ZBrushCentral

Normal flip problem zb3.5r3

Hi,

The normals on my model flipped somehow after using Zapplink. If I try to use Display properties flip to flip them over again I loose all my lower subd’s. Is there something I’m doing wrong or is this a bug?

go to your highest subD, flip the normals, then reconstruct the SubD levels back down
tool>geometry>reconstuct subD…or something to that effect.
You will loose your Uv’s (if you had any) though.

You could also just turn on doublesided polygons and keep working.

tool>display properties>double (unless they’ve changed it since 3.1).

thanks for the reply Goast666

but this won’t work. I can’t reconstruct my highres. I can’t retopo with projection, I cant just flip the normal direction on all the levels of my model. I cant import the high res over the subdivided low res to proect the higher sd’s. I tried everything

I created my lowpoly(3000p) model and UVmap in Maya with the normals pointing out. I imported it into Zb3.5r3 and sculped it 5sd’s (768000p).

This is the problem.

Somewhere in Zbrush the normals are flipped. I noticed this when I re-entered Zbrush from painting my texture in Photoshop with Zapplink. after entering Zbrush the normals where flipped. and the model half transparant. Display properties double was off.

when I set dislayproperties double to on the texture I painted in PS is projected on the backside of the head(see picture)
So there is now way I can keep working with Double on. My displacement maps look wierd when rendering it in maya mentalray and when I create a texture from polypaint the texture has Square seams. The UV map was created in Maya with automapping.

when I use flip on a model with 5sd’s all the lower sd’s are deleted automaticaly. why can’t I simply flip the normals on all my levels?

This also happens with the GOZ feature for windows, when importing the mesh over another mesh.

I export a low and a high res of the model *.obj as well *.Ma
I import the low res and flip the normals so double is of and the model is visible. I import the Highres and flip the normals like I did with the low res. Then I export the high res again. I subdivide the low res 4 times so it has the same amount of poly’s as the high res. I import the highres over the lowres. Zbrush now asks me " the topology of the model is changed. But there is nothing changed only the normals on both models are flipped. when I press yes to project the higher sd’s all lower sd’s are deleted again.

when I try to reconstruct it isn’t posible and the opperation is canceled. The model is created in maya , all quads but not all edgeloops.

I Also tried to clone a lowres of the model and a highres and tried to retopo the meshes with projection of the higher detail. what ever settings I use the model explodes.

but even when I create a adaptiveskin with 5 sd’s without the highres projection the normals are flipped automaticaly and and double is set on automaticaly. So I’m at step one again with a normal flipped model. So I cant use it. because it won’t work right with Texturing and dispmap if the normals are flipped and I work with double set to on.

Isn’t there a script to flip the normals on all levels?

I’m pulling my hair out. How can I flip my Normals on ALL 5 levels of my model without loosing my sd’s. And why is Zbrush constant flipping my normal direction. I never had this problem in older versions of zbrush. So why does ZB flip the normals anyway even when I retopo a mesh the normals flip. Why does this happen pixologic. is this somekind of bug? I also tried the export settings for goz *.ma and reversed the normals in maya. but whatever I do It won’t work.

Please help me out Pixologic.

Attachments

flip texture.jpg