ZBrushCentral

zbrush 3.1 or 3.5 retopology

Hey guys, I hope somebody can help me out with this one. I have tried every trick I can think of and nothing works…

I retopologized a mesh with great sculpting but lousy topology. I have completed the process and whatever I do the obj’s normals are reversed. I have reversed them in Maya or exported with reverse uv option, laid out uvs in Road Kill, reimported into Maya, and imported into zbrush, and I either crash or the mesh reorganizes itself into the mesh with no uvs and reversed normals.

Any suggestions?

tool>display>flip.
that will flip your normals.

I tried that. I crash.

what level are you trying to flip the mesh at?
when flipping normals you should always only have 1 subD level and it should be the lowest.

once you flip the normals you can subD the mesh and use a project all on it to transfer from one mesh to the other.

I actually solved the issue by accident. Everytime I tried to flip it Zbrush would crash and yes I had it on the lowest level.

I was experimenting with projection master and when I picked up the mesh it looked inside out which it had not before. Zbrush then allowed me to flip it.

Thanks for all your help.

not a problem.

if you go to
tool>display>double
and deactivate it it won’t show you the backfaces of your geometry which will allow you to easily determine the normal direction of your polygons