ZBrushCentral

strange behavior when opening ztl model

So I started using Z3 a few weeks ago and I keep having a reccuring issue, it’s happened three times now within the last week. When I load one of the models (a .ztl file) that I’ve been working on, Z3 loads it as a 2D object, so, at that point I hit the Make PolyMesh 3D button, but then, I lose all the subdivision levels. Also, when I try and load it from the most recent list, its opens like it normaly should, and with all the levels intact, but then there is a mystery arm sticking out from the left of the canvas!
What I’ve been doing in the meantime is first importing the base mesh obj and then loading the zbrush model to get it to work.
I’ve only been seriously using Zbrush 2 for several months now, and just recently Z3, but never had this issue until using Z3. Am I doing something wrong or just overlooking something? Any help would be greatly appreciated.
Another problem I’m having is importing an edited base mesh, when I up-res to level 2 or 3 the model explodes. Right now I’m looking into the fbx converter. This is another issue I never had in Zbrush 2. Seems like Z3 is quit buggy.

Illustrations would really help in this situation. What do you mean about it loading as a 2D object? Is it all flattened, and no matter what direction you rotate it, the model remains flattened on the canvas? If so, then the problem is the Draw settings that you have before drawing the model on the canvas. Load the model into the Tool palette, make sure that Rgb Intensity and Z Intensity are both at 100 with Mrgb and Zadd turned on, and then draw the model on the canvas.

As for your second issue, try selecting the Polymesh3D tool and then importing the edited version of your model. Now export that as a new OBJ file. Then select the multi-res model and load the new OBJ into level 1. Assuming that your problem is not being caused by the points having been reordered by whatever you did in your other app, this should resolve the problem.

Hey aurick,

Last nite someone from CGSociety helped me out with my first problem. Seems that my Z3 is defaulting to the dot stroke instead of the drag stroke when opening the model. Never had that issue before so I guess I overlooked the very, very obvious. I still have no idea why that arm is there when opening the model from the most recent list.

As for the second issue, your suggestion sounds like might work. As soon as I get home from work I will try that out. The only thing I did to edit the model in Maya was to move a few vertices. My understanding is that the only time this won’t work is when the actual poly count or UVs have been changed.

Thanks for your help. I’ll let you know if it works or not.

Wow, it takes forever for a post/reply to get uploaded on this site! It’s been 9 hours now and my last reply hasn’t been posted yet!
Anyway, your suggestion didn’t work. I had my fingers crossed and everything. I’m guessing that Maya is the problem. Maya must be reording the points somehow, like you said. Strange, I’ve never had that problem before. I will look into it tonite.

As for the other issue with the mysterious arm, someone suggested that I hit unify. I did it and now I’m even more confused. When I load the model from the most recent list the mysterious arm is still there and when I hit unify nothing happens. When I load the model the normal way, using the load tool menu, the arm is not there, like I said before, but when I hit unify this is what happens: check out before and after jpegs

Attachments

before.jpg

after.jpg

Was out of town for awhile but was able to try some stuff out and see if it would fix my issues.
Seems that clearing the mask before hitting unify took care of the gnarly looking deformation issue. I still have no idea how it happened or why.
As far as the exploding model goes, this happens when exporting/importing between Zbrush and Maya and it’s not set up right. Before you import your .OBJ (from Zbrush to be edited) into Maya, you must first open up the Import Options menu and change the File Type from Best Guess to OBJ. Then change Create Multiple Objects from True to False. If you don’t do this it changes the vertex order, or something like that. I remember making those settings awhile back but must’ve been reset.
Now I can get back to the fun stuff!

Well, this has nothing to do with the original issues other than it has to do with one of the original models that I had an issue with. Seems that another problem has come up and I might as well throw this one in.

I noticed, while editing my model on the lowest subdivision, that the points didn’t line up when using mirror symmetry. In other words, one of the points, the left point for example, didn’t fall on a vertex when the right point did.

I’m at work so I can’t put up a screenshot at the moment. I tried unify, smart resym, and resym, nothing worked. The only thing I can think of is importing the highest subdivision back into Maya, deleting half of the faces, try and get it lined up and centered (as it’s off on the X, Y, and Z axis), mirror it, export back into Zbrush, and re-construct the lower sub-divisions. Do I have any other options someone might know of?