ZBrushCentral

Fibermesh question

Hi,

Is there a way to create a PIECE of fibermesh and make so I can move it around freely without the ends being locked down? I really am not happy with how the creation process is when I’m making a beard. The tools for styling make a mess of it so I wanted to make a piece of fibermesh and then duplicate and stack it to my liking until I’m happy with how it looks.

I tried exporting the piece I made thinking that would make it it’s own OBJ but upon bringing it back in to the program I tried using the Move tool and found the ends or roots still “stuck” in their default creation setup.

I want to unlock those roots I guess.

HELP? :confused:

The default setting is to have the roots automasked so they don’t move when grooming the hair, which all makes sense.
To move the roots with the rest of the fibers, turn off automasking in Brush>Auto Masking>Auto Mask Fibers.
Remember also that you can use the move options in the Deformation palette to move a complete Fibermesh.

Thanks so much Dylan! :smiley:

Do you have any idea why when I’m creating these hairs that they are doubled? If I turn the hairs to the backside they have been duplicated, mirrored actually. Thats crazy! :confused:

Attachments

DoubleSided.jpg

Which Fibermesh preset are you using?

BTW are you sure it isn’t just display-doubled (double clicked in display properties)? It’s just that I’m not fully understanding the problem from the image you posted. Is it that the fibers are showing on the normals side and also underneath on the flip side?

Seems that when I have a solid mesh, like Dusk’s head as it’s guide, the double thing goes away but if I have a piece of unclosed geometry the double sided effect shows up. I do have “Double” turned on but when I turn it off the double sided thing is still present. :confused:

What Fibers preset are you using? Also is the back part different groups? If it is, you might be able to delete groups you don’t want.

Seem you were right. If you turn on Double then the stupid fiber mesh makes a double to the other side. They need to do an update to that tool to do an auto update. After I messed around with the controls some more I found that the double was gone. Kinda like the gravity settings, they just sit there static until you release the slider… Be nice to have all this happen in real time or auto update.

Ran into another issue. Really only need ONE UV map for the lot since they are essentially instances of the one piece of mesh but when I UV them, since I want a real UV I get a whole mess of UV’s. I’ve asked around and so far no one has been able to tell me how to assign just one of the UV to the mass of SAME objects.

I usually UV one, two or three of them, then duplicate them over the had. Kind of similar to making hair geometry cards in Maya or Max, by doing the UV’s for one (or maybe two) and then instancing them.

I can’t figure out how to instance in ZBrush. Duplicating and then merging voids the UV’s so then I ended up with too many UV’s in the end. This whole beard idea for Dusk is slowly flushing down the toilet as I’m just not happy with much I’ve come up with so far. :cry:

Brush Settings> Fibermesh> Front Collision Tolerance and Front Collision Variations… good settings I just learned from this set of vids… https://www.youtube.com/watch?v=i6SkUgfLe3g