Is there a way to scale up/unify multiple subtools without merging them? I tried to apply surface noise to my model and it gave me weird results (uneven distribution and weird flow), and it turns out that the model was too small for zbrush’s surface noise to apply properly. Unify fixes it (object is scaled up), but as this is part of my character, I cannot just unify each subtool on its own, since the position of the subtools will get screwed up.
I have tried using Transpose Master, going from TPoseMesh>Unify>(TPose>Sub) but that screws up the mesh really badly (tried this on a low poly object with the same result). Up-dividing after TPose>Sub:
I did some search on the web and found that the older version of zbrush had an option under import/export (unify scale or something similar to that) which would scale/unify the object imported into zbrush, and then re-scale it back to the original size when exporting, but that feature seems to have been removed/changed.
zplugin.transpose master.Tpose Mesh (big left button)
tool.deformations.unify.
zplugin.transpose master.Pose to Mesh (big right button).
I’m not sure on the transpose master button names, but they are the only big ones.
Also, why does the scale of the object you’re sculpting on matter? If you’re making a character and you mentioned importing the model, then just export out your maps and apply them to the object in your other application. The scale of them in Zbrush doesn’t matter really.
Yes those are the buttons I used, but it screws up the high poly details.
The scale does matter because I am trying to make use of Noisemaker to generate details.
All 3 heads used the default Noisemaker with 3 Scale. You can clearly see that the original head’s noise is all messed up compared to the scaled/unified heads. This affects Dynamesh as well, because on an overly large object, no matter how low res you input for the dynamesh, the density does not change, yet this works perfectly on other objects. How can this be the case if the scale does not matter?
Scale doesn’t matter at all, isn’t what I said. I said scale doesn’t matter except in your final output.
You can scale, adjust, move do whatever you want to a mesh inside of zbrush if all you want to do is get maps out of it. An object that is 1m vs 100m doesn’t matter if all you want are maps, you’re just going to export them, and not the mesh.
So what I am saying is scale your objects to whatever you need them to be so Zbrush will read them correctly for the functions you wish you do. Export out all of your maps as you normally would, and apply them to your object(s) inside of your other 3D applicationl.
Sidenote. Did you perform the unify function on all of the objects individually, or apply the unify function to a mesh that is inside of transpose master?
The main reason I even mention scaling of multiple subtools to begin with was because the position of the objects would not hold if I were to just unify each of them individually. I have also done up a lower polygon version of the model for normal map baking, so I would have to scale down the low-poly model as well as the sculpted version, the problem being that this would be a very inefficient method of doing things, which is why I was looking for a more efficient solution than what I have available.
No, as I’ve stated previously I had attempted to use TPoseMesh>Unify>[TPose>Sub] to scale my entire character (not unify individually), but apparently Zbrush has problems with scaling (not just unify) that will screw up if you do not do it on the highest sub-D. There was no way I could have done this on the highest sub-D, considering the 100s of millions of polygons involved (66 subtools, go figure).
The only solution to this that I have found thus far, is to manually use Deformation>Size (x3) to scale down each indivudual subtool, since the scaling is done towards a common point (world axis) rather than unify’s fit to grid (which causes each individual unified object to be of different scale and obviously off-position).
This is also why I was asking if the old zbrush’s import/export unify was available as some other renamed function, because it would completely solve the problems that I am having [unifies/scale the object imported (goZ) into zbrush, then un-unifies/scale back to the original on export(goZ)]. If this function is gone for good then I will have to tailor my future projects to zbrush’s scale rather than the ones required on the project, because it will be a far less painful experience to scale the completed model (game model in this case) compared to scaling the sculpted model in zbrush just to make use of certain key features.