Why can't I look inside models?


Hi I just got zbrush a coppel of months ago and I was wondering why my model gets mest up when I zoom in inside of the model.
This also happens when I am working with a curved model and I am editing the inside, it is then that the other side of the model gets in the way of my camera while I know for sure that my camera is in between the curve.
Does somebody know why this is happening and if I can fix this?


I’m not sure exactly what you’re trying to do, or why you want to work on a model from the inside, but maybe Polygroups would help. Also, you should learn how to mask and hide and show parts of your model.

Polygroups: http://docs.pixologic.com/user-guide/3d-modeling/modeling-basics/polygroups/

Masking and Selection: http://docs.pixologic.com/zbrushcore/masking-selection/

Hide and Show parts of mesh: https://www.youtube.com/watch?v=5S4Bc4BQPHE

Hide masked areas of model: https://www.youtube.com/watch?v=rm6Pe6A8omI


Thanks. I wanted to be on the inside of the model because I am making a mouth.
I worked with maya before so I was used to going all over the place with my camera but here it won’t allouw you to simpely look inside and now I wanna make an inside for the mouth and this makes it realy fiddely. :confused:
Thanks for the tutorials tho. :slight_smile:

Still I wonder why is it like this?


I usually polygroups the mouthbag and hide everything else while I work on it.


I know you can do that, but thanks.
How ever I still wonder why you can’t do that.


I know that there is a solution to this but I juist want to know why it is renderd in this way.


hard to tell what your doing with out a screen shot,
if you polygroup the front part then hide the opposite side then how can it get in your way when its hidden?

there is zoom and scale that may appear the same.
place your cursor on the area you want to focus then press and slide the zoom3D icon on the right of the ui
you can all so use the FRAME button kind above the zoom3d to get back for full view.
PLEASE , you have posted needing help and you have been showing to use a older version of zbrush,
that causes confusion on the forum, please upgrade, its free and i think where you stated you just got zbrush,
im not sure how you just got zbrush and your using zbrush 4R7
pixlogic does not offer 4R7 downloads , that been a while back not a few months ago
here comes the judge :wip:


I know you can hide stuff to look at inner parts I just wanna know why I have to hide them and cant juist place my camera inside. :slight_smile:


I believe the answer to your question is philosophical. Zbrush has origins of being a 2.5D illustration package dedicated to the sole mission of sculpting. It has been expanded to include modeling, but at its heart it’s not a modeling package. It makes sense that modeling packages allow you to put the camera inside the model to have interior environments, but Zbrush is dedicated to creating a single asset. Zbrush 4R8 now has a lattice deformer to view the wall thickness of a model for 3D printing, and 3D printing is the only time when a 2.5D illustration package would be concerned about the inside of a model.


The starting guide manual explains, “The ZBrush canvas: Like with 2D software, the ZBrush canvas has dimensions but is measured in pixols. The canvas can contain 2D, 2.5D and 3D elements. Unlike other 3D software, ZBrush doesn’t have a 3D space scene in which the camera (the user point of view) can be moved; instead 3D objects are manipulated in front of the camera, within the canvas. Think of the ZBrush canvas as being like a window within your house, looking out onto the 3D world beyond. Objects can be moved around outside the window, but you can’t move the window itself. This is a key element to understanding and being comfortable within ZBrush, and is actually part of the reason why ZBrush is able to work with millions of polygons in real-time. An animation pack age must track every element of your scene at all times, from all angles, regardless of whether something is visible to the camera at the moment or not. That’s a lot of system resources being reserved for scene management. ZBrush takes all those resources and focuses them on a single object, letting you do things that wouldn’t be possible in any other program.”


Ah interesting. I thought it should be something like that. Now I am wondering how an actual movable camera is possible.


if you look on the bottom right self there is a button called > expose
this will move all the polygroups apart,
so you can use >expose with this http://docs.pixologic.com/user-guide/movies/timeline/
now you can expose the object apart and focus the camera on the part you want like the inside mouth,
once you keyframe the expose and camera focus you can use the time line from there to get back to a focus shot,
that way you have like a preset to allways get back where you want


Aren’t you asking about this? Cuz I came here for same question and I found out the way to see both side of the mesh. Simple.


No I was just being frustrated with z-brush not handling the camera the same as my other 3d programmes.
But thanks for the video anyway, I think I need to just get used to hiding parts of the model to see the inner and obstructed bits.