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Display normals flip with ZAPP LINK or Projection Master

Howdy.

I am making a short animation on an extremely tight timeline (before the NAMM convention on Jan 15 is the goal)

ZBrush has been a massive headache… Bugs at ever turn.

After fighting with getting in new uv’s to no avail, I opted for AUV tiles.

Whenever I pick up the tool from either Photoshop or Projection master I find that the display is flipped. I hesitate to say normals but that what it looks like.

Anyone experience this? I would greatly appreciate any advice

p.s. Is there any news of a working method to reliably get UV’s swapped into a sculpt?

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Your normals are flipped. Try turning on Tool>Display Properties>Double.

What program are you using to create your model and UV’s? What are the export settings that you’re using?

As for getting your UV’s into a model, all you need to do is go to level 1 and import a version of the model that has the desired UV’s. However, the point order must remain exactly the same, or your model will explode when you return to the higher levels. I suspect that whatever is causing your normals to be flipped is also to blame for your difficulties with importing UV’s. Find the cause of the one and you should also resolve the other.

I am using Maya 2009, I tried Modo 302 as well.

With the Projection master… Display double definitely reveals the model.

When I pick up ZAPP Link the changes I made end up on the back of the model. I used a thick black line and just drew some obvious lines on it. It seems the parts at the core of the line (not the feathered edge) are transparent (perhaps it flipped their normals). I also have to adjust the double sided bit every time.

Picking up a projection master session relocates parts of the strokes to random areas and leaves the rest unchanged.

When I try to flip the normals in ZBrush, it explodes; big time.

I discovered the problem with the UV’s… The normals were flipped. I save iterations of my ztools every few minutes and was able to figure out the it happened during retopology; why, I don’t know). Flipping the normals in maya let me get the uv on at least at the first subdivision level.

When I import the new normals the whole mesh gets smaller. It then explodes when I go to higher levels. When it explodes the mesh just gets rough with a grid of squares all over it (not a texture issue i turned off the texture)

I did a test by reexporting the latest ztool and the size matches the uv’s mesh in maya.

I tired it in modo and I get “The imported mesh must have identical number of points.” I understand this issue though I don’t know how it happened; some sort of mistake on my part.

Any other thoughts?

Here a some pics to get an idea 02-ZappLink.jpg

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