ZBrushCentral

Problem with mouthbag and reprojecting.

Hi!

I don’t know if I am in the right part of the forum but I will give it a go! I am working on a model for a short animation I am doing, and right now I am in the process of creating his “mouth bag”. I moved my model, with the lowest subdiv, to Maya to extrude the back edges of his mouth inwards to create the bag. When I then try to import it in back into Zbrush and reproject the high res details onto my model, this happens:

From what I know, the new topology shouldn’t cause this kind of problem, but simply “join” the new topology on the sculpt. Am I wrong about this and does anyone know what the issue is?

(Great snakes, I just realized that I have posted the same issue in a thread a while ago. I will try the answer I was given there, but if anyone has any other idea they are most welcome)

Barrie

Attachments

face.jpg

How are you exporting out the mesh from Zbrush? Are you using goZ or tool.export? How are you importing back into Zbrush?

I am exporting it as an obj from tools. Importing it the same way and the choosing reproject high res mesh.

Is there a reason you’re not using goZ?

I have never used it before :slight_smile:

I used GoZ together with Maya this time and did not export the file. After fiddling around with the mesh in Maya and creating the mouth bag I clicked the Goz-button but when I returned to Zbrush I was not asked to reproject the high res details onto my altered mesh. Should I not delete the history, freeze and reset the transformations in Maya? The second timed I tried it I got the same result as in the picture in my first post. The verts going all over the place. When I tried the same thing but just deleting the faces of one hand it worked perfectly.

Reversing the normals of the mouthbag polygons improves the result quite alot. But vertices are still “fleeing” from the mouth.

If the mouth is the only area where you are getting stray verts then I would just smooth those areas back so they are where they should be and then just sculpt it.

I did that this morning and now I can move on :slight_smile:

But what could the problem be? The next time I do a model I would prefer not to encounter the problem again :smiley: