So I’ve noticed on a few projects now that most meshes that come in “posed” from a 3d app as an obj have issues with symmetry in zbrush (3.12 -3.2).
I did a test this morning with one character and it found 88% pose symmetry on the base cage. But as I divided up the mesh in zbrush changing nothing, the accuracy fell. Lvl 2 was 66% or so. I’ve seen this a few times now where its fails to find symmetry on lvl 2 or 3 all together and finds 100% on level 0. If aurick could explain how it “thinks” that would be great.
I have aproject on the go at the moment that involves 10 posed characters interacting and I’m been realy scratching my head how to work. I would like to pose everything in modo and figure out the layout of things but that would result in characters away from the origin. I’ve been considering morph targets, or 3d layers for posing and the mesh being fully symmetrical for the sculpting. But im worried about what kind of results i’ll get with a few poses using transpose.
As much as I like transpose I did not want to use transpose to pose my characters, because in some cases there is just too much torsion on the joint so I’ve broken off the limb and sewn it back on in a more friendly orientation (hence the 88% symmetry found on that specific mesh). Pose symmetry seems like a bit of voodoo at the moment so I’m hoping 3.5 or 4 allows you to define a moveable/rotatable symmetry plane or atl east lets you pick an edge loop like mudbox 1.0 did.
Does anyone have any workflow sugegstions? I’m starting to think totally symmetrical base mesh and then to transpose is the path of least resistance.
Ideally I could have my characters all over the place interlocked and posed but it seems working at arbitary locations and off axis is a big issue.
