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random "spikeys" appear after rotation.

Sorry for the lame thread title. I couldn’t think of anything better.

I’m running ZB2 with a Mac dual gig G4 and 1.5 gigs of ram, Radeon 9800 pro. Yes, I know this is basically a dinosaur of a system, but it should be plenty to run ZB2.

The problem is when I initially rotate my model, I get “spikeys”(for lack of a better term) on my model. Actually, it seems points are being pulled through the geometry from elsewhere on the model. This happened suddenly, as I’ve been working at this subdivision level for a while and only happens at the highest subdivision level (about 4 million polys). As soon as I drop down to the next lowest it disappears. What’s weird is, initially the file opens in fine shape, but upon rotation… walla! spikeys! Then, subsequently opening the file, the problem remains.

I’ve included an image, hopefully that explains things. Unfortunately, I don’t have permission to display the entire image. Any help would be appreciated.

Attachments

ZB_problem3.jpg

Did you, by chance, save the model at the highest subdivision level? With ZBrush 2 it is important to always save at level 1.

Here is a thread by 3dp with an explanation of how to fix the errant points: http://209.132.96.165/zbc/showthread.php?t=16887

Thanks, I’ll give that thread a read. I usually ALWAYS save at the lowest subD level. I’ve learned the hard way, but I dunno. I might have accidently saved at the highest once, now that I think about it.

Anyway, thanks for the reply.

Aurick, I haven’t tried the work-around yet, but after reading that thread, that is EXACTLY my scenario. All this occured after using projection master.

A very important thing to remember with Projection Master is that it will affect any points which are angled toward the camera – even those points that are behind other parts of the model.

A really good example of this occurs when using PM on the back of a head. If any of the edge points around the eyes happen to be angled slightly toward the back of the head, PM can grab those points and pull them through the mesh.

A good habit to get into is whenever you’re working on a model simply hide everything except the portion that you’re currently working on. This prevents any polys from accidentally being pulled through the mesh. PM won’t affect any hidden points.

Aurick, again, thanks. Actually, I was working on a foot in PM and had hidden everything else, so I don’t think that it was a case like you mentioned above. I generally hide everything I’m not working on simply because my machine isn’t the fastest.

Anyway…, 3DP’s work-around seems to have fixed it- at least temporarily. I say temproarily because, after I had fixed the model, I dropped down to the lowest subDivision to save. When I walked it back up and rotated the model, BANG- unwanted translation of points. This time however, I quickly Undid and the model returned to normal. I rotated it again and no problems. :shrug: . I have to admit I’m a little paranoid now and am hesitant to go for that little extra detail I wanted. I think I’m simply going to start generating the disp’ maps and get my butt back into Maya asap. :wink: