ZBrushCentral

Transpose Symmetry

Instead of setting the Layer slider to 0, switch off its visibility (click on the eye icon). That should avoid the problems you are having.

That sounds like something that might work !

I hope we’ll get some fixes soon though.

OBut trying to sculpt all detail at a set resolution is painful, it’s hard to adjust both fine and rough details with a layer. Layers need to be multi-res like the mesh.

I thought the thing about Z3 was the improved non-linear workflow, and yet here we are again, at 6+ step workflows to emulate something that is apparently somewhat easier to do in Mudbox (sym sculpt on asym mesh). <:)

I do hope there are some more releases in the pipe, as some parts of Z3 are solid, and others seem a little rough in a conception.

Any workarounds for posing subtools w/o resorting to inserting meshes?

Okay, I just checked… So once I add a layer at one res level to a mesh, I can’t add another level at a different res level of the mesh? That seems awful restrictive.

You can sculpt a layer AT ANY LEVEL !

Duh! So the best method is:

  1. Create your standard default pose.

  2. Create a detail Layer (or Layers). This can be at any subdivison level but new Layers can only be created or turned on and off at the same level. Give the Layers names to avoid confusion.

  3. Move up and down the subdivision levels, detailing your model.

  4. When you’re ready to pose your model switch to the subdivision level where you created your Layers. Create a new Layer for the pose, naming it.

  5. Switch to the lowest level and pose.

  6. To return to symmetrical sculpting, switch off the Pose layer and work on a sulpting layer.

  7. Create other pose layers as needed.

So layers affect / can be sculpted at any level, but only turned off / on at the level they were created at?

Why is that? If they affect every level, they should be turned off /on at any level of detail. Again, why the weird restriction?

yep, thay can be sculpted at any level, but turned on and off ONLY at the level thay were created. I think it is a tech restriction…

so guys, i got it to work and it works perfect for me. base mesh dont need a layer, then add a layer, pose your figure and turn off the layer. the old t-pose character shows up. you can now work on it and switch to your posed character.

now i would add another layer, turning off symmetry and work just on the parts that are relevant to the pose (muscles, folds etc)

guys, i wish i could say this is it… but it doesn’t seem to be…

i was following every step marcus outlined but i still don’t think it’s the solution- please take a look at this video[4.5mb]

it illustrates the problem i’m having with this method… i know that i should make those spikes before posing but then this is not real transpose symmetry- it’s only an approximation that doesn’t work in more extreme cases and it distorts sculpt to lesser extent in case of less extreme poses…

if i have rotated body 180 degrees (well aware it’s impossible :slight_smile: ) spikes would have changed direction completely…

if i’m doing something wrong, i’d really appreciate if someone pointed out my error…

looking fwd to your comments

yep, i tried it and got the same problem. it seems you cant use snakehook brush before you pose the figure.

it’s not snakehook brush- it’s tweak brush, but exactly the same thing happens if i use only standard brush… i’ve just tried it and got the same problem

this only means this method deforms the mesh in non desirable way…

i just did a quick test: added a layer on a mesh’s base subD level, sculpted some big lumps, popped up to a much higher subD level and sculpted some little lumps, returned to the base subD to turn layer visibility off, large lumps disappeared but little lumps were still visible when i returned to the higher subD.

so…am i missing something? seems like you can create a layer and sculpt at any level, but you’re brush strokes aren’t contained on that layer unless you are sculpting the layer at the subD on which it was created…(hope that makes sense).

so, technically, you aren’t really sculpting a layer at any level…right?

I think you can sculpt a layer at any level, it’s just that any sculpting you do on a SDiv level on top of the level where you created a layer will not be stored in the layer.

So if you create a layer at your highest level, you should be allright most of the time. It’s just when you want to add another SDiv level you’re in trouble.

What you could do as a workaround is to add another level, export the tool at its highest level as an obj, go back to SDiv level 1, delete all the higher levels then 1, Sdiv the tool again with as many levels as you wanted, create a layer and import the obj again.

it’s a bit of a hastle if you have a lot of layers though.

Is there any further word on this? From the description it really doesnt sound like something thats supposed to require some convoluted Layer setup like those described in this thread…it makes no mention of layers at all. It really sounds like this is something thats supposed to be its own self contained “magic button” feature.

Was this a feature that didnt make it in to the final version? Something we can look forward to?

i would be content even with convoluted layer setup… if it worked

so yeah… any word on this would be much appreciated…

While they’re working on it, a nice feature to add would be the ability to apply the transpose history of a base mesh to any of it’s subtools. That way, any armor or costume piece created in the unposed layer will automatically fit the posed layer.

Alph

there are solutions for this… look in other threads… i’m sure i’ve seen it

somebody also mentioned ‘group’ being developed - so you can transpose complete object with it’s sub tools at once

Well, here are 3 squares next to the eye on the subtoos that don’t do anything right now. So I hope they do fix this. :slight_smile: Grouping would be very nice.

ill also have this problem , i hope pixologic will do something about this. :cry:

From the looks of the video you posted, you’re not following marcus’s procedures exactly.

Create your base mesh, create your sculpt layer, sculpt some stuff (in the sculpt layer), create your pose layer (pose the dude), then add more sculpt layers (sculpt away). Don’t touch your base mesh.