ZBrushCentral

Z brush modelling axis limitation problem

Hi, Im trying to model from a poly-plane in Zbrush so I can create a normal map for a tileable rock texture.

I have turned off Transform>Modifiers>Xyz and changed the switches next to it so that only Z is active to clamp all editing to the Z axis, so it will be impossible to move points in the XY directions. This has enabled me to keep my poly-planes edge completely square. The problem is that I am working with a pre-made diffuse texture and when I switch the texture on which is mapped texture>UVP, it means I can no longer model with Zadd or Zsubtract. Any ideas, this seamed to be the ideal workflow to create base normal maps for tileable organic surfaces that I could enhance with smaller details in Crazy Bump. Any ideas?

Also when I subdivide the poly-plane the edges round off which is less than ideal. Am I approaching this from the right angle? Is there a better approach?

To prevent the plane from smoothing when divided, try pressing Tool>Geometry>Crease before you divide. The corners will still smooth a tiny bit, but not nearly as much.

Regarding the other issue, try converting your texture to polypaint before you begin the sculpting.

to totally remove any smoothing around the edges, you can turn off “smt” in the geo panel before you divide as well.

Wow what a quick reply! Great, that sorts out the corners, any ideas about modelling when a texture is applied and I have the axis limitations on?

Have you tried converting the texture to polypaint?