I’m trying to work on a figure for someone and I have the head layer on its own and they keep wanting to change the face around which is practically impossible to keep symmetrical manually after I’ve posed the character. Is there some way to work on the face in a standard symmetrical mode and have another version that is with the pose and if I change the symmetrical version it will show up in the pose version? Kind of like how you can edit the main mesh of a nanomesh and it will update the nanomesh where you applied them all. I tried googling this but I have no idea what you would call a workflow like that
Hi,
I’m no long-experienced expert, but this is a interesting question. Partly I have a similar problem.
First of all: When you create your posing with layers in zBrush, you could deactivate all (posing) layers and should get your base mesh. I tried this and it worked. Every change you will do on that base mesh, will also affect the result, when you switch on the base layers.
But in case that you haven’t layers, that bring you back to a symmetrical base mesh (when deactivated), then I don’t personally know any solution.
What you are searching for, is working with topological symmetry. This is a new feature in Maya, but only if the mesh is exactly symmetrical.
In some applications you have symmetry for painting, where you can define any axis position/rotation in space and it does not matter, if the object has any symmetry. Would be great, if zBrush would develope something like that for sculpting.
I had a similar problem: I wanted to mirror the left eye of a head over to the right side of the head, but the head was freely rotated and posed in space.
I did not find any solution in ZBrush At least I did it manually in Maya.
(if somebody knows how to do it in zBrush, I would be happy for replies. All tutorial start at a point, where meshes were created at the origin or with perfect symmetry. If I don’t get answers here, I will post it as a new topic…:-))
Also I am missing a COPY mesh brush (means to copy sculpted parts of an mesh surface to any other part of the surface, just like a clone stamp).
unfortunately I don’t have a rig to work with. When I get figurine models to work on from them they give me a super basic, low polygon model already posed how they want it. I have to flesh out all the muscles and the face and skin details and add hair and clothes etc. And I can’t afford a copy of Maya
Thanks for the suggestions though
If the lowpoly posed mesh has symmetrical topology, you could try Poseable Symmetry
http://docs.pixologic.com/user-guide/3d-modeling/sculpting/symmetry/
thanks! maybe I can work this into my workflow. I’m given a basic model already posed to work from but maybe I can make a regular t posed version and repose it in the pose they want so I can get the symmetry like this to work without having to redo a lot of changes every time I need to adjust the face.