Use Transpose Line > Bend Curve to shape cables, tails, straps, and limbs with precise, organic falloff—fast, controllable, and repeatable.
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Prepare the mesh
- Isolate the target SubTool and clean up topology if needed (Decimation or ZRemesher for even response).
- Define control regions with Polygroups or a crisp mask; Bend Curve respects masks and visible geometry.
- If scale feels off, run Deformation > Unify for predictable deformer behavior.
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Launch Bend Curve
- Press W to show Gizmo 3D (or switch to the classic Transpose Line if you prefer its handle workflow).
- Click the Gizmo gear icon and choose Bend Curve. ZBrush displays a manipulable curve aligned to the Gizmo.
- Alt-click a surface to relocate the Gizmo and align it to a meaningful normal before invoking Bend Curve. Good alignment = cleaner bends.
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Set up control and falloff
- Increase the curve’s control points until the transition looks smooth across your length; fewer points for broad sweeps, more for nuanced S-bends.
- Keep endpoints near areas you want anchored. If necessary, hard-mask those anchor zones first.
- For symmetrical edits (horns, whiskers, mech tubes), enable Transform > Symmetry or Local Symmetry as appropriate before bending.
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Bend with intent
- Drag the curve’s control points to shape the form. Interior points create gentle arcs; moving an endpoint affects the overall sweep.
- Use small, incremental moves to avoid kinks; redistribute points along the length if tension concentrates in one area.
- If a section must remain rigid (a connector or buckle), protect it with a mask or split it into a temporary SubTool.
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Commit and iterate
- Accept to apply, or Cancel to try different pivot/curve placements.
- For non-destructive flexibility, store the operation on a Layer and/or duplicate the SubTool beforehand.
- Working on full characters? Use Transpose Master to create a proxy, apply Bend Curve once, then transfer back to all SubTools reliably.
- Quick use cases: eyelash arcs, braided cables, leather straps around armor, organic tails/tentacles, fins and feathers, hoses between mech panels.
- Refinement combo: after bending, lightly HPolish or Smooth Stronger to unify planes without eroding the silhouette.
- Troubleshooting: stepped deformation usually means too few control points or uneven density—add points or ZRemesh. If the bend flips unexpectedly, re-center/realign the Gizmo and try again.
- Workflow tip: Save an Increment just before the bend. Iterating different curve placements is faster than trying to “fix” a poor pivot.
Keep Bend Curve in your daily toolkit to replace time-consuming Move-stroke nudging with clean, art-directable arcs. For professional ZBrush licensing, upgrades, and complementary tools, visit NOVEDGE. Need help choosing the right setup for your pipeline? The experts at NOVEDGE can guide you to proven workflows that pair ZBrush with rendering, CAD, or DCC apps.






