ZBrushCentral

Issue: Scaling my tool causes loss of sculpted details

Hello and thank you for reading my issue.

I’m currently working on a high res character which can be seen here. I’m trying to add detail to the clothing by using tilable cloth aphas, using the following method: Mask from alpha - Inflate.

However, I can’t seem to obtain a small enough tiling of the alpha due to my character being too small in the world. Therefore I’ve tried two ways of scaling up my character: 1. Using transform master and scaling all the subtools together. 2. Using GoZ and scaling all my objects in 3DS Max.

When I do this, my character is successfully scaled but I lose a lot of info that I had sculpted on layers. The following image show my characters with a lot of detail “smoothed out” by the scaling process.

Is there a way to scale my characer so that I can use my alphas at the desired scale without having to bake all my layers ?

Attachments

details removed.jpg

I would think your UVs / alpha resolution would affect the size more than the scale of the model ever would. Since they tile, have you tried using Noise Maker instead? You can set it to use UVs as well, while having the ability to control the scaling of the pattern.

After some research, following your advice here is what I got:

  1. The scaling problem is real but there are at least to ways to go around it.
  2. First way: Subdivide my model, Morph UVs, ZApplink, put my alpha on it and then create a texture that I will use to mask the model. I end up by using the inflate brush instead of the inflate from the deformation menu because the scale of my tool makes it inflate way too much.
  3. Second way: Using Noise Maker with the UV setting. It works just fine without taking the scale factor into account.

So, the scaling issue is not resolved since it still affects all the layer info when the model is scaled. However, I’ve found a way to add the detail I wanted to my model, and for this I thank you very much Cryrid :slight_smile: