ZBrushCentral

Flipping normals deletes subdivision history

Hey folks!
I’m having some problems…I am doing some retopologizing and editing UV’s on my base level mesh. It seems that no matter what I do, the normals are getting flipped when I get to the adaptive skin stage of the mesh projection.
This wouldn’t be an issue, but when I flip the normals back, it deletes all the lower subdivision levels!
The main thing is that exporting and re-importing a base level mesh into my tool with subdiv history goes wacky if the normals are not facing correctly…
I swear I’ve done this operation many times and I don’t recall having this problem.
Any suggestions??

you can recover your lowest levels by using reconstruct subdivisions.

  1. goto Tool: Texture, Enable UV’s
  2. Tool: Geometry, Reconstruct Subds

doesnt happen too often but

Whenever your using the topology tools and you use the make a poly mesh button (RED button in picture) you will get flipped normals.

If you use the green you will get good geometry.:wink:

So at one point out coming out of the topo tools workflow if you used red somwhere in your workflow. You will run into alot of problems down the road.

It happens more often when the geometry was first made in another 3d program i noticed.

goodbad.jpg

you know jason i saw you post this the other day, i was going to repost it here, but he said adaptive skin so i just figured it wasnt that. i honestly don’t know why someone would make a skin through the makepolymesh3d from retopology anyway, but for you to know this means that people must be doing it often, strange.

Ya its a weird quirk
If you make a single sided object by laying your topology on a flat plane. hit A and hit the red button You can watch it flip the normals;)

Like this
EXAMPLE.jpg

Thanks Canned’Shrooms!
I had tried the reconstruct subdivisions button, but without the enable UV’s button on. Why that makes a difference, who knows. Zbrush drives me up a wall half the time. I don’t know how I always find the darkest corners of the Zbrush labrynth… :mad:
Without this forum…man what a nightmare…
These Pixologic guys have seriously got to fix a LOT of stuff for the next update. The “easy” retopologizing and texture painting were the main reasons I shelled out the bucks. It took a lot of exploding meshes, searching, reading, and arcane magicks to get the retopologizing to work for me. Then I hit this latest speedbump, which did get smoothed out quicker than usual because I fought my male instincts and actually “asked for directions”!
Polypainting is hella fun up until about 5-6 million polys on my computer. To get the resolution I want I can split the model, but all the extra steps involved with merging the separate textures later kill me.
Projection master SHOULD fill the gap, but I can’t mask in projection master except with the stencil??? No symmetry? No lazy mouse? No specular? The bump material is pretty neat, but all the goofy steps involved getting it to show up…and you can’t make it part of the normal map!..
Thanks for the replies and sorry for the rant, but you probably have dealt with all of the issues too. I hopped on board with Zbrush 3.1, so I’m not missing those 2.5 features, but I am wishing they come back!!