So while working on my second project in Z3 I’ve run into a problem.
I’m using the workaround for merging ztools together. It works, to an extent, but when I reimport them they’re rotated strangely. I use 3DS max 9. Is there any resource that spells out clearly how to make sure your import/export settings for Zbrush mesh (preferably perfectly) with Max?
Also: I heard amongst the various threads that the badly-needed Zapplink, and Zmapper would be coming out on June 1st. It is now June 3rd and these important addons have not been released. Have I missed an official response on this? Is there an ETA?
Due to the overwhelming response to my last question, I’ve decided to ask another one.
Zbrush brushes tend to bleed -through- objects. If you’re using a large brush it will grab the opposite side of the model. This isn’t normally a problem, except when you are using very thin objects. Is there a way to specify that you ONLY want to grab the -top- layer of an object or will I have to spend an irritating amount of time masking out the inside of shirts etc?
Ive seen other people mention flipped geometry/flipped navigation issues in the same breath as Max 9, but I dont know if there is a real issue specifically with this program, or if it could be solved with general user pipeline education. We’d probably need more information, maybe the problematic tool itself (if possible) to be more help.
Your information is not entirely correct. In the “READ THIS FIRST” sticky at the top of the page, the Multidisp plug was announced to be available the week of Jun.1. Interpret that how you will. Zmapp and zAPP were to be available at a “later date”.
IN another thread today, Aurick has said they ran into problems with Multidisp, and they were working as fast as they could.
I’m not entirely sure I’ve understood your problem, but for delicate meshes you can usually hide the backfacing polys pretty easily with the Ctrl-Shift hide marquis, and from there use masking. The easiest way being to mask the area you want to work on, then inverting that mask.
As I understand your question, there is no magic button way to only have Z work with front facing polys without hiding them, that I know of. That might be a nice feature in future versions.
I will check out the Max guide and make sure to post if my problem is resolved (or NOT resolved) by that document.
Multidisp? The -week- of June 1st?
Ah well. I will have to wait.
As to the back facing polygons thing. While I agree that technically one could mask out those backfacing polygons, if one is attempting to do this for a large, complex, organic mesh then one will naturally run into difficulty.
It’s not impossible, just annoyingly time consuming.
Especially considering the easiest way to do that would be to paint the mask on with a brush… but if you do that the mask goes through the mesh and paints the other side as well… which is the original problem. It’s quite irritating.
Well, make sure to hide anything not needed, just to get it out of your way , and make getting to the polys to want easier.
Some complex meshes are more difficult to work with, yes. In such cases, I’d recommend dropping to lower subD levels, isolating the sections you anticipate problems with, and making them into polygroups, so at higher subD levels they can be easily hidden or masked.
Familiairty with how Z selects polys for hiding with the marquis can be helpful too. Read the CTRL-help mousover tip for the “point selection” mode button (now located by default in the trasnform pulldown menu).
My problem stemmed from the fact that I had the “Rotate Model” button NOT pressed. If it’s pressed, then you have no problems. Everything lines up easily.
NP…be sure to pass it on…like I said, Ive seen a number of new Max 9 users post with similar issues, that you are now possesing more understanding of than I.