You guys have probably figured out or noticed this already, but I’ll
say what I have discovered in case someone new to this thread has
skipped to this page or whatever lol!
I found that having the scale 1 offset 0,0,0 for all your subtools will affect
the amount of distance you can drag your geo around with the move tool.
Some people have only been able to pull their geo by millimeters! (from
what I’ve read in other threads)
This sucks because you want to keep things the same scale and offset for
maya, softimage, max, lightwave whatever to keep it logical right? With a
scale 1 offset 0,0,0 and using 1cm = 1 unit (place your fav 3d package
here) you could run into this problem.
So what I did once I followed the instructions here to get my
character/scene to the right scale 1 0,0,0. I found that the move tool
looses its “drag distance strength”, since my fav unit is cm. To solve this I
created a large 1000by1000by1000 box centered at 0,0,0 in Maya and
imported all my subtools to that large cube in Zbrush. This should change
the scale value to 500.000 offset 0,0,0. Instead its 499.999969 offset
0,0,0. So what sort of weird math is going on there to get a number thats 6
decimal places out!!! :lol:! I mean I am getting finnicky about precision for
such an infintismal number, but makes me even more suspicious of the
coding around this whole scale, offset issue. Try making a cube that big
and bring it into Zbrush and look at that number (I do it for days on end,
and by the looks so does everyone else here in this thread :lol:)
There must be a certain available sculpting yield that ZBrush has based on
the scale of your object. :rolleyes:
The only reason I hit this problem is because I use 1 maya unit = 1cm. I’m
185cm tall and I base my characters height off that, by looking at my
character from that height in other 3d packages. SOOOO what I should
really be doing is making my units 1 maya unit = 1 metre, to avoid the
sculpting prob in ZBrush. But really should I have to do that when ZBrush
has the issue?
After using my scale at 499,999969 and offset 0,0,0 and having fun
sculpting and zoning out, I take the scale back to 1 keep offset at 0,0,0
and export that object for refining in Maya. Problem solved sorta…
…sometimes I forget to put it back and get a mess again. But this workflow
works well for me.
I’ll post up more discoveries if I find any.