ZBrushCentral

Problems with importing /problem with hole in mesh

Hi
I have to things that I can’t seem to figure out to fix.

When I have modelled a character in Maya and then want to import it to Zbrush I seem to in 9 out of 10 cases to get a:

" “The imported mesh must have identical number of points and faces when imported into an active Subdiv surface. Switch to the correct subdivision-level(or deselect this tool and try again”

I haven’t subdivided my mesh, and have been using the “cleanup”, and checked the mesh for any overlapping edges or dead vertices. I really don’t understand why.

Question 2:

Why do I get these weird holes in my mesh? :confused:
[ATT=]soldier.jpg[/ATT]
The mesh is apparently “closed”

Thx in advance…

Regards from the northern climes

Attachments

soldier.jpg

For your first question, you’re getting that message because your currently selected tool is a polymesh with multiple subdivision levels. When you import a model in that case, the model will replace the current subdivision level. That means that it must have the same number (and order) of points as the current subdivision level. If you wish to import a different model, just select any other tool before clicking the Import button.

For your second question, try activating Tool>Display Properties>Double. Do the holes disappear? If so, then your model has some flipped normals. Another possibility is that those parts of your model were constructed with ngons instead of tris or quads. If that’s the case, you’ll need to rework those areas to eliminate the ngons.

Thx for reply Aurick

I haven’t used any SubD on it in Maya. I just tried to click any tool before importing, but still came up with the error.
Can you elaborate?Perhaps I misunderstood you explanation

Even if I used a Sub D on it, why would the faces and points be any different, expect the respetive amount higher. Why wouldn’t Zbrush accept that?
when you say SubD, do you mean within Zbrush?I mean, It’s just a pretty simple mesh(with no SubD) on it when I want to import it

Would really appreciate any help, since I REALLY want to sculpt on it in zbrush:D

Cheers from the northern climes

When you divide a mesh in ZBrush, you quadruple the number of polygons. At the same time, a new subdivision level is created for your tool. You go back and forth between subdivision levels using the Tool>Geometry menu.

If you have a mesh with multiple subdivision levels (in other words, one that you’ve divided one or more times in ZBrush), the levels are all related to each other. Here’s an example:

Level 1 = 1,000 points
Level 2 = 4,000 points
Level 3 = 16,000 points

Now, let’s say you’re at level 1 and try to import a mesh with 2,000 points. A mesh with that many points at level 1 would have 8,000 points at level 2 and 32,000 at level 3. Obviously, those values are very different from what the other levels of your mesh actually have. As a result, ZBrush won’t let you import a mesh into any subdivision level unless the new mesh has exactly the same number of points as the one that’s already there.

Additionally, the points should have the same order. Otherwise, the relationships between the points at the various levels get mixed up and when you change subdivision levels you suddenly have points flying all over the place. The mesh explodes.

So here’s the final analysis, based on your currently selected tool:

If your tool is a mesh with multiple subdivision levels, you can ONLY import a mesh with an identical number of points as the current level. The point order should also remain the same.

If your tool is a mesh with only one subdivision level (in other words, it’s never been divided or you have deleted the subdivision history), you can import any object. The new tool will share the same scaling as the one that you just replaced it with.

If your tool is any other tool (in other words, a non-polymesh tool, whether it’s a parametric object or a 2D or 2.5D paint brush), or the Polymesh3D tool (which looks like a star), then you can import any model.