ZBrushCentral

Unable to manipulate imported topology

I’ve sculpted up a high poly model, exported it’s lowest div and then reimported it to use at the beginnings of a retopo. Problem is that once it’s added to the zsphere the vertices don’t appear to be alterable - I can’t move or delete the verts on the imported mesh. New geometry can be added but then it also becomes imobile and undeletable.

It’s probably a simple fix, but I couldn’t see any obvious answers on a quick perusal of the forum.

Cheers.

Jackablade

I am not having any issue in 3.5. Are you using this version? You also do not need to export then import as well. Try these steps


  1. Have your tool loaded
  2. Select a ZSphere and load it on the canvas in edit mode.
  3. Go to rigging and select your mesh at the highest level
  4. Now switch your tool to the sculpt and drop it to the lowest level
  5. Go back to the ZSphere tool
  6. Under Topology click on Select Topo and select the sculpt mesh that is now on the lowest level
  7. It will pop in over the sculpt and now if you click Edit Topology you can change everything up.

Hope that helps. :slight_smile:

Paul

How odd. That should theoretically work in exactly the same fashion as exporting then reimporting the base mesh but your method appears to work.

Tah.

Actually it’s still acting oddly. I can move and delete geometry as much as I like now, but when I draw new geometry about half the time new edges aren’t joined to the geometry. I wind up with two seperate vertices sitting on top of eachother. I’ve haven’t seen this happen when working with a scratch built retopo.

We’re still working with ZBrush 3.1 here. Maybe I’ll try to coax the boss man to upgrade us.

Try this:

After you do all gabo1991 said, (you are in Edit topo mode):

ctrl + shift + LMB anywere on canvas. (like you whant to unhide somthing that was hidden). Sometimes it “unhides” some nodes and works for me.