ZBrushCentral

Small Brush = Big Brush scale problem???

Hi, hoping someone can help me out here?

I’m importing my obj model (from Max) into ZB, and add 6-7 sub-divisions levels for fine details. When I adjust the brush size to say 1, and paint it seams that I’m using a much larger brush:- see below:

ZB_Scale.jpg

I have the Import/Eport Unify Scale setting in ZB set to 16 (makes it a little better).

Thanks for any help!

you need to scale up your model, under tool - deformation - scale

that will solve your problem.

Thanks for the fast response -E-.

I’ll give that a go.

Cheers!

PS: do you mean size? I can’t see any scale slider.

I actually just answered this same question by another user in this thread.

yeah I meant size. sorry about that.

Thank you both for the help, this has been driving me nuts for a while, trying to get the right scale to add small detail.

To date I’ve been, drawing the mesh small on the canvas and scaling up by have a large brush. No doubt this is the wrong way and has had some weird results!

The scaling problem only happens when I make my base mesh in max. If I make my base mesh from ZSpheres and import into Max to clean up then back into ZB for detailing I have none of the scaling issues.

Do Maya/XSI users have the same problem?

Is there a desired setting/unit scale in Max to achieve the correct scale in ZB, as to avoid increasing the Size (Scale) in ZB.

I tried a few tests with Sizing up my mesh, but this was before I read auricks post. I’m guessing that if you don’t resize the mesh back down to its original size, the displacement map created will be corrupt.

Sorry for all the questions, just trying to understand more why this is occuring.

Cheers!

A Warning to all who come across this thread. Do NOT scale an object after you have masked a selection. It will only scale that selection and not the entire model, and you’ll loose a lot of work like i did :).

re_el,

The same happens if you have parts of your mesh hidden. This really should not be a problem because the difference will be noticeable to you on the canvas when you unhide your mesh (scaling up a mesh by 100% will create obvious variants in size).

Hidden results:
Hidden.jpg

It sounds like you saved your ZTL with hidden parts/masked parts. I have read here that you should always save your mesh with all parts unhidden/unmasked and at the lowest sub-d level to avoid any problems.

Incrementally saving your files could have helped you out here also.

Increasing the size then decreasing it and creating a Displacement map in ZB, then setting this all up in Max using Mental Ray will not work. The dis map is corrupted. This probably is not be the case with Maya. But using Mental Ray in Max will not produce the correct results. It hasn’t for me yet.

The solution is not to add fine detail (if the scale problem occurs) without projection master. You can add the detail without having to scale up and down again, and the dis map created will work fine in Mental Ray.

Thanks to all that helped me check out the mesh (to make sure I wasn’t doing anything wrong and to offer solutions to this problem);). I wasn’t thinking outside the box:rolleyes: .

Cheers…

Attachments

Masked.jpg

I have hoards of incemental saves. The work i lost was because i croped the face, then scaled, worked on it for a while, then unhid the rest and noticed for the first time that only the face had scaled… now i know and knowing is half the battle. I always unhide everything for saves.

All i lost was some detail that i painted into the face, nothing drastic at all. I just wanted to warn others who might follow the same thing i did, unknowingly.

Hey it’s a good point re_el and well worth mentioning. I should have said this in the first case, and you wouldn’t have work lost, sorry!:wink:

But I think the whole sizing up - sizing down exercise is pointless if you plan to render in Max with anything other than Max’s standard Displacement Modifier. Then you’ll really lose lots of work & have to go back to the save before you increased the Size in the Tool > Deformation palette.

The only fix I know of is to use PM to paint the fine deforms/details in, simple solution. I’m sure this is not the only solution, but is the only one I’ve been told about that works for me. Thanks again to all those that took the time to help me out:D .

It still doesn’t answer why this particular mesh has this scale problem, but I’m just happy to find a fix that doesn’t involve chopping up my mesh into separate objects and deforming them separately. Now I can move onto trying out the Max ZPipeline guide which I’ve really wanted to have a crack at for a while now:) .

Cheers,

Scratchy