ZBrushCentral

Modifying the base mesh

hello guys…i have a small question. I made a model in zbrush and now that i’m ready to break the simetry i took the base geometry level 1 to 3dsmax and just bended it a bit…i did no other modifications on it…exported and imported it back at the same level…but now…when i go to the next levels of detail the model realy screws up…like its being smashed…what am i missing?..i heard that are people doing this so it must be possible. Help me out. Thank you

check to make sure that max isn’t reordering the vertex.

um…k…but…how do i do that:)

this is what happens

When importing in zbrush, import from the tools> import, theirs welding option there, import as polymesh and that might fix the problem.

thank you for your reply wckedsunny but i still get the same problem:(…and i’m so bummed out…i saw a while back a discution here were someone explained how to replace the base level of your tool but…i didnt pay attention and now i cant find it:o

if max is reordering th vertex then reimporting the new mesh won’t help but here’s how ya do it.

take the file ya first exported out to max and load it up, make sure you are on the subdlevel that you exported that redone in max file at, then import it into zbrush.

somewhere…probably the tutorials forum is a huge thread on zb and max, i am sure the answer is in there…you might be missing a setting in max to prevent it from reordering the vertex.

you do know you can bend or twist tools in zbrush too right? tools>deformations

i fixed the problem…i missed what wckedsunny said…and i didnt turn the mesh in max into an editable poly…now the model doesnt break up like in the screenshot but i still have some problems…at first look it looked ok but the details that i added at the higher levels are stretching over the model and the botom line is that i still cant do what i wanted to do.

Aminuts…actualy i never looked at those tools but they dont help me a lot…theire kinda limited and i cant twist and turn my model acurately in zbrush

anyway thank you for all the help guys…i realy apreciate it

btw why the hell is the symetry screwing up on zbrush models…it happened to me on the last 2 models and ihonestly dont know why…maybe thats why i cant use the deformation tools…is there any way i can fix it back?

what do you mean by details stretching ?

I believe thats another problem. show us a screen shot.

If you are trying to gv very fine details, on a mesh with less then 2 million polys, then it will never come smooth. Instead use bump maps.

show us sreenshots of symmetry too and steps you taking

Have you used the offset deformers? That changes the location of the axis.

You can hit the normalize button (in deformers) to reset them.

wckedsunny ok here’s what i’m talking about

before i twist the model by changing the base level it looks like this

and here’s how it looks after

look especialy at the head…the deformation is more obvious there

billrobertson42 thank you for your reply i’m just an idiot and i did not realize that when i change the pivoit point the symetry messes up. Anyway the deformers still cant help me to get this kind of a twist

is this an adaptive skin or zspheres ?

I think its a mesh as you imported it.

Can you tell me exctly what you are doing after importing ? steps pls

details were created before import or afterwards ?

u are losing all details in 2nd pic.

Have you pressed storemt before applying any changes ? if not then do that.

my steps were.

  1. create base mesh in 3dsmax
  2. bring it to zbrush and detail it up to 450.000 polis
  3. go to level 1 and export
  4. import in max
  5. bend / modify mesh
  6. import back in zbrush at level 1

is it to late to storemt now after i aplied the details?..and how can i use it…i’m sorry but i’m a total noob when it comes to this

I think when you exporting it you should export at the highest level, because when you reimport it in zbrush, it becomes a polymesh and loses all the higher lvl details. ( though exporting a highlvl can cause a problem with rigging.

Now I dont rig much in other softwraes as I am reposing in zbrush only, so i can be wrong.

Why not you try displacements . create them in zbrush ( check inbuild zscript tutorials)

take those maps in max and apply to a low polygon model, then rig and twist the model as required and bring it back to zbrush. apply maps again.

I think thats possible. try it out.

i think i’ll just finish the model and then for the render i’ll just bend it in max…anyway thank you for your time wckedsunny…i realy apreciate your help m8…:+1:…i learned a lot.