I selected a noise maker from light box, used the curve to get the look I wanted, and hit apply. As you can see its all fucked up. I have no idea what is happening, and couldn't find anything online, but does anybody know a solution?
Basic info. I am using 4R4, I exported the mesh from maya with UVs into zbrush, it has about 400k polys, and have done nothing out of the ordinary.
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Let us hope Pixologic will fix this problem in future updates.
Store a morph target at your lowest subdivision level. Go up to the highest subD level then apply the noise. Go back down to the lowest level, then hit "switch" in the morph target rollout. That should restore the mesh to its original size without the bloating, but preserve (most of) the high frequency detail.
Is it possible to bake Zbrush material into texture map? I've seen this video http://www.youtube.com/watch?annotation_id=annotation_270326&feature=iv&src_vid=aJj4sLtp9tA&v=tkn6qwQi578, but its not about my issue.
I have model with UVs. Having Started texturing I applied a material, them tweaked. When I bake this polypaint to texture (I prefer xNormal) only tweaked things are visible, material is invisible.
Hence, is it possible to do this or I have to paint material by all means?
This the best solution, because if a mesh has nice curvy lines & surfaces I don't want to break their continuity, only on surfaces away from the sides.
Also Spray sculpting the mask with FormSoft brush allows varied intensity along the model, which a simple Apply to Surface would not be able to achieve even if the noise function would work properly.
i just ran into the same problem, and i tried to scale my mesh a lot (either with E or the deformation tab) reduces that "blob" effect until gone !!
But the problem is, the mash scales, but not the noise, and as i already had a noise size of 512, i could not scale it more Is there a way to overpass a scale of 512?
Thanks you
I ran into this issue and for me the best solution is to make sure the curve (within the noise maker) is set to zero (or mid) so it only pushes out the actual noise part. the same concept if you think of displacement maps, you need to specify mid 0.5 in some renders so I assume this is what pixologic's thinking was.
The ballooning is next to nothing then!