ZBrushCentral

Quick masking doesnt work with big meshes? Is there any fix?

I have a basic human mesh scaled at 4 feet (in centimeters) in maya. For some reason I cannot use the quick masking tool (Ctrl + drag transpose) on meshes around that size. If I shrink it down via uniform it works fine but then I can never sculpt the size id like.

So is there a fix for this? Some sort of setting? Interestingly enough when I hold CTRL and begin to drag the transpose line it selects the polygroup as if I have mask by polygroups all the way up.

Any help would be great.

Just an update. This only happens when activate symmetry is enabled. If I turn it off CTRL + transpose dragging works fine.

I have a feeling it could be something with the camera? Im not sure.

Ive been doin some tests and thus far it seems that it only happens with symmetry enabled. It also seems to mask correctly if i keep switching brush to transpose but sometimes, I cant pinpoint it.

ZBrush has an ‘ideal scale’ it likes to work at. You could try Deformation unify and see if it works any better.

Deformation unify definitely works, I think i forgot to put that in my op. Its just that I usually sculpt from base’s made in maya and i size them up properly before hand.

Haveing to unify would mean I would need to sculpt, bake, and goz with a very small mesh. Its not bad in zbrush, but in maya the viewport hates little meshes.

On my old windows 8 installation I never had this problem. When I switched to windows 7, everything is fine except this… either its related to os or not I have no idea. Im thinking of reinstalling but I really wanted to make sure what im dealing with.

ZBrush likes models to be a certain size in order for the brushes etc. to work well. If you import an OBJ then ZBrush will autoscale on import and again on export (based on the Tool>Export settings). But GoZ doesn’t use the autoscale which is why the model is too large in ZBrush. You can get GoZ to respect scaling in both ZBrush and your other app like this:

Export the model out of your other 3d software first and then use GoZ between them.

  1. Save or Export the model at actual size into an .obj file in separate 3d package.
  2. In Zbrush import the model.
  3. GoZ from Zbrush back to original 3d software.

Once you do these steps you should be able to GoZ back and forth between Zbrush and your other software without any issues.

On import the model is scaled to be within Zbrush’s ideal unit range of work (approximately 2x2). The settings are saved in the Tool->Export section. When GoZ out of Zbrush the model is scaled according to its scale settings back to its original size. When you GoZ back into Zbrush it replaces the named subtool, which should already have the correct scaling options.

The above is from MentalFrog’s explanation of ZBrush scale which is worth reading here:
http://www.zbrushcentral.com/showthread.php?168239-Scaling-Issues-%28GoZ-Blender-Max-etc-%29-Solution-and-explanation

Sadly that does not work. A 5 foot mesh exported as an obj, then imported into zbrush, then using goz does not work.
Quick masking on meshs like that only works without symmetry enabled.