ZBrushCentral

PLEASE HELP!!! mesh errors!

Hi If anyone could solve my problem that would be really great
ive been learning zbrush for a couple of months now, on the whole i think it is a stupidly great quantum leap forward, well done pixolator and crew!!!

Ive been having big problems with my mesh, ive been making a seashell and on the whole its going really well but the problems are around the holes…
sometimes when i pop out of projection mode the mesh has gone all spiky and messy, i know this is because i painted on a perpendicular surface but sometimes that just cant be avoided.
i cant use smooth or nudge to rectify the problem because the problem area is around a hole, it has nothing to smooth back into.
instead the rest of the mesh smooths to the error area rather than smoothing out the error area!!zbrush help neeed.jpg

heres a pic of my prob… also does Zbrush have an autosave function like in max???

I’m glad Zbrush does not have an auto-save option. I always save when I think the object is ok. Sometimes I save it under another version name (like shelf2). So, when you saw the strange point on your shelf, you had to go back to the previous one or doing some ondo’s. The only thing you can do now is changing the object to the lowest level (Devide) and move the point back where it belongs.
Zbrush did not put that point there I think.
Please post the shelf when it’s finished, it looks good!

How do i move the point back?? using nudge is awkward and i move the points in one axis but then it has moved in a diiferent axis

arrrgh!

while in edit mode make brush size 1 and hit the move button then put the cursor over that one point and move it back.

For future projects…try the Psnap plugin…allows you to save your model as you go in sequentially numbered files with one click of a button. Link is in my sig.

I forgot to ask…is this a zsphere model in preview mode? Or is it already skinned obj?

This thread contains instructions by 3DP on how to restore the stray vertex.

thanks guys thats really good of you to help

to think id forgotten about that big “move” button!
ill get there in the end

mmm still having a few problems, its a complex lil hole where all the action has gone wrong, is there a way to contrain the move to only one axis???

help meeeee.jpg Ive tried sorting out L1 then disp L2 etc but i just keep mving them in the wrong axis!
noooooo it was goin so well!

check if you are using high level for the alpha factor intensity or the intensity in the disp map¡
Thx for your attention
Andreseloy

sorry i didnt mean displacement! even though i said it!
i mean subdivition L1, subD l2 etc. sorrry

i m having trouble with the displacement map too thouhg, check my other thread…

is the mesh created in ZB?
i suggest anyway import and export the same mesh and theatn back again¡
also i suggest if you can record an script and send it to see.Andreseloy
Thx

Ive been experiementing with this this week too, because I too have a problematic mesh Imn working with right now. Sadly, ZB just seems to do this every now and then, and I havent figured out what the exact circumstances , or what mesh characteristics make it happen. I can however, tell you what, Im my experience, greatly reduces the frequency of these incidents and the fastest ways Ive found to deal with it.

  1. I actually think this is an issue that has more to do with the textures or uv coords on the meshes, than the geometry itself, although it ends up affecting the geometry. Remove your texture (texture menu>remove) from the mesh before doing any geometrical transformations to the mesh…this includes editing, deforming, or even going up and down subd levels. Only apply the texture when your are painting the texture itself, rendering, or preparing to save the tool (so it exports with the tool).

When you remove the texture it will be gone from the top menu bar texture menu, but still availiable via the texture menu on the left. As long as you are working in a saved document, dedicated to your tools, that saves material information, you should bve able to re apply it any time untill you close the file (mat info will save, but the texture wont unless you save it with the tool)as long as you dont reassign new uv coords.

This may not be ideal, but by doing this, and I am quite certain, I have vastly decreased (to almost zero) the amount of random errors and flyaway vertices that were being generated before. And you really want a texture- less mesh to maximize editibility anyways, when it starts getting resource intensive, even though its so alluring to have all those wonderful shaders applied when youre actually sculpting to see them change in real time.

The only other time that I would get these errors, is when I picked up when using projection master. Theres the known issue when painting deformation over an edge in pm, it can cause flyaways, but it also seem to cause a flaw every now and then when just painting with regular colour and picking up. You should examine your mesh after every pickup. The flaws make your mesh unstable if undetected, and commonly get worse, especially when going up and down subd levels…either resulting in that phenomenon where you go up or down a level and the whole mesh goes to hell, or it just crashes the program.

If you detect a flaw, and all youve been doing is texture painting, then the easiest thing to do is just hit “undo” till you reach the point where you picked it up. Painted material and texture information will not be undone, so you wont loose it. If youve passed the point of no return, you can repair the mesh manually as in the thread aurick linked you too, though theres no doubt this can be a pain…or…something that Ive started doing, I save out an OBJ of the base mesh at level 1 everytime I make any sort fundamental change in the geometry (adding, deleting polys, selective subdividing, as the geometry has tobe exactly the same to re-import it)). I do this rather than having to devote file memory to storing a morph target. Most of the time Importing this levl 1 obj back into the active tool at level one, will fix the flaws in the higher levels, without losing much or any of the hi level detail youve sculpted in.

Saving so frequently, in so many different file versions is a bit of a nerve racking way to work, but to be fair, zb is far from the only 3d app I feel compelled to do this in. I look forward to when Pixologic gets this ironed out.
But when you so brilliantly rewrite the book on 3d image generation, I suppose you have to expect a bit of wonkiness.

P.S. It should be noted, I really started to notice these errors after switching to to Silo to do my basic meshwork, from a Wings/Lightwave tandem previously. However, that was also the same time I started viewing ZB as more of a final output solution and doing so much more sculpting, painting, material mapping, etc., whereas before I had only used it for mesh enhancement, and displacement map generation, so the relationship could be entirely spurious.

is this a model you created in zbrush or imported into zbrush?

when importing models into zbrush i do this…

  1. choose polymesh tool (star shaped one)
  2. now import options in tool menu are open and i set as such:
    Merge: …can be on or off if one doesn’t work try the other
    Tris2quad: somewhere between 35-45
    weld: .01

now import the model

first thing I do is subd it several times and rotate and look over my model carefully…sometimes we have verts that weren’t merged or whatever and can create holes or problems …this will let you see them quickly before you get into the detailing part of it only to find there were problems. Subd at least 3 times for checking cuz sometimes they don’t show up (as obvious problems ) untill much higher levels.

anyways…a note for future reference. am not sure of your workflow here so am not sure where that stray vert started to invade or if what I posted here would have prevented it but this method works very well for me.

oh yeah…forgot …another hint for future

when selectively hiding parts of the model, make sure you have doublesided turned on, and rotate the model and move it around to make sure you have no stray anythings left behind. using doublesided will allow you to see it from more than one angle…it’s face. Which if you assume you got em all you might have missed one little fella that can make your life hell from there after hahahaa.

well first up thank you all for going to all this trouble to help.

I think the majority of the problems came from projection master, painting perpedicular…the mesh is horrid to sort out, it was fine when i imported it orginally from max low poly, I used tri to quad 90 and all that, its just all went wrong fairly recently

ive decided its the holes that suffer the most because youre painting at an edge and theres a surface behind that hole that gets moved, must start using the hide options, im a total am at zbrush still so youll have to bear with me…:slight_smile:

Ill give that 2 sided a go, where is that option to be found
thanks

Its in the tool menu under display properties. It makes finding polys when hide/selecting much easier. Don’t forget to rotate and move around your model to make sure you got everything you meant to get.

Don’t worry we’ve all been AM at some point or other;)

The way I constrain to one axis is to rotate you object and hold shift. It will snap your object to a certain orientation. If you move points they will move in the x,y axis relative to the screen.

ok guys?

thanks a million for all your help, i got everything working just fine in the end although i had to sort out my displacement maps with photoshops LEVELS command quite seveerly to get it out of extreme mid range grey flatness, is there some way of changing how it exports this?

any ways heres the finished work for your crits, let me know what ya think im well pleased with it.
Tom

Attachments

shellFRONT.jpg

Hey Tom, let me ask you a question. I seem to develop these sort of flyaways most often with meshes that have gaps in the surface. Not a sculpted “hole”, but areas where I have deleted polygons from the mesh for reasons of optimization, because they wont be visible, and therefore make gaps in the meshes surface where you can see into the meshes non-normalized interior.

Based on one of your earlier screenies, it looked like this might be the case with the mesh you were working on too, that caused you all the trouble. Is this correct?