#ZMODELER 3 HOW TO ROTATE OBJECTS SERIES#
Let's start with the head open the ZModeler panel and select the Inset Action, which generates new polygons within the selected face or group of faces, to make the Edge Loop (an Edge Loop is basically a series of edges that are connected and go completely around an object back to the start point). With the primitive (cube) and the background image in the right place, you are ready to start creating the base mesh for your character.
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It is easy to import your concept to the background of the work area Step 03: ZModeler My character concept acts as the reference If you want to see the image in front of your model you need to enable Front. Once it has been imported you can scale it, move it horizontally and vertically, and even rotate it if you wish. To do this you need to make sure that the floor is on the Z axis - go to the Draw menu > Front-Back and import your concept. I find it useful to place the concept in the background to make the work easier because it helps to keep the proportions of the model how I want them. It is important to have a concept to act as a guide for any project. Starting with a cube Step 02: Concept as reference For this tutorial we'll start with a cube with a resolution of 2x2x2 each of the x/y/z points are set to 2. Then, you should go to the Tool > Initialize here you can choose if you want a cube or a sphere and choose the resolution of it. To begin, we need to drag any primitive - could be any tool that is available in the ZBrush palette - by using the Make PolyMesh3D button. You can buy ZBrush from the Pixologic website. We will look at building up a character from a primitive base using ZModeler, right through to the clothing and little details.
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This part will take you right to the start and show you how to create an appealing character from scratch. Welcome to part one of the Know the Basics: ZBrush tutorial series. Ricardo Manso teaches the must-know basics for any beginner starting ZBrush.