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Previewing Surface Noise funtion does not work and Geo Dividing problems.

I am just getting into using Maya and Zbrush, I recently have decided to make a desert type map with all my own assets. So I started making rocks and such, but all in Zbrush. The surface noise function worked fine. Then I needed to make another model. It’s an obelisk that I want to place in my desert. So, I went into maya and made the basic obelisk shape, then I wanted to go into Zbrush and make it look weathered and such. However, two problems occurred.

First, for what ever reason my imported .obj of the obelisk wont preview surface noise, so I cannot see what it would look like until I hit ‘ok’. Is there any way to fix this?

Second, when I divide the models geometry, it turns into an almost spear like object; why is this. Any help?

I am a super new user to Zbrush and Maya so even to most basic things might have to be explained.

Attachments

problem1.jpg

oshasfasf.jpg

1.) Subdivide your mesh a few times, and then check it in Noisemaker.

2)That’s the subdivision smoothing effect. For a simple shape like that, simply turn off “SMT” next to the divide button in the Geometry palette when dividing, and it will subdivide crisply. For more complex shapes that involve combinations of smooth surfaces and crisp edges, you will have to read up on edge creasing.

Thank you to much! Solved. Funny that both problems were part of a similar solution, dividing geometry. Thank you, much appreciated. I am learning, albeit slowly, thanks again!

Another problem I ran into is, after I applied the noise, it was stretched across the rectangle faces. I was reading through some google searches that this could be due to low polygon count.

The obelisk is literally made out of one rectangular prism and two triangular prisms. Is there any way to fix this problem? Ideas?

you could make 3 things:
1-subdivide it enough times to have those finer details applied, you will need a high polycount
2-dynamesh it to have an even poly distribution (to avoid stretched polygons), subdivide and then apply the noise
3-don’t apply the noise to mesh, but leave it only as visible effect but not as a real geometric deformation