ZBrushCentral

HELP! How do I fix this?

gargoyle-oops.jpg
Hi all.
I’ve somehow managed to screw up the center line in the face area of my model, as can be seen in the image. I’m an idiot and hadn’t saved a morph target, so i can’t revert that way.

Does anyone have a technique or idea of how I can fix this?
Right now, smart resymmetry does not work on the screwed up area.

Thanks.

Just go to your lower resolution… try your best to get it where you want it (maybe the pinch brush in a -10 )

you might not end with a perfectly symetrical model, but it will be almost unnoticeable.

I’d suggest to mask off just one of the good sides, excluding the bad side completely.

Then use the move brush etc to pull the other side in line with that side. Then, with the masked off side still masked, do resym or smart resym and you should get what you want.

I had a similar issue and cut off one side and cloned and mirrored it back to the other side, but this caused me nothing but problems so don’t do that.

Thanks guys. I’ll try your methods

Um…I’d try to go to the lowest subdiv and smooth out and try to fix from bottom up…it may not be as perfect as you would like…but it will most likely fix the line clashing. …I think

Depends on how much further work you plan. The suggestions above can hide the issue, but as you can see the polygon flow got wrecked pretty bad and if you need to continue sculpting and experimenting with the object, it’s going to fight you. (I’ve done this same thing to myself on a model, so don’t feel bad.)

The long-term fix is is retopo and reproject onto a new symmetric mesh. In my case, I exported my level one to external modeller (Silo), fixed up the mesh the way I liked (and fixed some topo things that had been bothering me) and reimported as new tool. I then added the refined mesh as a subtool and worked through the Project All method.

Alternately, you can use ZB’s own retopo tools (there’s lots of threads/tuts on this) but I find them fussy, especially on extended structures like the horns unless I make sure my edge loops contain more than four points. (I like to use boxes to represent extended structures like limbs and horns, and ZB’s adaptive skin algolrithm tends to narf-up and get twisted to easiuly unless it has more geo to work with.)

HTH,
-K

you can also try some detailed smoothing at the lowest sub d.