ZBrushCentral

object is ghosted after making a polymesh

I just finished retopologizing my character, went to make it a PolyMesh3d and and the entire object is ghosted, meaning it looks like you are seeing the opposite side of it. No matter what material I apply to it, it has the same effect. The Transparency and Ghost buttons are also not enabled. I’ve attached an image to show you what I mean.

Can anyone tell me why this is?

Thanks

Attachments

ghost.jpg

the normals have flipped, goto tool: display and hit Flip

thanks spaceboy412, I finally figured out thats what it was, however I didn’t realize you could flip the normals inside of zbrush.<img src=“http://www.zbrushcentral.com/pixo/atn.gif”><img src=“http://www.zbrushcentral.com/pixo/atn.gif”>

okay, now this is weird. I flipped my normals in maya because I didn’t realize it could be done in zbrush. So I originally exported my obj from zbrush, imported to maya, flipped normals, exported obj and then reimported back to zbrush and performed a project all from the original bad topology model. After doing all of this, I finished some cleanup of the model, added some more detail and painting. I then exported my base mesh back out of zbrush and created a normal map. Now when applying the normal map inside of maya, I have to reverse the normals again in order to have the map display correctly. Why? So basically when I view the normal direction, they are inside out, but this is the only way it looks correct in maya when rendering.

So now, I exported out my mesh with the normals inside out and imported back to zbrush and try to perform a flip and zbrush keeps crashing. It says I don’t have enough RAM. However zbrush is the only app running and I have 8gb of RAM.

Has anyone ever had this problem before?

I also noticed that my color map seems to be flipped as well. I flipped the map vertically which puts the uv shells in their correct place within the 0 to 1 uv space, however the actual map is flipped. Basically what I mean is that the scares and other detail that I have on the right side of his face are actually on the left side of his face when looking at the map.

Is there any easy way to correct this?