3/13/2024 0 Comments Zbrush sculpting scales![]() ![]() Repeat this for any mesh designed to fit to the scale of that mesh, and then append the subsequent meshes to the first mesh. Import the mesh with the Import function. Select the polymesh3d star from the Tool menu. This mesh has zero values in that menu, and you can be assured of a clean slate. It is recommended to select the default polymesh 3D Star as an import target before importing any mesh. If another tool is selected it may have non-zero values active which will be passed on to the incoming mesh. Unless specifically trying to replace a mesh with a different version of the exact same mesh, the Tool> Export menu should have zero values in it at the time of Import. Now you have a file that is different outside of ZBrush, but may continue to look the same when inside of ZBrush because of the autoscaling. However, since the mesh will be scaled and centered to work in ZBrush, this scale shift may not be apparent until the mesh is exported. ![]() Once that happens the mesh will be exporting at scale and offset settings meant to return the original mesh to a specific size and position, not the settings that would be required for the newly imported mesh. Where problems arise is if you import a mesh with another tool active at the time of export, and it inherits settings not meant for that mesh. This allows the mesh to be replaced in certain scenarios, and allows other meshes designed to fit the scale of the target mesh to be appended to it and keep the correct size relationship. When a mesh is imported while another Tool is selected it will inherit those settings. This means that every mesh that has been imported this way carries around unique settings in that menu meant for that mesh and no other. This happens automatically without requiring any effort for the user. The program records the values necessary to restore the mesh to its original scale and position in the Tool> Export menu. So if you import two different versions of the same mesh that have different scales and offset outside of ZBrush, they will both be centered and look the mostly the same size in ZBrush. Meshes may be difficult or impossible to work with otherwise. When imported with the import function, ZBrush both scales the mesh to an optimal size (XYZ of 2) and centers the mesh in the worldspace. Meshes that are especially over or undersized in that space will experience issues. The effective world space in ZBrush is finite. If you ever believe you are experiencing a bug, please contact ZBrush Support. It is almost beyond doubt now that T Rex must had had quite extensive feathers.Most scale shift issues are due to improper import procedure. Basically the art practice or skill’s involved in both are going to be the same.Īlso if you are doing T rex. But I see very little in the raw micro bump mapping detail that couldn’t be achieved with careful and skillful grey scale bump map painting. The examples you posted are also rendered with color and spec maps. ZBrush is still very much it’s own unique thing. But then again nothing else out there currently is. But it is not going to be as fluid and fast as working with ZBrush at the same high level. Also most in CGI ( including me ) managed without the ZBrush workflow for many years and were to able to do good professional work as well.īlender is capable now of getting to some of these ZBrush high detail levels with sculpting with a high spec machine. But its certainly not the only way and sometimes not the best or most logical way in the time. You get to see the work in process as a 3d object/render. It’s just mostly seen as a more intuitive workflow these days to sculpt this stuff in ZBrush as it can handle the detail so easily. So the end result is basically the same anyway. You would be using these grey scale images to sculpt micro texture details into the mesh then capturing them as normal maps or grey scale bump maps. These are greyscale images used for sculpting high frequency detail. If you are working in ZBrush then you would most likely be using alphas for this. It’s just another way to reach the same end result. If you go the macro detail sculpting route then the finer scale patterns and modeling will just be converted to a bump map anyway. There is no make cool scales button anywhere in any software. ![]() A lot of it is actually simply down to just old fashioned artistry. ![]()
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