ZBrushCentral

Ignore backfacing ?

Hey guys, I’m having issues painting the wings of my character, the wings are modeled with a double layer of polys, one for the front side and an other for the back side, but they’re very close to each other as they’re the 2 sides of the wing’s skin. Problem is when I paint on one side (dispmap or color) it affect the other side, even though the side I’m trying to paint on masks the other one, and even though their normals are going in opposite ways.

Is there an option i missed in ZBrush like the “ignore backfacing” in Max ?

thanks,

pe@ce

Adriano

Is this in projection master?

both edit mode and PMaster. I believe the 2 layers of Polys are so close Zbrush don’t stop at the first layer nd affect my back side also…I thought Zb paint tools were “normal” based… and would only affect the facing normals… I guess not.

pe@ce

Adriano

are they sharing the same uv’s?

No, Uvs are completly and properly unwrapped :

I “checked UVs” with the texture tools, no problems there. I made a sample attached to this reply to show you what I’m talking about.

pe@ce

Adriano

PS : Dunno if it’s attached, so here it is linked :

(if you have 2 distinct objects) …if you have made a big deep “Zsub” drawing (it’s a 3D “matter” :smiley:
Anormal if you have made a “Zadd” drawing …
But maybe I am wrong…
Don’t desesperate and wait another answer :wink:

Else in Menu Tools / transformation/ Display properties / you have Flip (Inverse Normal)
But I am not sure that change something :rolleyes:

The editing brush is essentially a sphere that moves through the object and affects anything it comes in contact with. When you have a really thin mesh, the results you show can happen.

The solution in this case is to use Projection Master and make sure that Double Sided is turned off. That way, what you paint will only be projected onto the side facing you.

Alternatively, if your model was created in such a way that the upper and lower faces of the wing are separate groups you can Ctrl+Shift+Click on the group that you want to work with. Everything else will be hidden and won’t be able to receive edits.

The last option is to drop the model with Projection Master so that the lower side is up. Use a white base texture and paint the entire lower surface black. Pick the model up again and then press Texture>MakeAlpha. Then press Tool>Masking>Alp and inverse the mask. The lower faces will now be masked so that you can sculpt the upper faces without affecting them.

The solution in this case is to use Projection Master and make sure that Double Sided is turned off. That way, what you paint will only be projected onto the side facing you.

I am affraid to say that these solution does not works :confused:
The object Projected (in Zsub mode) will visible on the other face if the object projected is more deep than the first object!
(even double disable) :question:
I have made the try with a cub3D + a Sphere 3D

OR simply hold CTRL and paint the side you wish is NOT being affected (you mask it) and then paint on the top. That should prevent modifications of the masked side. If I am not completely mistaken…

Lemo

PS:Or… convert it into polygroups and then ctrl-shift select/hide the parts you wish to keep/modify.

mask.jpg
Whichever method you use it won’t stop the polys pushing through if your sculpting is too deep, so you will have to watch that. Masking/hiding means those polys are unaffected but there’s no ‘collision detection’!

EDIT: It occurs to me that if you are sculpting veins and such like the best way would be to paint a mask (probably as aurick’s PMmethod above) and then apply Deformation>Inflat (or similar) to the mesh. That way you will deform both sides of your mesh outwards and not encounter any of the sculpting problems.

thanks guys for replying… and thanks Aurick, I found out it was alright with Pmaster, just a bit slower for some passes of detainling I wanted to do first that didn’t require any specific brush… but I’ll go with it.

thanks guys,

pe@ce

Adriano

… that is the same in the reality !
In sculpture when you pusch the clay too much, that’s pass through the other side :smiley:

Ps have you try that you said Lemmo ? :wink:
Flat Painting is not a problem, problem is paint with a big deep :smiley:

Goto Brush:Automasking and turn on BackFaceMask

BDub…thank you SO much. This was driving me nuts. :smiley:

I’m having the same problem detailing wings and backface masking isn’t working. Anyone else having this problem?