ZBrushCentral

Tpose Help!

I am attempting to tpose my finished character, i have been only working with zbrush for roughly a year and have never tried the tpose mesh but I am pretty sure this isn’t the result I am suppose to get and wondering why this is happening, please help!?!! My Tpose results in a whole bunch of random planes being created all over the place to the point the my character turns into a kite!!

Please help?

Hi Scott!

Without more information I can’t tell you exactly why this has happened to your model. It’s usually the result of some sort of point order mismatch, or possibly a UV issue if your model has UVs applied. I would have to know more about your process to guess where this might have gone wrong.


However, in terms of general Transpose Master usage, the tool works best on a mesh with multiple levels of subdivision and a lower poly base level. This should be true for all of the visible subtools you are including in your t-pose mesh.

The idea is that the high detail subtools are merged together into a new combined subtool at the lowest level of subdivision, which is going to be much easier to pose and correct surface distortion on. That merged tool is then posed or deformed as desired, and the changes are transferred back to the high detail versions of all the individual subtools in the original tool.

If your tool was not in this form–for instance a high poly mesh at a single level of subdivision–you will want to convert it for best results in this process. You can ZRemesh your mesh, or a duplicate of it, into a newer lower poly version, subdivide it sufficiently to hold the incoming detail, and project the detail from the original mesh onto it. Make sure you do the same for all visible subtools going into the Tpose mesh.

I truly appreciate the help spyndel,

I just converted all my Umesh/ combined meshes’s and skins into poly mesh 3ds, I will now go through whole model and start Zremeshing everything. after I converted everything into poly mesh 3d the tpose function crash’s right at end up process.

Im not to good with UVs, I may have played around with them with some sub tools but not positive… so should I just go through and delete any UVs that have been created? or apply a certain UV to all subtools?

my poly count is at 45.974 mil may that have something to do with it?

Is there an email I would be able to send you my sub tool, if that’s ok with you?

I can be reached at [email protected]

this is my portfolio so you can get an idea of where my skill level with digital sculpting in zbrush is.
Ive only textured in maya, never in Zbrush and I was planning on teaching myself Substance next and texturing within that program.

I cant tell you how much I appreciate the help.

Generally speaking, it is a good idea to work without UVs unless your workflow requires you to maintain them. They come with a performance tax, and the potential for many issues. If you are going to be changing topology frequently, it’s usually better to work without UVs, then create them once your topology has reached a more stable phase.

So yes, for the purpose of troubleshooting this issue, and since they don’t seem important from what you say, I would advise deleting any UVs and seeing if that improves anything.


It depends on your system, and whether that’s a combined number for all your subtools, or for a single subtool. This would be a very high polycount for a single subtool, well into the range where it may cause stability issues on many systems.

Your combined Tpose mesh should not have that high of a polycount. That is the reason for merging the subtools together at the lowest level of subdivision.

Thank you very much for you time and comments, I truly appreciate it. I will take all into consideration, try zremeshing everything and try again with no UV’s and multiple subdivision levels and lev you know how everything turns out.