View Full Version : Symetry???
So I'm giving the free trial of ZBrush a try but I'm running into all kinds of wierd behavior from this program. Is ZBrush intentionally buggy or am I just not having any luck with 3D apps in general?? :cry:
Here's an example: I'm starting off with making a ZSphereman and made it through the thing pretty well. I have the entire figure there and everything mirrored just fine with the major appendages. However, once I started working on fingers and toes ZBrush decided to get all buggy on me and as a result I now have misshapen right hand and foot on my base mesh that I was going to begin sculpting on.
Is there a way to fix this at this point or should I just go ahead and sculpt one side and Smart ReSym the thing later? I tried Smart ReSym at this point but it doesn't do a thing. Any help would be appreciated.
04-28-2009, 09:21 PM
Did u mask off half off the character before u did the smart resym?
At this early stage id consider going back to start.
Its weird that this happened. Did u have parts of the mesh hidden while sculpting?
You always need the symmetric areas u want to sculpt on to be visible and not masked out
Yes, I masked off the area before trying the Smart ReSym and while I was creating my ZSphere man I had all parts visible. I did reload a prior save state to see if I could correct it, but each time I started adding the ZSpheres for fingers or toes it began doing odd things that threw off the sym (missing joints or moving to weird locations).
This is as close as I can get it and I don't think I'll bother. If I can get half of the model correct I can always remove the offending part and mirror the geometry after I've exported to obj format and opened with XSI. Still, it's rather odd error. I was just wondering if anyone else has experienced this.
Oddly, it seems to be just the middle digits.
04-29-2009, 12:54 AM
what i usually do is work on the very base of the model using zspheres but i leave the fingers out of the equation. i add fingers outside zbrush and then once i have the base form finalized i delete one half, make sure that the center is dead on origin ( X=0 ), mirror the model, and go back into Z to do the rest. this gives me a fool proof model to work with.
04-29-2009, 03:11 AM
after i make a model with zspheres i usuall import it into maya to fix the symmetry... watch my vid if u want to see how i make fingers with zspheres http://www.youtube.com/watch?v=knHFFLyjhzY
04-29-2009, 03:11 AM
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