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aurick
09-01-02, 05:45 PM
As you've been working with your ZSphere creations, have you noticed that the size of the brush has a way of changing from one object to another? For example, on one figure a radius of 30 covers a certain percentage of the figure, but on another figure it covers a much larger area?

There is a reason for this, and it's a side effect of what ZSpheres allow you to do. You see, in version 1.23b, when you drew a sphere, cube or any other primitive it had a size of exactly one standard ZBrush unit. Since you normally worked with a single primitive to model a head, torso, hand or other body part you had a consistent brush size in relation to the model that you were sculpting.

ZSpheres throw that right out the window, though, because an object created with the Unified skinning method is also created at a size of 1 ZBrush unit -- making the body parts very small compared to an equivalent part sculpted from a primitive. This means that the brush sizes are also thrown off kilter, with the same size brush affecting a much larger area.

There are two very easy solutions to this.

First, if you have not yet skinned the ZSpheres, just turn off the Auto Resize function (Tool>Inventory>Auto Size). This will produce a skin with the same absolute size as the source ZSpheres.

If you have already skinned the model, then you only need to increase its absolute size. You do this with Tool>Modifiers>Deformation>Size. Apply it once at 100% to double the size of your figure, and again at 100% to quadruple it. That should give you an absolute size of each body part that is similar to what you are used to working with when modeling a primitive.

Hope this helps!

Slosh
09-01-02, 05:49 PM
I can't wait to try this! Does it really make it easier? I'll get back to you.

Stonecutter
09-01-02, 06:04 PM
Great tip, Matthew!!!
I've been wondering about that! ;)

:tu: :) :tu:

Yep, it definitely does work, and it gives you options at the stage where you want to make a unified skin, that could turn one model into many...
;)

Nemo
09-01-02, 11:09 PM
^
Bumping this important info - thanks Aurik for pointing this out.

Mr Z
09-02-02, 12:48 PM
Thanks Matthew,

Great tips, that really does sort out that prob!

- Shane

wenna
09-02-02, 01:06 PM
Thanks aurick for the tips! Will definitely come in handy!! :tu: :tu:

JOHNVQ3
09-02-02, 01:13 PM
:) works well! :tu: thanks for the tip :cool:

DM
09-02-02, 01:33 PM
This could well be the answer I've been looking for, thanks Aurick :) :tu:
Dave