And then below the point action we've got a little window of options and this is going to set which points are included in this. In the ZModeler brush, we're going to get a pop up that shows us several different actions that we can perform to points. Right now we're hovering over a point, Let's hold down space bar and see what we get. And we can set what the brush does to these components by holding down the space bar while hovering over one of them. Now this brush will do different things on these different components independently. As we hover over our model, you can see that it's highlighting faces, edges and vertices. So let's get the ZModeler brush by hitting B, Z, M, and let's also turn on Polyframe just to make it easier to see exactly what we're working on. Which is generally the type of mesh you want to use with ZModeler, but not always. Okay, so we have a model open that in fairly low poly. Let's take a look at the basic usage of this brush. But with the addition of several new features, including the ZModeler brush, ZBrush can now handle polygon, vertex, and edge level editing, in much the same way that poly modeling programs like Maya and Blender can. For a long time, ZBrush was considered a software that added finishing details to models, rather than a software for creating the basic meshes in the first place.