ZBrushCentral

Radial symmetry sculpting is NOT true radial

Hey all,

I am trying to sculpt some vases / goblets using radial symmetry. When I try to sculpt I notice that the result is not perfectly revolved around center, part of the model with droop or raise up and be off axis.

Does anyone know why this might be? Here are the steps I am doing:

  1. Cylinder3D
  2. Activate Symmetry
  3. Radial Symmetry
  4. high radial count
  5. move brush
  6. turn into polymesh
  7. shift-rotate object to correct view
  8. sculpt.

Could anyone give me some more detailed pointers?

cheers,

haus

The problem is most likely your radial count. Unless you have so many polygons that it doesn’t matter, you will want the radial count to match or be a multiple of the number of points around the circumference that you’re sculpting. If this isn’t the case, then some points (those that are getting directly hit by one of the editing dots) will get more effect than others (those that an editing dot is floating near, and so aren’t getting the full effect of the edit).

For example, if you have a model that has 36 points around, that’s one point every 10 degrees. But if you set a radial count of 100, you’re getting editing dots every 3.6 degrees. Only a small number of the editing dots will directly hit the model’s points at any given time, and your sculpt will lose its symmetry.

What do you mean by “points”? Points = polygons? It looks like my model does not have enough polygons, and I was trying to sculpt the model without first dividing it much…?

Polygons are made up of points. Four points per quad. When you work with ZBrush you are not manipulating polygons. You’re manipulating the points that those polygons are stretched between.

While you sculpt, a red dot will attempt to snap to the closest point. This shows you the point that will actually be affected by your edit. In the case of radial symmetry, you have a bunch of red dots. Your problem is that the number of red dots (which is set by your radial count) does not match the number of points around the circumference of the model. So some red dots are able to snap to points, and others are floating uselessly over polygons.