Hey guys, I'm having an issue with ZBrush and the symmetry.
I'm sculpting a character and the symmetry was working just fine until I reached his face. I can still sculpt on it, but the symmetry isn't showing on both sides. It's as if it's reading the symmetry at a lag, missing certain areas. I have M (Mirror) turned on, and it's on the X-axis. I tried
-reloading the Ztool
-exporting/importing the obj from zbrush back into zbrush
-intializing Zbrush
-turning M off and then back on, to no avail.
Any help would be greatly appreciated. I can get screens if needed, thanks guys.
Replies
By default "x" is the hotkey for sculpting symmetry across x.
Couple of things to check:
1) Make sure that all masks are cleared. Sometimes ZB3 likes to apply masking randomly. It definitely does that when you are retopologizing with zspheres.
2) Select the proper half of you model, step down to you lowest sudD level, and under the deformation panel use the Samrt Resym across x. The step up each SudD level and Smart Resym.
~sG
Whole different model, still acting weird. Reality, yeah, I'm seeing the brush, but on a whole different axis from where it should be
Import the spike thing separately, and append it as a SubTool, and then using the armour as your active SubTool the symmetry should work properly.
But what East says is probably a better idea.
[EDIT] Oh, and if you find importing separate SubTools a hassle, you should use the Subtool Master plugin. It has a Multi Append button which lets you select multiple OBJ files, and have them automatically imported as separate SubTools. Insanely handy if you've done it the manual way before. You should use it anyway as it will probably save you a lot of time if you ever find yourself using SubTools.
And symmetry works on the body...
But when i get to the head, it goes off..
Any thoughts?
I experienced this from time to time when I first started using ZBrush, but I never do anymore. I can't tell you what I do differently now because I don't know exactly what I do differently..
I could do some tests when I find the time but hopefully someone can come along with a good solution earlier than that. Did you try the smart resym as suggested above?
By the way, love your site.
Here's a screen shot from ZBrush.
The black arrows show where the glitch is on the normal map....But I'm not sure how it got there in the first place.
And here's what it looks like projected inside of Max.
And here's the normal map exported from ZBrush
And I think I figured out the symmetry problem---I think that the model was rotated ever so slightly when I exported it, which ZBrush didn't like. I havent had a chance to test that, just guessing since that was a solution for this model (he was rotated about 2 degrees off from the center of world space.)
It probably wouldn't hurt to delete history on your object as well as center the pivot. Not sure if this makes a difference but it was one of several things that resulted in solving my problem.
The head had some differences (the ears were not symmetrical, though all the rest was).
Important is to first import your very symmetrical model into Zbrush (GOZ),
THEN import non-symmetrical parts.