ZBrushCentral

zbrush/maya workflow

I have been working a couple of months with Zbrush now and I have encountered some issues I need input on. I would like to hear from you how your workflow is. So far I have based the models on base meshes from maya and taken these into Zbrush. Here I have sculpted the models, but I have not sculpted things like the inside of the mouth etc. I have built this as separate object (gums, teeth, tongue ) The ear- and nose canals are also modeled in maya after the sculpt.

1) Scale. When going back and forth between Maya and Zbrush I have had some issues with the scale. If you model, say a door, and it turns out to be in the wrong scale (1/1 while it should be 1/10 or the other way around) and you scale it in maya to fit the new scale it causes some issues. You freeze the transforms in Maya, but Zbrush you freeze them. If you import this obj into ZB and check the export values, they are not 1, 0, 0, 0 as I would expect. They're pretty much random looking (even though there is probably an explanation for the numbers) Is there a workflow where this will not be an issue? I know ZB is "helping" out by remembering this, but if you lose the export settings (e.g. during decimation) you're screwed. And also, is ZBrush dealing with another mindset scale wise? Couse shouldn't the scale value turn into 0.1 instead of 0.00324345 or something which it often does? If I have a tool already and re-import it at a new scale I understand that there is an offset, but if I import it clean I still don't end up with 1,0,0,0. Also, there is always an x-, y- and z-Offset. Is this caused by the scale? Because it's not moved in maya at all, just scaled. Is there an actual log or file on disk where I can see how the values are stored? This is also an issue when I retopologize. I am basing the retopo work on the highrez sculpt so the volume on this should be consistent. However, when I import the new mesh into ZB, it is usually off scale again. I am using Topogun for retopo, but I have seen others having the same issues using 3d coat. So what I was thinking is that I have to be doing something wrong. Is it the way I import objs? When I am sculpting and I need to import a model I would like to just directly append it to my tool palette, but I'm not sure this is possible. I know you can replace subtools by selecting one and hit import, but I want to append, not replace so therefore I import it separately. The add option for import also adds the imported obj to the current tool, not appending. What I usually then do is click PolySphere_1 and click import. This will replace the sphere with the model. Is importing like this causing any issues since it's replacing a sphere? Does it have any impact at all or is it in fact NOT replacing the sphere, but simply doing a regular import based on nothing, just the obj itself? If so this should not be it... For me as a modeler this is very unfortunate because I waste people's time. Riggers will have to re-rig because I have to scale stuff up and down and I can't really guarantee them that the scale will be 100% the same throughout the project. I haven't tested how this works when working with ZSpheres. Either there is something wrong between base-sculpt or it's between sculpt-retopo or retopo-detailing. I'm trying to figure out where I go wrong. If I have time I'll try out the Zspheres setup and see if I get the same result. If not, I need to look closer at the base mesh export. 2) Adding Geo. When I add geometry to the models it causes some issues when I want to re-project the details back on. Say I have a detailed head and I do a retopo on it and at the same time add canals and inside the mouth, inside of the neck. If I add this there is suddenly more geo for ZB to handle. The way I have been doing it now is to mask out the new mesh and re-project on the rest of the head. Is this the way you guys do it as well? Or are you actually sculpting the ear canals and similar areas that extrudes into the head? I haven't had time to sit down and do some really thorough tests on import/export/scale setups, but I thought it would be good to address the issue with other industry professionals or hobbyists that knows how to deal with this pipeline wise. As I said earlier, it is not good enough that the sculptor is halting the rest of the staff because he/she does not know the software. Therefore I would like to figure out what I have been doing wrong and make sure the next project doesn't suffer from it... Any input is greatly appreciated! -M

I’m sorry, I just noticed this was posted in the wrong section forums. Could an admin please move it?

I’m having the exact same issue with the scale.

What i did tho. I opened one of the older files, and looked at the scale of my subtool/object, as well as the offsets. and copied this into the export window of a new subtool.

But, they still dont really match, there’s a difference of 0.000XX, or something. Hopefully someone else may answer this question.

Working on it. I’m in dialogue with Pixologic on the subject. We’re getting close :slight_smile: