Hello, ZBrushCentral. This is my first post here. I started using Zbrush for the first time properly yesterday and I have ran into some problems.
- Unfortunately, when I first created my model in Maya - the geometry for the base mesh was corrupted between the transfer of the mesh from the Maya 7 on my college’s Macs to the Maya 2008 on my home laptop. I tried to fix this fundamental problem as much as I could without destroying the original mesh (and I thought I had) but the symmetry seems to be complete misaligned. (figure1)
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I seem to have lost the lower subdiv levels of my mesh (I think I deleted them because the program told me to so I could increase it). The model at its lowest setting is still 78000 polys! It crashes Maya I and I need to rig it! I also fundamentally changed some of the mesh while sculpting so my original base mesh doesn’t seem to fit anymore! Is there anything I can do to lower the polycount so I can take it into Maya?
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I want to edit some of the original geometry of the zbrush model like you can in Maya. Is there anyway I can easy do it? (I found that I should have created individual fingers than try to work with a basic palm shape)
I have attached some pictures of the problems and I really hope you can help! I have this project to paint, rig and even animate for the next two weeks and I really need the help! Thank you.
- Sophie