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Subtools Scaling and Sides [Answered]

Hi guys. Since my last queries, I’ve been attempting to tackle a proper character model of my own. Unfortunately I’ve hit a snag that I cannot find an answer to. It’s one that’s likely been addressed before on these forums. Perhaps I haven’t searched for the right keywords when looking for a solution.

Explanation

My issue is to do with subtools. I know that when you import a object with numerous elements from another package, in this case 3DMax, Zbrush splits them up into various individual, different coloured subtools. This was my first attempt at a character though, so I wanted to construct a base mesh first. I did and I imported the low detailed mesh into Zbrush and drew in some details at subdivision level 5. I then built my other elements around this shape in Max. One such element was a cloak and hood that goes over the head. I imported it into Zbrush separately in a fresh document and started to sculpt in the details on subdivision 5.

http://www.rpg-palace.com/inquisitor/1.png
http://www.rpg-palace.com/inquisitor/2.png

The Problem

I now want to get these two objects onto the same document/tool as subtools like how this appears…

…so that I can see how my sculpted cloak fits around the body. I followed http://www.pixologic.com/docs/index.php/Working_with_Multiple_Objects for instructions:


  1. Select the Tool: Polymesh tool. This is a star shaped polygon object.

  2. Import the new part. Press Tool: Import and navigate to the part you want to add to the model. This will bring it in as a separate model for now.
  3. Equalize the levels of resolution. Divide the new part so that it has the same number of resolution levels as the existing mesh.
  4. Re-select your original model from the Tool palette.
  5. Add the new part to the existing model. Press Tool: Geometry: InsertMesh and choose the new part from the pop-up window.

At times I couldn’t get it to work, but on the few times it did, I had this result!
http://www.rpg-palace.com/inquisitor/3.png

The cloak is twice the size of the man, and I can’t figure out why. The FAQ never prepared me for this problem and I cannot understand why it has occured. At no point during the sculpting of of the cloak did I willingly scale the object (I used the scale button, but that’s just affects the canvas, right?). Do any of you know why this has occured and how I can avoid the bizarre scale difference? When I first load up my base mesh and draw it onto the canvas, is there something special I need to do to make sure it’s the “right size”?

Things to note are:

  • If I export both of these objects as OBJs and then import them into Max, they’re both suitably scaled, although out of position.
  • I can scale with the transpose tool, but I don’t consider it an ideal solution, that just seems like a bad fix.

Can anybody share any insight on why the cloak is so big? Any help would be appreciated. Also, is it bad practice to work this way? Should I have created all of the low polygon pieces in Max first and then imported them all as one single object?

Two quick additional questions:

  • If I have a number of subtools, how do I make them identifiable individual colours?
  • On my cloak model, the cape down the back would theoretically be 2 sided polygons, but Zbrush only shows the one side keeping the backface invisible. Can these be shown on both sides in Zbrush?

Attachments

400px-Autogroups.jpg

A. ZBrush needs objects to be a certain scale for the sculpting brushes to work properly. ZBrush will therefore often change the scale of objects on import but the scale and offset values are set in the Tool>Export menu so that when you export your model it is re-scaled correctly. However, if you import objects separately into ZBrush then ZBrush has no way of knowing they ‘belong together’ and it is quite likely that they will be scaled differently. You can avoid this by:

  1. Import your main model into ZBrush. This will become your top subtool.
  2. Click Tool>SubTool>Append and choose the Polymesh3D Star from the pop-up.
  3. Make sure the Star is the selected subtool in the SubTool list.
  4. Press Tool>Import and choose the next mesh. It will replace the star in the subtool list and be correctly scaled.

B. If you want to see your subtools in separate colors then you will need to fill them with color:

  1. Select a subtool in the list.
  2. Select a color.
  3. Make sure the Draw>RGB button is ON.
  4. Press Color>Fill Object.

If you want to see the polyframe colors for all subtools then switch on polyframes (Shift+F) and do a BPR render.

C. To see both sides of an open model turn on Tool>Display Properties>Double.

Excellent answers, Marcus. Thanks for taking the time to provide such thorough step by step answers. All spot on.