ZBrushCentral

Cleaning mesh/deleting vertices inside Zbrush

Hi, im facing the following problem:

  1. I Built a model within Lighwave, that has 482 Points, exported it as Obj, importing it into Zbrush
  2. Sculpted in Zbrush, exported the .obj to Maya
  3. Maya imported it, but when i re export it, Zbrush wont accept it anymore

I did my homework, and im using the right import/export settings (multiple objects/groups etc turned off)

And i actually realized what my problem is, In Lightwave I modeled the thing with 482 points but actually there are 478 points in the mesh and 4 extra points that are not connected to anywhere (i know i know, im not a LW user so at the time i didnt know)

What happens is that Zbrush imports the model with 482 points, and works into that, and exports it as 482 points, but when i import it into maya, it will delete those extra 4 vertices on import ( so i ll only have the 478 in there) , and when i re-export it it will only export 478, so thats why Zbrush wont accept it anymore.

The only solution i could imagine if i could somehow clean up the mesh/ delete those extra 4 points inside zbrush Before exporting it?

Is there any way of doing this?

Thanks for the Help!

M

i’ve been tearing my hair out in my frustration for over 10 hours, trying to find a solution and i was almost crying at the end, and then it came to me!

The only way to delete something in Zbrush is to first Hide it, and then You use “DelHidden” however there was a slight problem. To hide something you usually need to click on it, or marquee around it… Ever tried clicking on something you cant see?:slight_smile: Zbrush doesnt display vertexes and therefore doesnt allow you to select them directly. It wasnt easy, it took me like 30 minutes to find the right spot exactly and marqueing around the area that i knew the vertex was but couldnt see it. Anyways, it worked, export/import with maya works now.

It would be nice if Pixologic would include an automatic mesh cleanup function in the next Zbrush3 release to get rid of unconnected vertices in a more direct manner!

PS: an interesting feature/bug was that after selecting and deleting the first offending Vertex, the rest of the unconnected vertexes got automatically deleted as well. Weird…