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GoZ change topology problem with Maya (answered)

When I use Goz to change the topology of model in maya,there is a wrong vertices location problem appear when the model back to Zbrush.
If you change any topology of model use Goz with Maya,the problem occur on the ‘hole’(just like mouth,eye socket and nostril)of model.
Any ideas is welcome:)

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I have the same issue with max, but only with zBrush4 in 3.5 all goes how it should

Same here!
this is kicking my a**! :frowning:

Got the same problem here, except the whole model explodes (like back in the day when you imported an obj with different numbered vertexes)

Some help on this would be great! Cheers!

(edit) I’m on Win7 64bit with Zbrush4

Which kind of topology edits did you do? Most of the time, such problems appears with incorrect topologies (vertices non welded, overlapped vertices, non manifold meshes, etc).

if you do go from ZBrush to Maya then back to ZBrush without changes in the topology, it’s ok I guess, but if you simply do a single polygon extrusion on the forhead, does it works fine or not?

Hello

Most likely what you will need to do is adjust your Projection Dist. There is no way to have a default setting that will work with every model. By default the distance is set at 1. I have found with most of my models I need to adjust the dist between 0.02-0.09. Now this is something that you will need to do a trial and error on. There is no sweet number that will work with every model but the above seems to be my range.

All you have to do is adjust the Projection Dist and then GoZ from your other app. If it does not work do one undo, change your dist again, and then GoZ from the other application.

Let me know if this solves your issue.

Paul

ACHIEVEMENT UNLOCKED – Thread Hijack 101 (Sorry!)

Totyo >> I run into problems when I delete one part of a model and then combine it back together with a different model. IE deleting a hand, and replacing it with another (same shape, just detached for topology edits). Sometimes, depending on the model, subdivision gets deleted on return to Zbrush, other times the model explodes.

Paul >> On simple extrudes and adding “outwards” to the model (plus Normal direction) on models, adjusting the projection distance works great. Cheers!

I can’t remember seeing it in the documentation or online, but there has to be a list of things that work and don’t work with GoZ. Being a Windows user I’m a little late to the party :stuck_out_tongue:

Thanks for the airtime furyranger!

I have the same problem from Zbrush to 3Ds Max 2010.

When i bring it back to Zbrush, I get all sorts of mesh distortions when its on the highest subdivision, around the neck or any open spaces.

I wonder if someone figured out the reason for this.

Keep us posted! the problem is Zbrush based. probably a setting tweak.

Did you read post #6 ?

And here:http://www.pixologic.com/docs/index.php/GoZ#GoZ_for_mesh_addition_and_the_projection_of_details

I tried it, but it didnt work, im going to try it on a diffrent saved version of my mesh to verify it works.

I’ll give it another “Go” :wink: