So I have this object I am trying to xfer over to Zbrush from Maya and I keep getting some weird issues with my particular piece. I am working on learning Zbrush via a semi completed piece in Maya. This is my piece in Maya.
As you can see, in Zbrush they break. Also the bottom portion that wraps around the base of the handle is Missing for some odd reason as well. (Still new to the 3D thing) but I am not sure how to propose a fix or what not. So any help to a potential solution is welcome!
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You can find a lot of info on the bold terms above on Google to help you understand what it is and how to avoid/fix it.
If you are still quite new to 3D in general, I would recommend practicing how to make models with a solid mesh integrity before trying to push it into other software packages (it can get messy). That said, you can still learn ZBrush. Perhaps you should start with a simpler object or something you've made in the past, or make something from scratch inside ZBrush.
BadKing's site has some very nice, although somewhat fast-paced, tutorials for ZBrush. See the Tutorials tab at the top of the page.
Pixologic's website also has detailed breakdowns of nearly all the content within ZBrush.
http://cgi.tutsplus.com/tutorials/building-thors-hammer-in-maya-part-1--cg-25676
Between Step 5 and 6 when first starting out he says "Extrude these two faces and then Scale them inwards with the help of the Scale tool."
And then in his next image he has https://cdn.tutsplus.com/cg/uploads/2013/06/Maya_Thor_Hammer_PT1_6.jpg
That object with what looks to be some kind of edge loop or something near the corners. I am lost at this point to get that object looking like that because he says nothing about edge loops anywhere, and putting it in on itself does nothing for the object.
Edit: @ Lmp I started over. Gonna go from square one and identify where my issue I screwed up that bad is. Also not going so far as Zbrush and gonna just learn Maya first well enough before I deep end the pool and get into Zbrush.
http://i.imgur.com/c235gqX.jpg
So I can't insert an edge loop going horizontally (left to right) I am trying to copy this
https://cdn.tutsplus.com/cg/uploads/2013/06/Maya_Thor_Hammer_PT1_21.jpg
So is there a reason that I can't?
Operation: Select matching polygons
Scope: Apply to selected objects
Keep Construction History: checked
Faces with more than 4 sides: checked
(all other checkboxes in this section left unchecked)
Lamina faces: checked
Nonmanifold geometry: checked
Any offending faces or vertices will be selected. If your mesh has no problems, it will deselect entirely.
http://i.imgur.com/gEaAMLS.jpg
I mean I fixed my edge loops issue, and got that fixed but will the faces I have now highlighted be an issue later?
This is the Tutorial I am following.
http://cgi.tutsplus.com/tutorials/building-thors-hammer-in-maya-part-1--cg-25676
They will cause problems if you don't fix them. When you have unexpected ngons or other weirdness, your modeling tools begin to stop working as expected. Insert Edge Loop won't make complete loops, face normals may become flipped, and various other things that will end up frustrating the hell out of you.
If I were you I would isolate those polygons ( shift + i ) and enter vertex selection mode. It should become obvious where you have ngons; there shouldn't be more than 4 vertices touching any single polygon.
[edit] Also to leave isolation mode, deselect everything and press shift + i again, or use one of the methods in the image below:
http://i.imgur.com/TFogesQ.jpg
However there might be an issue in that,there's 1 vert on top of the cylinder, and 1 on the bottom. In the middle of the cylinder are verts, except for the 1 area I have highlighted above? Not sure why that's occurring when its made from simply 1 cylinder from the polygon tool and the only editing I did was edge loops on the top so far.
You will need to remove extra vertices or connect them with edges in order for the polygons to work as quads.
You can try making a marquee selection through the center part of your model while in vertex selection mode to grab any stray points, then press Delete (not Ctrl + Delete this time, yeah I know it's confusing :P ). That should clear up a lot of your polygons.
To clarify:
In Edge mode:
- Delete will remove ONLY edges and leave intersecting vertices behind. This often results in ngons.
- Ctrl + Delete will remove both edges and intersecting vertices. Keeps your mesh nice and clean.
In Vertex mode:- Delete will remove ONLY the vertices which are met by 2 edges (floating points that are splitting one edge into two) This cleans up ngons, but be careful not to delete vertices that are at the corners of polygons not connected to other polygons (for example, a plane).
- Ctrl + Delete will remove the vertices AND all edges connected to those vertices. Mostly used on flat surfaces or to remove the center vertex on cylinder caps.
In Face mode:http://i.imgur.com/f8k6Wta.jpg
Example above, there's multiple verts at certain sections. When I delete the excess it deleted said face, edge, vert, and object.
Also delete your construction history, that can sometimes cause issues if it gets too hairy. (Edit > Delete by type > History) You should do this semi-regularly.
http://i.imgur.com/E7CZmFo.jpg
The above is what I am working on to correct the issues by isolating it like you said.
http://i.imgur.com/5IMTu05.jpg
The above is the selected verts I am deleting via ctrl + Del.
http://i.imgur.com/EnRLg9w.jpg
The above is what happens after I delete said verts. When I delete the ones nearest them in the same position it instead deletes the whole object.