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Projection Master Not Working in 4R4?

I’ve been going through the old architectural tutorial that uses Projection Master, but it doesn’t seem to work as it used to; in fact it doesn’t appear to work as it once did. I started by creating a pillar. When I make the appropriate settings - double sided, deformation and normalized of and the rest off - and drop the pillar everything’s fine. I then made the appropriate changes to the lines I want to draw and that works fine too. When I pick up the pillar, however, I’m not getting an ‘extrusion’ around the pillar and it only appears on one side. This worked in previous versions so what’s changed or am I missing something?

That is a known issue and I believe Marcus has informed the developers about it. A workaround for now is to turn on ‘Double’ in Tool > Display Properties before you go into Projection Master.

Thanks zber2 - thought I was going nuts for a while. I’ll try the workaround and hope this gets fixed soon as it’s pretty important to everybody.
While this works, I’ve had a few crashes when using alpha’s after the models been dropped; especially when I’ve already used another alpha prior to dropping the model.

Thanks , was also having this problem

Thank you very much. That has saved my day. The problem was fixed in no time

I’ve found a solution to this discrepency and the process that works is:

  1. Draw a Cube3D in the viewport - don’t lift it for editing.
  2. Make changes to Initialize - say 20 x 20 for X & Y
  3. Make Ploymesh3D - this is important and if you don’t do this it doesn’t work.
  4. Press T to go into Edit mode - you need to do this to get this technique to work.
  5. Open Unified Skin & set Resolution to 16 (its lowest value) and Smooth to 0
  6. Click Make Unified Skin and there you are - this creates the skinned object that you can use
  7. Press ‘T’ then clear the documents
  8. Select skinned object and draw it in the viewport.
  9. Press ‘T’ again and there’s your subdivided object/column. Check it’s working by pressing the PolyF button - you should see 16 squares on the top of your skinned object and the sides will be similarly divided.

From here on all you need do is Divide your object and you’re ready for the modeling.