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Questions and Answers for the Insert Multi-Mesh Repository

well crap!
I used a cylinder, what did you use?

Heres mine:

Result-ish.jpg

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Result-ish.jpg

That last one I had the threshhold all the way up by the way.
Same old crappy results with it any lower


I found ANOTHER problem, this one is in my object (LastDitch) and I THINK its what caused the problem, its the polygroups, Im going to try to fix it, wish me luck, I need it!

Ok.
Here is the deal I think:
I think it WAS the polygroups.
The edges that butt up against each other need to be OPEN.
The same edges need to be the SAME PolyGroup.

If they are not ZBrush seems to go bat**** and do the thing where it randomizes spin in unacceptable ways.
If they are open and the polygroups are correct things seem to work with one exception; extreme angles. I did a cube and the only place it broke was the corners.
I still have some dents which I think are welding related but Im not sure yet

Heres the new mesh:

SeriouslyLastChance.zip (10.7 KB)SeriouslyLastChance.zip (10.7 KB)

|Ok

|
That only sort of worked, its still the Spin Edges problem (I think) and that leaves us screwed


If for example you want to do an alpha the Spin Edge thing is sort of ok, but if you want to make a dress or something its NOT ok at all.
In order to even think of using Spin Edges you need to start off outrageously low rez, not something that can be done with complex cloth I don’t think.
The other thing here is burlap is ok, silk is sort of out of the question and that makes me want silk even more than I like it outside of ZBrush.
Ignoring the fact that large amounts of silk are not going to happen we need an AutoSpinAllEdges Button!
There is another interesting problem that I sort of crept up on, what happens when the topology suddenly changes like with Dynamesh or ZRemeshed objects is you get these sudden areas of total chaos where even if you were to spend a year spinning edges you would have a hell of a time getting it to look
 welllll
 possible.
What’s great about this is that if you don’t care that it isn’t possible it looks GREAT.|

ZRemeshedCloth.jpg

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ZRemeshedCloth.jpg

By Jove, I think you’ve got it. Smashing good show. The “SeriouslyLastChance” ztool worked perfectly after I ‘Spin Edge’ and ‘Align Edge’ then used ZWelder. Subdivided twice.

new-7.JPG

NICE!!!
ZBer that perfect!!!
I can’t seem to use Spin Edges as I get no preview that is visually useful, just a faint green dot here and there.
I think though to have this be a useful thing (making cloth) one needs to start off with an object with properly spun edges.
If I can get the preview thing to work I will make a whole set but so far I can’t do that
 yet. GRIN!

I think Im going to start a MicroMesh repository since THE POWERS THAT BE didn’t answer the question about using the InsertMesh one

I just need to make up a fancy looking title graphic like Aurick came up with!

Got any MicroMesh examples you would like in it (the graphic I mean)?

Thanks nickz! That issue has been driving me mad for too long. Ugh wow. :+1:

Hi guys.
I have created insert-curve brush and it work great.

But if i divide this mesh once i have this:
02_proc.jpg
why it starts to separate ? is there any way to avoid that space between the pices of curve brush ?
already tried zWelder and it didn’t help.

I’m doing a custom IMM brush to create feathers.
I found that I have to crank the SubDs up to about 6 in order for the texture to stay looking good after I convert it to polypaint. (If I don’t convert to polypaint, the textures just disappear when I merge the feathers.)

My problem is that these three feathers are now over 1 million polys. If I decimate or Zremesh, the feather image disappears.

How can I make these things low-poly, and also keep the feather image crisp on them?

Thanks ZBrush_2013-10-30_09-15-47.jpg

The pic says it all. A subtractive IMM brush? is this possible?subtractive brush.jpg
Thank You


If you hold ALT while inserting the mesh, it should become subtractive.
alternatively, polygroups can be made subtractive after they are made.

I made a insert mesh brush ,but when i draw it ,why it more small then my brush size.and i open the icon of weld and res but why they still separate.
20140410232619.jpg

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20140410232619.jpg

Is there any way to restrict the effects of these settings to the center links so that the end caps are not distorted and/or warped which is what would be desirable when making cables with prongs for example. Personally, I was using IMM curves for multiple types of clothing straps ideas. Fantasy type stuff with leather straps, buckles, rivets and such. Problems I have been having revolve around getting the ends manipulated into place
getting the lengths just right, and having items like buckles which should be rigid warping or twisting at the ends. Being able to pin/lock the ends helps, but I wish that pinning stopped the pivoting motion on the pinned end.
I also think for similar uses, a better way to position the ends (i.e. some sort of chain end transform tool would be very useful. As I often found myself reverting to careful application of the move brush to try and nudge things to get them just right. Another thought was some way to trim IMM curves right where you want them only without actually cutting off the ends
 essentially just removing “excess” links from the middle to achieve the desired length.

If I’m not finding existing features please point me in the right direction
 also interested in workarounds or different workflow approaches that might be useful.

Other wishful thinking ideas include slice like brushes that add geometry/polygroups without breaking the mesh.and a way to use pen pressure to control curve fall off. Oh, and of course who wouldn’t want a handy cloth/hair simulator and control curves to help in styling fibermesh?

Apologies for going a tad off topic.

Try turning “stretch” on in the modifiers
 also might want to play with the “curve res” modifier depending on whether you need the links to curve smoothly or not

Hi,
Love what you are doing with the hooks and eyes


Just a suggestion, the hooks should face down on this sort of hook. If you have a look at the hook and eye tapes that often get used for corsets etc
it should show it. The hook is dragged over and hooked into the eye. It would be really hard to hook it in, if it was the other way up.

Again, love what you have done and thanks for the IMM brushes you have provided to the community.

cheers

Pen

Hello,

I want to make a vertikal fence with Insert-Mesh Curve-Brush on an irregular surface.
The fence of course should follow the surface but should remain vertical along the drawn curve. But it twists to the right and left of the line like the underlying surface.
So for example, I want to get a fence along the x-direction. The underying surface is irregular in x and z-direction. So the polygons of the mesh are not horizontal in z-direction. Automatically, the fence doesn’t get vertical like a normal fence, it twists around, depending on the ankle of the polygon-quads in z-direction.
How can I avoid this problem. I nowhere found a setting to fix this problem in the brush and stroke-settings.

Thanks for your help

mawag01

Hi all,

Not sure if this is still visited, but I have a couple of questions about IMMs.

  • Is it possible to set the curve falloff (in curve modifiers) to a certain value and save it with the brush? Right now the falloff is always reset.
  • Can I make the beginning of the curve start from inside the mesh and then gradually emerge from it and stick to the surface? Kinda like a depth falloff? Looking to make an IMM brush for hair here and it would be cool to have the root start inside the mesh.
  • Multiple strokes without clicking the base mesh to “drop” the curve (this exists in zBrush already on CurveMultiTube, but it seems to be embedded on that particular brush only)

Thanks everyone
Fabricio

  • Is it possible to set the curve falloff (in curve modifiers) to a certain value and save it with the brush? Right now the falloff is always reset.

I think you have to use Save As and rename the brush.
Found this,gives a lot more detail:https://www.youtube.com/watch?v=9_MxUFsnsKg

Can I make the beginning of the curve start from inside the mesh and then gradually emerge from it and stick to the surface? Kinda like a depth falloff? Looking to make an IMM brush for hair here and it would be cool to have the root start inside the mesh.

Have you played with the Depth in the Brush menu?
Don’t know if this applies to what you want to do:https://www.youtube.com/watch?v=GLoL19_0nDQ

Hi guys!

I’m pretty new to Zbrush (abt 2 weeks) and I need to wrap arround a bunch of feathers and kind of bend and align them to the ring’s surface does anybody has got any suggestions for me pls?

best,

Robert

uartsy_quest.jpg

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uartsy_quest.jpg