Hi guys
i've started to polypaint a sculpt of mine and I did it in layers.
Currently it looks like this:
After turning off the current recording layer like this:
So it looks like everything is shifted aroud. There is no texture involved, just polypaint.
When I hit "bake all" it looks even worse:
I can't figure out what the problem is. I've had problems with the materials with this model. What I did was export the whole model as .obj and import again that fixed the material issue.
Can anybody help me out here?
Replies
It's simple actually, just create another layer (empty one) and either delete it or stop the Recording of it and collapse it.
You have to remember that ZBrush is actively working with the layers when you have them on, even when you stop them, ZB keeps them in an 'active' state, so changing them in less then standard way of doing stuff is equal to corruption.
I think it's a bug that was introduced in the 3.5 or 4 version, but very easy to get around it with above method.
When I create another layer it shifts everything (like in picture 2). I guess it would have worked if there wasn't a layer currently set in rec-mode.
So I guess I'll start over (since the polypaint was only about 1-2 hours work it doesn't hurt as bad as if I had done the whole character.
So what do you recommend when working with polypaint and layers? Collapsing them all the time (after being done with one)?
ZB will occasionally lock in nasty masks here and there, which can destroy hours of work if they're not cleaned properly after polypainting.
I just did a quick test: I created a new "skin"-layer and painted on that and it seems fine. Thanks anyway! If I come across any more trouble while polypainting I'll probably post in this thread.
Edit: I think I know what the problem was. I recall that I polypainted on a subdiv level above the one I'm using now, stepped down and deleted the higher subdiv levels. It seems logical that working that way is only asking for trouble!
I usually prefer to polypaint on the highest level to avoid any problems in that area, and if I plan to move another division for painting (EI: 4M isn't enough for me, so I need to 8-16M), I collapse that one before continuing.
If you system can take it, try pushing in the upper 2 digits for the millions.
Another tip I can give is to hide parts of your mesh which you aren't painting on. This allows much more responsive times on dense models, especially if one is in the 10 million above. Don't worry, as long as you only hide and unhide stuff, your layer shouldn't be corrupted and it will record changed fine, just don't delete anything from there.
Hope some of these tips helped.
Like a lot of others. The way layers worked before was tons better. But they modified to introduce the animation features, that are useless for almost everybody. Damn you, Pixologic.