Thank you sm omg. Working on a character and I tried using accurate measurements but switching between zbrush, maya, wrapped and marvelous gave me a lot of issues because of scale! Scale master was not working the way I hoped, so glad to see an easy solution.
thanks a lot, your tutorial sending out the most important information at the beginning ,which is subtool works best when it is around the size of a 2x2 unit box. I would just adding a 2x2 cube than using gizmo to scale every subtools all in once then carry on from there.
In case you wondering why we did press transpose master it is because we want to combine all the mesh temporarily and then scale (deformation unify) the whole subtools at once together. If we dont do that it doesnt work properly because it consist of different subtools that are separate.
ZBrush is probably the best and most amazing software for sculpting and yet it is the absolute WORST piece of software when it comes to logic. Autodesk was able to make Mudbox much more user friendly, and yet it never managed to compete with ZBrush in the industry. Why is it that ZBrush does everything different than any other program? Even to the most basic requirements. Even with your video, I can not manage to scale all my subtools in a folder to 150x bigger in order to be on scale with Maya and Marvelous Designer. The scale master only allows me to go as far as 100x and scaling a folder makes it impossible to "free-hand" scale to exactly what I want because it keeps snapping to outrageous extremes... It's mind blowing..
Is there a way to maintain the scale of a tool and also unify it to be 2x2x2? When I do what you said, then my 6 foot character shrinks significantly and will not work in other applications. I usually get around this by exporting all of my subtools as objs and reimporting them over a star, but that is super slow and can override any work I did on subdiv levels.
This! I'm trying to find the answer to this, and am seeing so many posts saying "why would you want to" uhhh because I have a real world scale set, and dont want a 2 unit tall character? Did you find an answer mate?
But if you do that you lose the position and scale on other applications (In Maya things become tiny and off center). Is there a way to set up a workflow where Zbrush is happy but I can keep the scale I set up in maya? Also thank you for your videos.
This process is for fixing things directly in ZBrush. If you set you export scale and offsets before importing, and set scale in your other application, you should be fine.
So after I scale to 2 with tpose master everything is fine, but on export the tool is to small in other programs, how do I revert it to the expected size for the external tools or the size it was before I tposed mastered it. Thanks.
Hey Ben @Follygon , I have a followup question. What if my ~3 units object in Zbrush is ~3cm in max after export ?? Is it wrong if we sculpt objects that has proper scale outside ZB, but then they are way over two ZBrush units in ZBrush ?? I did set my ZB project close to two units, but all my Marvelous and other pipeline is messed up. Please clarify
As long as you don't mess with your scale in ZBrush, when you export everything will be the same scale. Look under Tool > Export and you can find the exact changes ZBrush has made upon import. Additionally, nothing in other 3D software is centimeters, inches, or anything else. It's all units. 3DS Max simply defines it's "units" as centimeters. Because of this, every software will read in your scale a little differently. ZBrush removes this illusion by simply calling them units, and scales your object to better work with ZBrush's tools at around 2 units cubed.
when i follow these steps everythign is at a better scale but i have a complete nightmare with losing center on my subtools, if anyone has tips on how to fix centering that would be amazing. I find the logic of zbrush so difficult! :(
Thank you sm omg. Working on a character and I tried using accurate measurements but switching between zbrush, maya, wrapped and marvelous gave me a lot of issues because of scale! Scale master was not working the way I hoped, so glad to see an easy solution.
Thanks dude, I've been using Zbrush for years and only just learned that 2 units is optimal size, explains so many issues ive had in the past lol
Glad I could help!
this is exactly what I needed to fix my problem! Thank you for making this video helpful and concise!
Man, you really helped me a lot! Thank you so much for sharing this!
thanks a lot, your tutorial sending out the most important information at the beginning ,which is subtool works best when it is around the size of a 2x2 unit box. I would just adding a 2x2 cube than using gizmo to scale every subtools all in once then carry on from there.
First of all, thank you so much! I had womdered why things felt so off sometimes! Also that wreck it ralph is dead on!!!
Thanks so much! Ready to start rebuilding a Ztool until I saw this!
Finally someone who really understand scale in zbush!!!
God bless you man, this video helped me so much , my objects were so big that if you dynamesh just one of them it's become about 8 million point
Thanks to that tip I solved my problem with one subtool in my model. You saved me from nerves of trying to solve the problem.
Thank you very much! :D
Hey, that's why I made it. Happy I could help!
In case you wondering why we did press transpose master it is because we want to combine all the mesh temporarily and then scale (deformation unify) the whole subtools at once together. If we dont do that it doesnt work properly because it consist of different subtools that are separate.
Thank you!
You can achieve the same result with Scale Master
Thanks a lot man! I've been trying to find this solution for some time.
Just what I needed thank you!
Great video, what I was looking for. Was having isues importing geometry from Belnder. Liked and subbed
What if I need to export it back to blender at the size that it is intended at the beginning when I imported it into zBrush
Thanks man, helped greatly!
Thank you so much!
ZBrush is probably the best and most amazing software for sculpting and yet it is the absolute WORST piece of software when it comes to logic. Autodesk was able to make Mudbox much more user friendly, and yet it never managed to compete with ZBrush in the industry. Why is it that ZBrush does everything different than any other program? Even to the most basic requirements. Even with your video, I can not manage to scale all my subtools in a folder to 150x bigger in order to be on scale with Maya and Marvelous Designer. The scale master only allows me to go as far as 100x and scaling a folder makes it impossible to "free-hand" scale to exactly what I want because it keeps snapping to outrageous extremes... It's mind blowing..
Under Tool > Export, simply set your scale to 150 :) I don't personally use the scale master plugin very often
This was very helpful
Perfect video, very helpful thank you!
Is there a way to maintain the scale of a tool and also unify it to be 2x2x2? When I do what you said, then my 6 foot character shrinks significantly and will not work in other applications. I usually get around this by exporting all of my subtools as objs and reimporting them over a star, but that is super slow and can override any work I did on subdiv levels.
This! I'm trying to find the answer to this, and am seeing so many posts saying "why would you want to"
uhhh because I have a real world scale set, and dont want a 2 unit tall character? Did you find an answer mate?
But if you do that you lose the position and scale on other applications (In Maya things become tiny and off center). Is there a way to set up a workflow where Zbrush is happy but I can keep the scale I set up in maya? Also thank you for your videos.
This process is for fixing things directly in ZBrush. If you set you export scale and offsets before importing, and set scale in your other application, you should be fine.
So after I scale to 2 with tpose master everything is fine, but on export the tool is to small in other programs, how do I revert it to the expected size for the external tools or the size it was before I tposed mastered it. Thanks.
I’m Gonna Wreck-it!
Hey Ben @Follygon , I have a followup question. What if my ~3 units object in Zbrush is ~3cm in max after export ?? Is it wrong if we sculpt objects that has proper scale outside ZB, but then they are way over two ZBrush units in ZBrush ?? I did set my ZB project close to two units, but all my Marvelous and other pipeline is messed up. Please clarify
As long as you don't mess with your scale in ZBrush, when you export everything will be the same scale. Look under Tool > Export and you can find the exact changes ZBrush has made upon import.
Additionally, nothing in other 3D software is centimeters, inches, or anything else. It's all units. 3DS Max simply defines it's "units" as centimeters. Because of this, every software will read in your scale a little differently. ZBrush removes this illusion by simply calling them units, and scales your object to better work with ZBrush's tools at around 2 units cubed.
@@Follygon It's all clear now, thank You. I've messed with my export options and set it to 1. Now ZBrush export live is beautiful again.
2:36
edit: thanks for the video!
did it... but now my x symmetry wont work :(
always the little tips and tricks :)
If only they had export settings for zbrush core as well :3
When I follow these steps my model loses the details. Is there anyway to avoid losing the details?
go to the lowest sub division
when i follow these steps everythign is at a better scale but i have a complete nightmare with losing center on my subtools, if anyone has tips on how to fix centering that would be amazing. I find the logic of zbrush so difficult! :(
Tool > Deformation > Unify
Mhhh can't just do : Zplugin - Scale Master - Zbrush Scale Unify ? And having the same result ?
I do not use scale master. In this video I use Transpose Master.
THANK YOU
Didn't work!
HOW TO FIX: 2:30
I love you 🥹🥹
Just what I needed thank you!