ZBrushCentral

Why does this happen?

I’ve imported a very simple set of one-sided banana tree fronds. After adding a little detail and saving the file out, when I try to open it back up, the objects have all these crazy cobwebs on them. They are all three in the same UV set, have been creased, and everything above the first subdivision level has this problem. Is there any way I can get rid of it, or avoid it in the future?

Which version of ZBrush are you running?

Oh, sorry… I’m using 3.1

I’m going to bump this just once.

when you say saved and opened up do you actually mean that or did you import/export.
have you tried to repeat the error with a single leaf, also with uv’s off.
do errors occur right when you first subdivide. you’re not giving us much to go off of. do some testing.

Well, actually this appears to be evident first when I use Zmapper to create a normal map. But still the geometry looks perfect in the modeling view, even after Zmapper. But when I close the document (saving it out as a tool) and open it back up again, I see this cobweb-like texture over the entire mesh.

Is there a problem using one-sided geometry in Zbrush? These fronds are simple one-side planes (with some vertex editing), made out of quads, and exported out of Max. I did a test where I capped the backs, essentially making them a closed solid form, and I get the same results.

Not sure I know what you mean about turning the UVs off. How do you turn off UV coordinates? Arent they always there?

Something else that might be helpful is that I creased the edges before subdividing, so I could keep the profile of the shape. Would that have anything to do with it? Is it bad if I creased the edges during some subdivisions and uncreased it during further subdivisiions?

to me that looks like you have a lot of triangles in your mesh, but I could be wrong. Zbrush doesn’t like tris

Thanks for the comment, Goats666. But, like I said, the original geometry is three simple planes made out of quads, but I’ll do some more testing to make sure there are no triangles in there.

I tried to do the same thing with some similar geometry (fronds like this), still had the same problem. This may be a total coincidence, but then I noticed that a couple of the UVs were outside the 100% area of the texture (not sure how to say that correctly… they extended past where the texture tiles in the UV mapping). Anyway, I fixed that and didn’t have this problem, but that doesn’t mean that is specifically the solution, it could have been something else. This week I’ll try that on this geometry and see if it helps.