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Zbrush Extrude Not Working (like i wish)

Hi everyone, i need help about something is torturing me, when i do very thin meshes by extruding a bit a surface, zbrush snaps some vertex between the starting surface and the extruded one, do anyone knows how to remove this? On maya this won’t happen, but if i do it on maya and i bring it back to zbrush, zbrush sticks some vertex to each other anyway, the only solution i have until now is to scale the model and make it bigger, but i can’t continue to make 500 cm bodies tall.

The following pictures are of a simple glove without fingers scaled to be like 20cm from the tip of the thumb to the tip of the pinkie

thank you all

Immagine3

Immagine

Immagine2

Hello @ImaCrime

Without seeing what exactly is happening, I’m not sure what specifically is going on. I’ll just throw a few things out:

  1. When using ZModeler to extrude a surface, the QMesh feature also has a auto snapping /welding element. If you don’t want this feature involved, use the normal “Extrude” function. It does not snap points to points, though other factors may make it appear so.

  2. Many tools in ZModeler remember the exact amount of the last use of that operation, and will snap to that amount unless the new operation differs significantly. To bypass this, you may need to first extrude the surface to an exaggerated degree, then slowly reduce it back to the desired level to avoid the snapping.

  3. Your two surfaces are extremely close together. You may wish to hide the interior or non-target polygroup to keep from accidentally targeting the points with your operation.

  4. Make sure your mesh is the proper size for best results in the zbrush worldspace (XYZ size of 2). If it is abnormally small or large, many functions, including Zmodeler, may not work well or produce erratic effects.

  5. Make sure the ZModeler brush radius is not too large, potentially involving extraneous points in your target selection.

  6. Make sure all masking is cleared. Some stray points could be inadvertently masked.

  7. Depending on the direction of the normals, some polygons (or points) may simply extrude out at weird angles from the others. This is a result of the topology, and may require manual touch up.

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Hi, thank you a lot, you just saved me,

i resolved with the 2nd point of your list, i also didn’t notice that my mesh size was wrong(4.), and if i fix it to a right size, i don’t even need to apply the 2nd list point method

when i export to maya with goz or normally, the models are scaled 100x (i saw on the export settings), so i was basically working on gloves for ants, thank you a lot again! :sparkles:

ps: does the size of a mesh inside zbrush affect the creation of maps (like displacement or normals) in the multi map exporter?

I don’t know. I don’t believe it does directly, but it is likely to affect many ancillary activities used in the preparation of a mesh for texture export.

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