ZBrushCentral

Scale woes

Working with ZbrushR6 and Max 2014, I just want my sculpt to relate to correct cm units in max. As you can see here, looks ok in Zbrush. To scale in preview window etc

If I export/goz to max it’s super tiny (purple shape is human height, 160cm)

I check to see how much scaling is required to make it correct. It’s x3000

So in Zbrush I scale a subtool x 3000 and repeat to others. Export/goz but now it’s smaller than what the same scaling did in max.

So I think, ok, will export this 5 times bigger using these settings. Ends up SMALLER :confused:

I wish there was a universal process to follow to fix such scaling issues but I can’t find one that works. If no such thing exists does anyone have any tips on how to correct my scale here?

Attachments

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http://www.zbrushcentral.com/showthread.php?168239-Scaling-Issues-(GoZ-Blender-Max-etc-)-Solution-and-explanation

That thread should help. If you still need help after reading that let me know. My work requires exact scaling in real world units and Zbrush can be tricky with that.

I’ve seen that thread before, went through it again and it seems most people have problems importing from max to zbrush where as my issue is the other way around. I don’t want to be importing from max as then it will be a single mesh in zbrush.

Aha, found a fix! I still don’t get my subtools but I could if I wanted to (current ztool is 20 subtools so it would have taken about 30mins). Anyway, this is how you do it.

  • Drop in a box with human height (160cm) and adjust the wrongly sized exported ztool in relation to the ‘human’. In my case, the piece needed to be x4 bigger than it was. I noted this down.
  • In zbrush I resized one of the subtools x4 (you have to type in 100, x4, can’t do it in one go) and then repeated to others (with a click of just one button)
  • Now your subtool is the correct size, I merged each subtool into one and did a GOZ to check and sure enough it was now the correct size.

So, it’s destructive but at least it works for when you’re sure that you’ve finished with your sculpt. Just know that you can’t go back unless you’re prepared to repeat the process.

What’s your workflow?

Starting in Zbrush and then export to Max for final? Do you go back and forth during the process or just once at the end final product?

I still don’t have a foolproof workflow but what I aim for is to sculpt entirely in Zbrush, from dynamesh to high detail. Along the way I may need to Goz, build something in max using the Goz as ref and then Goz back to zbrush (or export as .obj and import into zbrush).

I really need to be fixing this from the start? I have started in Max before, did my reset xforms etc before bringing into zbrush to work on but even then there is always a moment in the pipeline where I need to fix symmetry issues which require Unify or pivot changes, then it won’t line up with the original max mesh.

Thanks for the support, I appreciate it.

My current approach is this; curious to know what others think.

-Bring decimated merged all mesh into Max
-Add ProOptimizer modifier to bring it down to 1% (from 6 million tri to 130K as decimation in zbrush is giving me problems)

  • Move/Scale it according to human ref
  • Create LP
  • Export LP and HP from Max as .obj
  • Use these in xnormal to get bakes

Only problem is if I need to go back and make changes in zbrush? I’d have to re-export HP into Max and resize/place it exactly the same way as the old one. Not too much work hopefully.