 So you don't understand face curves. Not a problem. Add the curve for faces lets you put curves around your target of choice. If you don't know what these targets do look at my tutorial all Z-Modeler targets in 9 minutes for the crash course. But just for a few quick examples a single poly just puts curves around whatever face you click and Polygroup Island will add curves to any group of faces that are the same color. Once you've added curves you can do all your normal curve tricks like adding chains ropes tubes and tails and as with all curve actions if you right click on a curve you'll get a few extra options that you can do next time you left click on a curve which include do nothing delete all curves or just delete a single curve and of course the bevel which comes with the traditional settings of bevel in one row two rows four rows or eight rows linear means each segment is equal distance apart sharp edges mean most of the edge loops happen around the edges soft edges means most of the edge loops appear in the middle and if you want a custom edge loop pattern you can change that here the higher the value the sharper the lower the value the softer edge bevel will be applied dependent on your target it includes all the standard options like single row double rows four rows and eight rows and the distance between each segment is determined here linear means they're all equal distance apart sharp moves most of the segments to the edges and soft moves most of the segments to the middle and you can have something custom in between over here the higher the sharper the lower the softer face bridge with target set to two poly lets you left click two faces together left click once left click twice and bam you're connected if target is set to connected poly dependent on what direction the arrow is pointing on the face you're hovering over when you left click drag you will bridge those two faces together move the mouse left and right to expand the shape and move up and down to increase the number of segments the shape of the expansion is determined here and in order they look like bezier curve arcs small round corners spline arcs and line tight round corners circle round corners and straight lines interactive curvature means you can left click drag horizontally to expand the shape specified curvature will automatically set the height of the expansion to whatever amount you said here interactive resolution means you can left click drag vertically to increase the edge loops in the expansion if you set specified resolution to something like eight it will automatically insert eight edge loops into your shape a line with tangent means it will shape the curve based on the direction of the faces you click a line to normal means you'll always get the same default shape no matter what direction the face is oriented variable width means when two faces are different sizes each segment will be allowed to have different sizes constant width means it will try its best to make sure that each segment is equal despite the two faces being different sizes if you want the width of the rows created to be symmetrical set that here otherwise set it there poly group rows will create new poly group colors for the expansion flat will keep everything that happens in the same poly group color tries and quads means the brush will decide when to use tries and when to use quads for the sides if you set this to tries only the sides will always be triangles and if you set it to quads only the sides will always be quads face crease lets you quickly put creases where you left click for example if you have targets set to poly group island meaning a group of faces that are all the same color all sides literally just means it will crease every edge connected to that group generally long sides tries to pick all the edges that go horizontal and short sides tries to get all the edges that go vertical but sometimes it gives weird results so be careful all faces means every face that is connected to your target poly group border specifies that only the border of the color group gets targeted and poly group in a means everything except the border of the color group gets targeted all transitions just means it won't distinguish between edges based on their angles shallow transitions means any edge that is bent at an angle smaller than this number will not be affected so if we set this to 100 and left click this edge will be creased because it has a 90 degree angle which is less than 100 but if we set this to 85 because this is a 90 degree angle it will not be affected sharp is the opposite means if we set this to 80 it means that all edges with angles less than 80 degrees will not be affected all targets just means that every edge that is connected to the group will get creased outer targets means only the outer edge of the group will get affected and inner targets means only the edges not on the borders will get creased and outer and inner have to do with deleted faces all sides just sets to everything if you set to outer only edges bordering a deleted face will be selected if it's set to inner only edges that are not bordering a deleted face will be selected delete face is really simple when you left click a face it's going to delete whatever target you set if you're on single poly it'll delete one poly if you're on front facing it'll delete the front face if you're on poly loop it'll delete that poly loop if you're on poly group island it'll delete everything that is the same color if you're working with edges or points and you don't want to accidentally click a face just set this to do nothing face equalize will try and turn any face into a square every time you left click drag it will keep adjusting the polygon until it gets a square it's pretty useful whenever you just need a square shaped hole in an object but the starting topology is super weird face extrude lets you left click a face to drag out new topology if you hold control you'll detach faces from the surface if you hold shift you'll remove in between geometry and if you tap all you'll change the color of the new poly groups one sided poly is a normal extrusion no sided poly detaches the surrounding polygons and step brush means it will create new edge loops as you drag out and if you want a specific size of edge loop extrusion you can set that right here point one is standard but if you want more space in between you can scale it to something bigger flip faces this is equivalent to blender's flip normals just pick your target click to flip the normals if you're on single face it only affects one face if you're on poly group island it'll flip everything that's the same color face inflate just allows you to left click drag to expand the shape this functions extremely similar to the inflate brush but instead it gets applied to whatever target you have so if we have target set to poly group island it's only going to apply inflation to the polygons that are the same color as the face we click there are three different options the first one is face normals which will inflate in the direction the faces are oriented the next target is edge normal which extrudes in the direction that the edges are oriented and the last target is point normal which extrudes in the direction that the points are oriented they give you slightly different results insert nano measures a quick way to sprinkle whatever object you want as many times as you want and whatever pattern you want to obtain a mesh you want to insert select that sub tool move the camera to a perfect front view go to z modeler brush right click a polygon to bring up the menu and hit to mesh from brush set target to all polygons and align mesh to orientation and when you left click a face on the object you will see that object appear up here from here under z modeler if we go to insert nano mesh and set target to something like single poly and we left click it will drag a copy of that object to that face if you hold shift it will also drag a copy of the object to every face that is the same color as the face we clicked and if you want a specific target or pattern you can hold alt and left click exactly where you want the new objects to appear regardless where you want to spawn them once you've got them on the right side under nano mesh you'll see a bunch of options size controls how big they are width is how wide they are if you want to randomize the width you can do that here length is how tall they are which again if you want to randomize you can do over there height is how long an object is which you can randomize over here this is a great way to quickly make cityscapes with buildings and stuff x offset gives the objects a horizontal offset which as usual can be randomized y offset does the same thing but in the vertical direction and z does the same thing in the forward direction if you had different color poly paint on your object you could assign those colors to control the x y and z offsets with this x rotation moves forward this randomizes it y rotation rotates horizontally and is randomized here and z rotates like a barrel roll and is randomized with this you can flip all the objects horizontally with this or flip them vertically with this h tiles how many you want and stacks horizontally if you set it to four there will be four objects in each face v does the same thing vertically if you set it to three there will be three rows of objects stacked up vertically on each face there are a bunch of preset patterns you can play with over here you can randomize the distribution with this and if you really like the distribution but you want to reroll the seed you can do that right here insert points just means when you left click on a face it'll create a point right in the middle if you hold alt you can left click to plan your targets when you left click then it'll insert a point to every single white polygon insert poly loops is an easy way to expand and add extra loops by left click dragging on your target area if target is set to single poly and you left click drag horizontally you'll expand your target if you drag vertically you'll increase the number of edge loops if you tap alt you will change the color of the poly group interactive splits means it will combine triangles and quads even splits means it will never allow triangles and if you want a specific number of edge loops you can set that here loops mode means it will apply the action horizontally grid turns the action into what plus and sunbursts will include triangles that come from the center alternate poly loops means it will alternate poly groups each edge loop same poly loop means every new piece of topology will be the same color and keep poly group is very similar to same poly loop face instead allows you to left click to create incisions on a polygon if you mess with the size and left click it will try and keep the size the same as when you last adjust it if you tap alt you'll be able to change the color of the new poly groups and if you hold alt before left clicker you can click and drag specific positions you want to apply the inset to and while holding alt left click again to remove a selection center and border gives you a new center and border border just gives you a border and center only gives you the middle instead each poly will apply one action to each face individually but if you have this set to region it will apply one action to the entire region equidistant tries tries to keep all the edges the same border and size standard is more flexible with the border sizes and legacy only works if you have this set to each poly no size limit means you can shrink and grow them to any size default size limit means they can't get any smaller than this and if you want to manually set the limit to how small they can be do that over here default snap is usually what you need but if you find yourself getting some weird triangles try the custom setting and kicking this all the way up and if you're lucky it might get rid of them face mask allows you to mask an area by left clicking it depending on your target is where it will mask if you want to mask specific areas just hold alt and left click if you're on all polygons it masks everything if you're on poly group island it only masks faces that are the same color and if you're on poly loop it masks the entire edge loop mesh to brush this just turns whatever you click into a brush if you're on a line to orientation it aligns the mesh based on your camera if target is set to align to face normal it aligns the mesh based on the face you click how you align the mesh determines the default values of your brush the reason why you want to face the front most of the time is so it will be perfectly flat when you need it to be if you create a brush when it's not aligned you're gonna have a lot of trouble whenever you need something to be perfectly flat or perfectly straight face move allows you to left click on a target and can move it based on the direction the face is oriented if you hold shift it will slide the target along the surface but if target is set to align to axis and you hold shift it will try and slide based on the x y and z coordinates poly groups allows you to left click on a face and give it a new color if you left click drag on a face and tap shift you will absorb that color so that the next time you left click you will copy that color to the next target if you left click drag and tap alt you will cycle through new colors for the polygon and if you hold alt before left clicking you'll be able to plan your targets ahead of time override means it will apply the current colors to your target if we are applying purple it doesn't matter what color the old face was as soon as we click it it's going to be purple additive just means the new color of the target will be consistent here you can see we have a blue and a purple group if we override the entire side there are still only going to be two groups they just changed colors pick exist and is the same thing as holding down left click and tap and shift to absorb the color it just lets you left click the color you want so that when you go back to override the color will be the same as the one you grabbed full coverage means it will only apply the action to the entire target you have set for example if we have targets at the poly group island mean in every face around the one we clicked that is the same color it will target that entire island but if we set coverage to random and something like 25 percent that means only 25 percent of the island is going to have the color changed and if you drag left click you'll be able to cycle through new random arrangements these determine the pattern of the groups that get applied one group ID means the action will be the same color through the left click some of these make a little more sense than others like three sides means it will try and color the poly group based on a front and back left and right and top and bottom six sides means that the front back left right top and bottom sides get its own color and check it just means that it alternates colors like a checker board the other ones are very unique and i don't really understand them but i'll demonstrate them anyway in order you have one group ID topological relative plus one three sides poly order relative minus one six sides point order and checker q mesh allows you to extrude faces with left click and when two faces get close to each other they will merge together if you hold shift it will move the face inward and outward if you hold control it will detach the face and if you tap all it will change the color of the new poly group and as usual you can hold alt to left click and drag select targets ahead of time this area here determines how the snapping together occurs it defaults to a tenth step which means it will take 10 small steps until it reaches equal to the face next to it if you set it to a half it will only take two steps to merge one two if you set it to a quarter it'll take four steps instead one two three four on full step it just snaps automatically every third takes three steps one two three and no alignment means that there are no snaps in between it's just smooth until you get to the end one sided poly means new topology has no edge loops multi-sided by brush means that when you left click drag it will create new edge loops the interval in between each loop depends on the size of your brush so if we increase the size then the intervals between each edge loop will be bigger and if you want a specific size for the interval between each edge loop you can set that here the smaller the number the more edge loops you will have now supposedly attraction determines how strong the snap is but i haven't been able to notice any significant effects when i change these settings so as far as i can tell the default is probably the one you want normally when extruding a new face and snapping together it will always try and keep things as quads but if you enable triangles then when you start extruding a new face it will start you off with a triangle disable extended snap means that when you snap two faces together you will not be able to drag past the face you are snapping to but if you enable extensions that means you can keep dragging past the point the faces are parallel scale as you left click and change the size of your target this area down here represents where the origin of the scale takes place stick of origin like the gizmo if you move it here the pivot point becomes over there if you move it over there instead then that becomes the new pivot point mesh center just puts the pivot in the middle of the mesh click center puts the pivot on the face you clicked so if we click this face it'll collapse over here and if we click that face it collapses around there axis center puts the pivot around the world center if we turn this on you can see the center is right here and if we move our object around and then try to scale again it's still gonna try and collapse around this center polygon center is one that i don't use much but i've heard it works really well when your target is set to curved island and you want the origin to be in the middle of the group of polygons that gets affected local symmetry means it will set the origin to the center of whatever target you have selected so if we are on poly group island meaning every face that is the same color as the one we clicked and we click the blue side the center of the blue group is right here so that is where it's going to collapse if we click on a different color then it will collapse to the middle of that instead set camera perpendicular allows you to left click on a face in order to automatically center the camera perfectly on that face so when you click on a face is going to try and align itself with that face if you say do not center that just means that when you left click on a face it's going to make sure that it's oriented in the same direction but it's not going to center on it slice mesh allows you to left click and slice from one face to another every time you click it's going to connect the new face to the last face if you need a specific angle you can hold down drag and if you ever need to reset your starting point just press the spacebar as you can tell it normally defaults to crease in the slice but if you don't want to crease just set it to uncreased here sphere rise lets you turn any mesh into a ball if you drag click to the left it will try and make the corners of your mesh into a circle if you drag click out it'll try and make the body of your mesh into a circle but if you hold shift and drag out it'll do both at the same time spin controls are very similar to the scale controls the origin of the spin is determined over here and how it spins is controlled over here no alignment means the rotation is smooth 15 degrees means it will snap every 15 degrees and if you want a custom amount of snap like 45 degrees you can set that right here align to access means the position of the pivot will depend on the world position and not the mesh mesh center puts spin origin on the middle of the object polygon center puts the spin origin in the middle of whatever face you click access center puts the spin origin in the middle of the world position clicked center puts the origin where the mouse was when you left clicked local symmetry puts the origin in the middle of your target so if your target is set to poly group island the origin is going to be in the middle of the group of faces that are all the same color as the one you clicked and clicked polygon corner is like clicked polygon except it rotates around the corner of the polygon you clicked spin edges is a thing that you do with nano mesh once you've inserted a nano mesh and you just want to quickly rotate a single target you can rotate them really quick clockwise will rotate them clockwise and counterclockwise will rotate them counterclockwise dependent on your target you can do them all together or you can do it one at a time split allows you to left click on a polygon and divide it into more topology this works on quads it works on tries as usual if you hold all you can plan your targets ahead of time and this option works exceptionally well when used in conjunction with the point split action when you want to extrude a shape from a face transpose just allows you to left click a target and move it with the gizmo if target is set to a single face you'll control the face if target is set to poly group island you will control that island and if target is set to all you will control everything increases the literal opposite of crease all sides means it increases all types of crease lines in your target long sides means it increases all the horizontal creases and short sides means it increases all the vertical creases all faces literally targets all faces of the target poly group border only increases the edges that are on the border of the poly group island and poly group inner only increases edges that are on the inside of the poly group island all transitions mean it won't discriminate creases based on their angles shallow means it won't increase any edge with an angle greater than this value so this is a 90 degree angle which is greater than the value we have said which is 80 so when we click on the blue poly group all decreases except these will disappear sharp transition is the opposite only angles with a value greater than this number will be uncreased so if this is set to 70 it means the only creases that are bigger than 70 degrees will be uncreased and since these edges are 90 degrees if we left click they will be the only edges that get uncreased if target is set to something like flat island meaning all faces that are parallel to the one we clicked all targets means every crease inside the target will be uncreased outer targets means that only the creases on the edge of the target get uncreased and inner means every crease except the borders get uncreased if you have an open hole all the edges means every crease regardless of whether it borders the hole or not get uncreased if it's set to outer edges only the creases bordering the hole will get uncreased if it's set to inner edge only creases not bordering the hole will get uncreased unweld lets you left click a poly group island and separate it from the rest of the topology once you've separated it you can hold control and shift and left click to see what it looks like by itself if you change target to single face you can do this one face at a time the z modeler modifier is not a function like the others it affects how the other tools behave so for example when you're on something like q mesh and you have targets set to flat island mean in any face that is facing the same direction as the one you click the default flatness is 15 degrees meaning that any face that is bent no more than 15 degrees from the one you click will be included on your action but if you wanted to change it to something like 30 degrees that just means that now the next time you click on a flat island everything that is less than 30 degrees different from the face you clicked will be included repeat last tolerance is the required amount of movement to repeat an action on a tablet and pause repeat is related to the feature where z brush remembers the value of your last action let's say you're on inset and this is the perfect border for most of your work so now when you tap left click it will keep the borders exactly the same each time but for whatever reason you need to change the size the problem is after you change the size if you click now it's using the new size instead of the old size well when you pause repeat that tells z brush hey i don't want you to remember the changes i make to the values when i left click so that when you turn it back on it continues from the value before you pause hope that helps and as always hope you have a fantastic day and i'll see you around