Crossposting from ZBrush Central, c'mon Polycount, show me your moves!
I can't be the only person who's noticed that Zbrush has some real issues with scale. When made at default unreal scale (16 maya cm = 1 unreal foot) my models are enormous in zbrush. This wouldn't be a problem, except that so many of zbrush's tools are based off of it's own internal scale, instead of the scale of the mesh. So when I GoZ a model from maya to Zbrush, the deformation tools, surface noise, transpose, dynamesh, and even some brushes control very poorly - or are completely unusable. What I noticed, though, is that this DOESN'T happen if I export an obj from maya, and then import the obj into zbrush. It only happens when I use GoZ. This is an incredible impediment to working with GoZ - which sucks, since GoZ is an amazing time-saver.
Are there any fixes / do the developers know this is a problem? I haven't found anything from googling the problem except really kludgy solutions (mostly rescaling the model in zbrush). Please tell me there's another way.
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This might be helpful
sorry for bumping an old thread