PDA

View Full Version : Troubles with Saving, Subdividing, Mirroring....Please help! :)


MrPositive
11-24-2005, 08:01 AM
Hi guys
Been playing around with Zbrush on a character but I've ran into some troubles. First off I subdivided to Level 2 and then sculpted for a few hours but when I went to subdivide to Level 3 it gave me an error note: "Must return to a Lower Resolution or Delete Sudvision History". For the life of me I could not figure it out. All I could do was export the .obj file and reimport the mesh. The first time I did this, I was lucky and hit the reconstruct subdivision levels and it somehow figured it out and gave me back all my levels. However, once I tried to go to Level 3 it again gave me the same error. So once again I saved out an .obj and reimported it into Zbrush but this time it wouldn't let me reconstruct the subdivision levels. So I have only 2 levels and I've lost all my low Levels. As well, when I went to start sculpting again I noticed that my mirroring was no longer correct and was off center for some odd reason, which is my biggest concern actually. Any help would be awesome! Thanks.

MrPositive
11-24-2005, 08:19 AM
Whew......Ok I figured it out. I can't believe it but it won't let you subdivide if you have part of the mesh hidden. This was the cause of all my beforementioned issues. So I guess if you run into this, your fix is to just bring everything back to visible. Thanks.

marcus-civis
11-24-2005, 05:14 PM
There's a good reason for it. When parts of the mesh are hidden whatever editing you do only affects the visible mesh. So if you try subdividing a partially hidden mesh that would only partially subdivide the mesh. You can subdivide part of your mesh, but only at the lowest level - which means either switching to the lowest level or deleting the lower levels so the current level becomes the lowest.

If you get that message and you thought no parts of your model were hidden just Ctrl+Shift-click on the empty canvas and the whole of your model will become visible.

EDIT: On loosing symmetry: sometimes when you are editing part of your mesh only it is useful to set the pivot point (S.Pivot button) so that all symmetrical operations are centered on the mesh portion. This can cause the problem you encountered when making the whole mesh visible - the symmetry is off. Just press the Clear Pivot point button (C.Pivot) to restore symmetrical editing.

MrPositive
11-26-2005, 06:03 AM
Hey, even though I was lucky enough to stumble across the solution. I thank your for your help and insight. It's nice to know that there are people around the world that love to help others. I've found that digital artists give back as much as they learn. Thanks goodness for cgtalk!

DiegoFloor
11-26-2005, 07:42 PM
I had a similar doubt (still do). Is there a way to make simmetry work even with hidden parts? its very annoying when youre working on very fine and small details on the eye, and when you unhide the rest of the model, the other eye have no change at all....

pnoland
11-26-2005, 07:49 PM
I don't believe there is a way to use symmetry with hidden areas. You have to have both sides of the model you're detailing visible in order for symmetry to be effective. I just ctrl+shift click the areas I'm really wanting to get down and detailed with. If it's a small area it won't have a large effect on your ram so you should still have the same control over the details.

DiegoFloor
11-26-2005, 08:09 PM
hmmm.. too bad then :hmm:
but thanks anyway :D

jramauri
11-26-2005, 09:00 PM
You can't use symetry on hidden geometry, but after you finish your work on left side, for example, you can always mask the left half of character, and use the "ReSym" button, under Tools>Deformation. After that your model will be fine. It's good to use this in all levels, to ensure total symetry. I hope it helps!

marcus-civis
11-27-2005, 07:11 AM
Yes, that's the way to do it, although I would use the Smart Resym button. You can add details to one side of your model in Projection Master if you want, then duplicate them on the other using Smart Resym. The only rules you must follow are that your model must have originally been built symmetrically and you mustn't add or take away vertices. As said, starting at the lowest level and resymming all the levels is a good idea. Remember to mask the side you've detailed before doing the resym.

CGTalk Moderation
11-27-2005, 07:11 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.