262 chapter 7 ■ Transpose, ZSphere Rigging, Retopology, and Mesh Extraction
Transpose Measuring
When sculpting, you need to be able to take comparative measurements. This can be as
simple as checking the length of the face to the length of the hand or seeing how many head
lengths long a figure is. These types of measurements are integral to sculpting and drawing
the figure in proportion. In clay sculpting, these measurements are taken with a caliper. You
take a measurement with the caliper and then compare it to other areas of the head or body.
In ZBrush we will use the transpose line to accomplish the same goal (Figure 7.83).
- Open demosoldier.ztl and hide all subtools but the body.
- Under Preferences → Transpose Units, set Units Scale to 1, Minor Ticks to 0, and major
Ticks to 1. This makes a single hash mark on the length of the line for each unit mea-
surement. Now you must specify what one unit is. This can be a hand length, a body
length, or any measurement. For this exercise, set the unit to be one head length.
3. Draw a transpose line that runs straight from the
top of the head to the chin (Figure 7.84). Under
the Preferences → Transpose Units menu, set the
Calibration Distance slider to 1. This defines the
current transpose line length as one unit measure-
ment. You can rename the “units” to “heads” by
clicking the SetUnits button and entering the new
text (Figure 7.85). - Now when you drag the transpose line, a mea-
surement readout will tell you how many head
lengths you are currently measuring. Here you can
see we have two heads from the top of the head to
the chest (Figure 7.86). Figure 7.87 shows a full
figure measured using the transpose line.
Figure 7.85 Name the units
under the Preferences menu.
Now that we’ve introduced you to Transpose as a measuring tool, be sure to experi-
ment with this technique to help maintain realistic proportions in your figures. This tech-
nique is especially useful when you are trying to take measurements between limbs of a
figure in pose.
That completes this chapter on Transpose, ZSphere rigging, retopology, and mesh
extraction. We have looked at several methods of creating new geometry inside ZBrush with
retopology as well as mesh extraction. You have seen how to create a new base mesh for
your figures using retopology and projection. You have also seen how to put your characters
into dynamic poses using Transpose and ZSphere rigging. In the next chapter, we’ll move
on to exporting images and movies from ZBrush as well as using the timeline tools to fur-
ther expand what you can do inside ZBrush.
Figure 7.83
Transpose
units under the
Preferences menu
Figure 7.84 A transpose line measurement for one
head length