ZBrushCentral

using transpose master

Hi I am trying to pose 2 insects in the same scene. Firstly wants the best way to get to models into one scene each model has 5 sub tools. my other issue is giving me some major headaches. I have a model of a spider with 5 sub tools i go into transpose master pose my spider then come out of transpose master where it says the topology has changed , all i have done is mask and move the spider into position, i say ok and the model explodes. The polly paint goes wrong and the model falls apart. I really could do with some advice here please. here are a few pics of what happened.

I am really struggling to get key head round what is happening here, advice please.

Attachments

spider-good-1.jpg

spider-bad3.jpg

spider-bad1.jpg

spider-good-2.jpg

There’s a new version of Transpose Master (for R3 only) available in the Download Center which may help with the problems you are having. Some complex models, particularly those that used Dynamesh, can give errors and the new release addresses some of these.

For posing two models in the same scene, if you want to use BPR then you will have to combine them into a single ztool. The simplest way to do this is to use the SubTool Master plugin Multi Append option and select the second model from a ZTL file saved to disk. All the subtools will be appended automatically.

Thanks for the great help you gave i am downloading the new version now, can i ask is it ok to pose the model once its been pollypainted as this seemed to get really badly corrupted when using the transpose master. I am pretty new to this. I don’t need to set UVs and then a texture map or anything if I am just creating models for renders form zbrush do I? thanks agin for your help.

Transpose Master should not affect polypaint - if it does then something is going wrong. And you don’t need to worry about UVs and texture maps if you are using ZBrush for rendering.

Thanks again for your answers one last question before i go off and try and render my scene ant against spider. The way I am working as i am self taught is to make use spheres then create the pollymesh from this then use dynamesh to move everything around and get the right anatomy, next come out of dymna mesh and sub divide. The only problem i have is that the model is always at really high pollycount and will not reconstruct the sub divisions so I can make changes at this level. Am i doing this right or is this just a draw back in using dynamesh, thanks for helping me out, I love zbrush and trying hard to get to grips with all of it there tare so many different parts to creating a model from start to finish.

Thanks.

There’s no particular need to have a low resolution base mesh if you are staying in ZBrush and your system can handle it, although some things, such as ZSphere rigging, do not work well with too many polygons. With your workflow you could use Decimation Master to reduce the polygon count after using Dynamesh (and before subdividing). But there’s no ‘right’ way. Different needs have different requirements so just experiment to find what works for you.