ZBrushCentral

Questions and Troubleshooting for ZBrush 4R3

Thank you very much! It solved the problem.

Hi–

I just tried using the “colorizer” brush in Projection Master and it doesn’t work-- no matter what color I’m trying to use, it paints it as black. The other brushes all seem to be working just fine.

I asked a friend who also has 4R3 to check this, and her colorizer brush doesn’t work either. Did the brush get “broken” in this version?

Nm…please delete post

Actually, I don’t think it has worked for some time. :frowning:

Oh, well, that sucks! Thanks for letting me know. I spent an hour trying to figure out what I was doing wrong.

Hi, I’ve recently experienced two strange issues. Occasionally, my tool will become completely gray, and appear as if it is being rendered in flat mode, even though my render mode is set to preview. Initializing the program fixes this, but it is very abrupt and annoying. I think it’s caused by me accidentally hitting a key, but I can’t figure out what key that is.

The other issue just happened to me and is much worse, and I can’t find a way to fix it. My tools will not appear unless rendered in flat mode. They are completely invisible on the document. Restarting/initializing the program did nothing. It doesn’t matter what tool I’m trying to use (I can make a new cube3d, for example, and it will be invisible). I can still see the tools / subtools in the little preview windows on the UI, but they don’t show up on the document.

My Zbrush is completely uncustomized. I’m using win7 and 4r3.

edit: Here’s a quick vid showing the issue. http://www.twitch.tv/buddhistsc/b/323599731
You can see, also, that in flat rendering mode, you can see through one subtool to the subtool underneath – in fact, you can see through one mesh to a separate mesh underneath even if they are the same subtool. Basically it looks like the faces have been flipped. Then again, I’ve never used flat rendering mode for anything before, but maybe it is a clue into what’s going wrong. But I must reiterate: This issue is persisting with every subtool, even new ones I make from scratch.
edit2: Actually I think it’s showing the meshes in priority of which was created most recently, so you’re seeing the more recent meshes show through the older ones. Is this normal behavior for flat rendering mode?

Hi,
I have done Polypainting and want to transfer the color information to a texture.
So I create a blank, new textur in the texture menue first that has 4K.
No problem with this step. Then I go to the tools menue and click “create from polypainting” in the texture submenue (of the tools menue).
The transfering works fine but the texture is only 2048.
I first thought, that something with the system is not working, so I tried smaller resolutions, models and my home laptop.
The texture is always 2K.
I need 4K urgently.
Am I doing something wrong? Is this a bug in R3. Do you experience the same?
Thanks for your thoughts.

Allright I found the solution.
The settings in the UV Map dialogue (tools menue) determine the texture size.

I’m trying to seperate the Eartquake character’s teeth (built in demo project) without losing resolution. I’ve tried selecting the top teeth and gums, go down to subdiv 1 and del hidden, I’ve even tried this with the smooth modifier off. For some reason I can’t seem to get it to stay the way I want. The first alternative that comes to mind is to just duplicate the teeth and gums and hide the top on one set and bottom on the other. I just feel more comfortable for some reason though to have the parts removed all together. If anyone knows any tricks on saving the resolution feel free to reply or send me a message.

When using Spotlight (both visible and not) it seems only the Move brush works. I have to turn off Spotlight in order to use other brushes. Any suggestions, solutions?

Thank you in advance.

Brush > Samples > Spotlight Projection

Dustin:
Auto Groups & Groups Split

Thanks Arthaven.

Earthquake’s teeth were actually 4 polygroups, being the 2 sets of teeth, and 2 sets of gums. I dummied it down to just 2 groups and it took a bit to locate Group Split, but I got it. I’ve never used the function before, but it allowed me to kick out the two sets and save resolution and subdivs. I will probably be using this a lot more now. I appreciate the help.

My issue is still unresolved. Does anyone have any idea why models would not render except on flat rendering mode?

edit: Actually, I just realized I can’t even use brushes on the model. Trying to do so just rotates the model as if I clicked outside of the model.

Buddhist, there’s no video that shows what you’re describing in that link.

Have you tried filling with White and Flat Color Material with MRGB on?

Hello, I’m not getting any feedback from zbrush when I turn on lights and change the light settings in Preview or BPR render modes. I just recently got back to using zbrush after a few weeks and noticed that this is happening and I wanted to check if there is anything that can be done. I recall this working fine just recently, now even when I turn the 2nd light intensity all the way up I see not changes in either preview or bpr mode. I even tried to uninstall zbrush, delete all pixologic files in C: \ Program files, ran a registry cleaner and restarted. It made no differenceeven with a clean installation.

No hardware was changed or added

Video card = Ati Radeon 4600 1 gig ddr2 ram

1.jpg

Thank you very much for any feedback.

Forgive if this question has been asked before ***8212; the thread is quite long, and a basic forum search hasn’t yielded any helpful results.

ZHa8S.jpg

When using noise with an alpha & UV, none of the rotation sliders produce any effect.
They work within Noiseplug, but I have my own alpha I want to use…

I saw in the first post that they were having some problems with noise plug and some tablets. I use a small bamboo, but this is basic functionality that just doesn’t work? Is there something I’m missing?

Mac OS Lion. 4R3.

Hello there,

I see you have the Red Wax Matcap activated. I don’t believe the Matcap materials react to lights (except for maybe the shadow direction when rendered). Everything else is pretty much baked into the matcap itself. Using the standard materials (basicmaterial, fast shader, skinshade 4, etc) instead of matcaps should give you a material that will actually interact with lights.

Hi, I’m having problems with refraction. Transparency in object Display Properties and in Render Properties and BPR settings are as below. The shot shows that transparency is rendering correctly but no distortion from refraction is occuring. What’s going on?

1V9b7.jpg

hi all :slight_smile: i am a new brush user and i write because a problem i have with zbrush 4 r3: i am unable to use the masking function with alpha and drag rectangle associated. i also can’t use the customizing ui options in the preferences menu… does anyone know what can i do to solve these probelms?

thank you in advance

alberto

Here’s a link to a discussion of ZBrush Vector Displacement in modo on the Luxology forum:
http://forums.luxology.com/discussion/topic.aspx?id=67879