Hello!
It seems to me that, in my current zbrush project, the world and local transforms data are misaligned.
My tools are perfectly symmetrical locally, but I’ve faced a number of problems pertaining to world vs local transforms.
For example, when I redid the topology using Topogun, I had to activate local symmetry - World symmetry was off by a pretty large margin.
When I try to UV-unwrap using UV Master, the flattened map is completely messed up - It ends up off-center on the grid, at an angle, and is in no way symmetrical. Some pieces of it, from one of the sides of the map, even end up stacked on top of the rest of the flattened model.
When I try to create a coat of fur for my character, using fibermesh, it looks fine in preview, but accepting it (actually creating the fibermesh) makes it come out a lot larger than the tools it’s generated from, and it’s also displaced in both x y and z.
This whole problem might be due to me creating these meshes (mainly the teeth and gums) separately in Maya, using an exported version of my main tool as a guide to fit them to, while not freezing the transforms prior to taking them into zbrush, but now the damage is already done, and I’ve worked past the point of no return so to speak. I’ve spent enough time on this project not to willingly go back and redo it all over again, should that be what’s causing this. This might not even be what’s causing my problems though.
Importing the whole thing into Maya and redoing the scale/positioning etc there is not an option, as my sculpt is at a polycount where Maya would just choke and die if I tried to open it there.
Preserving the subdivs is of less importance, as the actual sculpting is done. If all it takes is a simple merging of my subtools, sacrificing any “construction history” along the way, I can live with that.
So, to sum it up, I’m looking for a way to simply conform the local transforms to the world. Is it possible?
Also, another, lesser problem I’m facing is that my character will be taken back into Maya when it’s finished, in reduced form, for rigging and animation. I would prefer to have all my subtools and my main tool on the same UV-layout, with their respective textures also merged together into one. How would I achieve this?
Thanks
/HS