ZBrushCentral

Normals Problem Please Help

Hi

i created my base mesh in maya i then export into zbrush for higher details. However i didnt conform the normals on the original base mesh and now im left with the texture borders as you can see in the picture.
When i do conform it and re import into zbrush and go back up the subdivision levels the mesh explodes in the unconformed areasIs there anyway i can save this model or reproject the high level detail onto the conformed mesh and still have the subdivision levels. Cheers guys

[attach=114090]norms.jpg[/attach] .

Attachments

norms.jpg

And heres when i reimport the fixed normals into zbrush into my character. The non conformed areas has exploded the details
Any suggestions guys.

normsmess.jpg

Double faces, non welded points, non manifold points ? :rolleyes:

not sure what it is. when i conform it in maya the border edges disappear.

use the cleanup option in maya there are many options to find what is wrong in your geometry. Edges disappearing make me say that you probably have non manifold geometry… maye you will have to reconstruct either some parts or all parts of your dino’s feet…

As gpepper said you might have to rebuild some of your mesh in Maya. This might kill your vertex order and your new base mesh in Zbrush probably won’t subd properly any more.

You should be able to projectAll to get your old hi-res detail onto your new low-res mesh. Good luck.

Yes, Tool>SubTool>Project All will allow you to transfer the high-res details from one version of the model to the other.

Append the new version as a SubTool, divide it to match the original, then press Project All to copy the details across.

Thank you soo much guys for responses. Wish me luck

Hi aurick. So if the original model is 12,000 polys, the new mesh has to match thatthere will be something like 24,000 polys in the scene my system wont handle. or am i being stupid

Hi auric i tried your projectall. and this is the result.

projectall.jpg

Try to use Topogun for project polys

Where do you go to download Topogun

It’s beta. Apply here:

http://www.topogun.com/betaform.htm

FWIW: Zbrush’s project all (in subtool menu) will work, but you may need to do it one level at a time. Make sure “Double” is off in the display properties to check if your model is insideout. If you’re using projection as part of the topology tools, you might try fiddling with the projection distance.

-K

thanks for the link. awaiting reply.

I have tired cleaning up the model in Maya, conform it, set to face everything that i can think and still no luck. its really annoying

ah kerwin if it is inside out what should i do.

on the original model the feet is inside out( i have the double tab on) but the new model isnt.

Try the “flip” button under display properties. If it looks good without double on, then you should be good-to-go. If it’s half flipped, and half-unflipped, then take it back out another modeler (Maya, Silo, Modo, etc.) and “align” polygons. You should also merge points at a very small radius at the same time just to make sure you don’t have any unwelded points in your mesh.

-K

If by inside out you mean flipped normals, select the faces and select normals>reverse. Random borderedges on your model usually mean the normals on your model aren’t uniform. A good way to test this in Maya without jumping into zBrush and finding out the hard way would be to smooth your model. The areas with oposing normals won’t smooth properly, there will be a distinct edge. Put smooth in your hotbox among other things and save yourself the time of navigating menus.

Also, display>polygons>face normals will display lines projecting from the normal direction of your faces for visible reference. You can adjust the length of these as well. It’s a toggle, so you’ll have to click the button again to turn it off, I keep it on my shelf(ctrl+shift click anything to create a shortcut in your custom shelf), or put it in your hotbox.

Hi. Had a similiar prob in max which was simply fixed by turning off ‘vertex optimization’ in the export dialogue. Don’t know what maya export options r tho

yo phakscion
Everyhting looks good on my model. It must be something aobut about the project all in zbrush or something.

Cheers for the help guys