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noob question - why is there difference in depth for projection master?

erm sorry if this has been mentioned before… I have searched the forums but the keywords are awkward and I ended up searching for tons of unrelated stuff…

I have this object when done projecting with double sided on, the front face and the back face have different depth level, and probably that zbrush projects the alpha based solely on the angle of the camera, which is not what I wanted. This didn’t happen in Sebastian Legrain’s awesome hotel tutorial… His pillar had carvings on both the front and the back and they look just fine…

I have no idea why this should happen… I did check the face normals in maya and they all face outwards, which should be normal…

any ideas? thanks…

[![question2.jpg|1000x500](upload://ghSIjInHCGkUrvIdYaleZG2xPjO.jpeg)]

My guess is that the model’s rotational center is not the geometric center. In other words, if you looked down the handle from its end, the center would be slightly to the side that’s showing the least deformation.

Another possibility could be if you have Draw>Persp active.

yeah, those are good reasons. I did a check though, and the object in centered in maya. I turned off the perspective draw too, but the problem persists…

I might have to do a single plane projection, then do a smart resym later…

thanks aurick…

As a test, try pressing Tool>Deformation>Unify in ZBrush. If the model has come into ZBrush off-center, that will fix it and the problem will disappear. You’ll then know for sure that it is a centering problem and can double-check your export settings in Maya.

wow… i had consigned myself to spending another day chasing bogus leads when you answered my question… my model is slightly off-centered. I had no idea, because I checked the preview and it looked dead on center to me… could you explain what does unify do?

conversely, I found the following guidelines on maya to zbrush. However, after seeing my objects explode once in a while, I decided to turn even the normals to off… would be nice to have an official maya to zbrush guideline from pixologic…

but thanks aurick for the tremendous help…