insert Mesh without having the need to split your parts as SubTools.

If you modify some settings in the Tool >> Geometry >> ZRemesher section, they will be used by the modifier, like the grouping options or the Adaptive Size value.

ZBrush will keep in memory the original model until you validate the modifier or alter the original model. It allows you to change the modifier settings and try other values with­out the need to undo your previous modifications.

Settings:


Remesh by Decimation

The Remesh by Decimation can reduce the polygon count of the current model by using the Decimation Master plugin. It will more or less reduce the un-necessary vertices of the model by trying to keep a much as possible the original model shape.

Settings:


Rotate

The Rotate deformer is very similar to the rotation transformation of the Gizmo3D as stretching a cone from the model bounding box will rotate the model along this cone.

The benefit of this deformer is to allow you to precisely orient the bounding of your model box based on the Gizmo3D orientation that you can set before selecting this de­former. Then you can use this new orientation within your deformer.
Setting:


Scale

The Scale deformer is very similar to the scaling transformation of the Gizmo3D as stretching a cone from the model bounding box will scale the model along this cone.

The benefit of this deformer is to allow you to precisely orient the bounding of your model box based on the Gizmo3D orientation that you can set before selecting this de­former. Then you can use this new orientation within your deformer.

Both opposite cones of the bounding box are doing the same operation.

Setting:


Skew

The Skew deformer is creating a deformation of the same name by scaling along one or two axes the manipulated face of the model bounding box.

You are able to manipulate each axis cone of each face of the bounding box individu­ally. For a better control of your deformation.

Setting:


Slice

The Slice deformer is a simplified version of the MultiSlice one. It adds an edge slice all around the model which can be converted as a polygon strip based on the Slice Width cone value.

This modifier is very convenient when working on hard surfaces models to add ring-based extrusion shapes.

Don’t forget that changing the orientation of the Gizmo3D before entering in the modifier will let you change the orientation of the slice.

Settings:


Smooth

The Smooth modifier applies a smoothing to the current object or its unmasked part in a similar way to the Smooth function found in Tool >> Deformation >> Smooth but based on a bounding box side direction. The smooth effect will be go gradually from the side of the stretched cone to the opposite side, from 100% of the value to 0% of the value of the smooth set by the cone.

Because this operation is done on real time, performances can be affected by the number of polygons of the current model.

Setting:


Smooth All

The Smooth All modifier applies a smooth to the current object or its unmasked part in a similar way to the Smooth function found in Tool >> Deformation >> Smooth.

Because this operation is done on real time, performances can be affected by the number of polygons of the current model.

Setting:


Stretch

The Stretch modifier is very similar to the Scale modifier and then to a non-uniform scaling done with the Gizmo 3D. In opposition to the Scale modifier which will stretch the model on both size of the modifier bounding box, the Stretch modifier will only deform the model based on the selected cone without affecting the other side of the model.

Setting:


Subdivide

The Subdivide modifiers allows you to subdivide the current model in a similar way to the Tool >> Geometry >> Divide function.

Important!

Note:
Partially masked objects will be completely affected by the subdivision. Only models which will be totally masked won’t be affected.

Setting:


Taper

The Taper deformer applies the corresponding deformation to the mesh.

4R8_53

On the left, the original mesh. On the right, the model was transformed with the Taper modifier.

Settings:


Twist

The Twist modifier applies a twisting effect around the selected axis.

4R8_54

On the left, the original mesh. On the right, a two axis twist has been applied on the model.

Settings: