I"m having a strange problem when redrawing two tools with the multi marker. When i draw the position of the tools changes on the canvas and a part even disapears. Any advise very welcome… T.I.A.
The piece that’s disappearing is the first one that you marked, and this is a known issue in ZBrush 2. A workaround was posted shortly after Z2 was released, which consists of simply placing a dummy piece on the canvas first and marking that, then proceeding with your real model.
Thanx. That does work. I’m not sure how to remove the dummy afterwords though… I’m also having problems painting my final object in the projectionmaster. Probably because I put things togheter in an a-symetrical way and made a new polymesh out of it… Paint diaspears on some places when I pick it up again… Is it better to first paint your objects before you put them together with the multi-marker tool ? Any way thanks for your help so far !
Deleting that object is a snap. Your composite mesh will have separate groups based upon the objects that were incorporated into it. Ctrl+Shift+Click on the part you want to get rid of. Everything except it will disappear. Ctrl+Shift+Drag on a blank bit of canvas and release. Visibility will be reversed. Press Tool>Geometry>Delete Hidden to remove the piece.
For texturing, it sounds like part of your model possibly doesn’t have UV mapping. I recommend assigning a texture to the model of 1024x1024, 2048x2048 or 4096x4096 and then pressing Tool>Texture>GUVTiles. This will assign new mapping to the model, and you should be able to texture without difficulty.
Yess!! Thanx very much ! Of to an other long night of zbrushing…
If you want to place your MultiMarkers tool in the same position as the original objects, clear the canvas, pick up the MM and then click on the Marker 1 (it must be Marker 1, so check the NoteBar). Now click on the Transform>Rotate button so that the Gyro appears and go to the Transform>Info sliders. Enter 0 in all three sliders (X,Y,Z) and your MM object should be in the same position as before.
Thanx Marcus! That makes live a lot more easy… Maybee I’m pushing my luck here but…Of course there is allready a new problem… Is there any way to control the movement of the Gyro when rotating ? I’m Drawing a plane and trying to get it in the right position but it moves realy fast and I can’t seem to control the movement. Maybe it has something to do with the resolution of the texture I use? It is one of the default textures, and my doc size is 2048 x 2048. Thanx for helping me this far.
When an object is in transform mode (i.e. with the Gyro showing) you can enter numbers in the Tranform>Info sliders. In other words, if you want to Scale your object 200% along the Y axis, make sure the Gyro is set to Scale then enter 200 in the Y info slider. Similar numerical values can be entered for Move and Rotate.
Ok ! Ofcourse…:o . Thanx for your help and patience… Will post the result of my strugle… I i still dare at the and of the day…
Good luck. I look forward to it.
When you convert a set of objects that have been multimarked to a polymesh, the resulting map is a simple composite matrix of the original textures. If you have a dummy object, its texture (or lack of a texture) also becomes an equal part of the composite map.
So, it matters when you choose to delete the dummy object.
What I suggest is use the dummy object until you get all of the other multimarked objects arranged the way you want them. Then, before you turn it into a polymesh, delete the dummy’s multimarker.
To do this, leave the multimarker tool and select a 3dtool. Click on the dummy’s original marker and press Control+M, deleting marker #1.
Then reselect the multimarker tool and generate your polymesh.
The resulting polymesh will have a composite map that only includes the textures you really need.
Sven
[edit: this procedure presupposes that each of the objects that are multimarked together already have UV information and maps assigned to them.]
Thanx Svengali ! I’ll try to remember all this stuff. I’m uploading my w.i.p. in the main forum in a moment so you guys can see if it was worth the trouble…