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Perspective View - Mudbox Good, ZBrush Bad

3 REPLIES 3
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Message 1 of 4
JabbaTheNut
1782 Views, 3 Replies

Perspective View - Mudbox Good, ZBrush Bad

JabbaTheNut
Collaborator
Collaborator

I sculpted a character head in ZBrush using perspective view.  When I thought it looked perfect, I sent it to Maya for retopology.  I was shocked when the seemingly perfect head looked like it was being filtered through a fish eye lens.  What I discovered is that the ZBrush perspective view is way different when compared to Maya.  I found some articles on how to adjust the Angle of View in ZBrush to more closely match Maya's default perspective view.  However, these seemed a bit hackish and none worked very well at all.  In the end, it was clear that the ZBrush perspective view could be very misleading if you intended to use your sculpts in Maya.  Apparently, this is a well known problem (except for me).  The consensus work-around seems to be 1) sculpt in ZBrush, 2) correct in Maya (using modeling tools), 3) finish in ZBrush.

 

I then sent my sculpt to Mudbox.  The appearance was the same as it was in Maya (i.e., fish eye lens look).  I then corrected the sculpt in Mudbox.  When I thought it was perfect, I sent it to Maya.  The sculpt looked perfect in Maya.  This is attributed to the fact that perspective view for Maya and Mudbox are similar (as one would expect).

 

I understand that ZBrush has great tools.  However, to me it seems that you must put on Grandpa's prescription spectacles to use them, then take them off in Maya to see how well you did.  If you missed the mark, then make corrections, put Grandpa's spectacles back on and send back to ZBrush.  I know this is an overstatement, but the process seems very silly to me.

 

Mudbox wins on this issue 🙂

 

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Perspective View - Mudbox Good, ZBrush Bad

I sculpted a character head in ZBrush using perspective view.  When I thought it looked perfect, I sent it to Maya for retopology.  I was shocked when the seemingly perfect head looked like it was being filtered through a fish eye lens.  What I discovered is that the ZBrush perspective view is way different when compared to Maya.  I found some articles on how to adjust the Angle of View in ZBrush to more closely match Maya's default perspective view.  However, these seemed a bit hackish and none worked very well at all.  In the end, it was clear that the ZBrush perspective view could be very misleading if you intended to use your sculpts in Maya.  Apparently, this is a well known problem (except for me).  The consensus work-around seems to be 1) sculpt in ZBrush, 2) correct in Maya (using modeling tools), 3) finish in ZBrush.

 

I then sent my sculpt to Mudbox.  The appearance was the same as it was in Maya (i.e., fish eye lens look).  I then corrected the sculpt in Mudbox.  When I thought it was perfect, I sent it to Maya.  The sculpt looked perfect in Maya.  This is attributed to the fact that perspective view for Maya and Mudbox are similar (as one would expect).

 

I understand that ZBrush has great tools.  However, to me it seems that you must put on Grandpa's prescription spectacles to use them, then take them off in Maya to see how well you did.  If you missed the mark, then make corrections, put Grandpa's spectacles back on and send back to ZBrush.  I know this is an overstatement, but the process seems very silly to me.

 

Mudbox wins on this issue 🙂

 

3 REPLIES 3
Message 2 of 4
sergimen2001
in reply to: JabbaTheNut

sergimen2001
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Collaborator

I am so sorry for you and you sad experience using Zbrush...

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I am so sorry for you and you sad experience using Zbrush...

Message 3 of 4

Christoph_Schaedl
Mentor
Mentor
Accepted solution

in zbrush you have to use a really low Angel of View to get a decent working cam... i use something around 20...

but i double check in mudbox every day if all is in place...

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https://linktr.ee/cg_oglu
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in zbrush you have to use a really low Angel of View to get a decent working cam... i use something around 20...

but i double check in mudbox every day if all is in place...

----------------------------------------------------------------
https://linktr.ee/cg_oglu
Message 4 of 4

JabbaTheNut
Collaborator
Collaborator
Accepted solution

For those who are interested, the default perspective camera in Maya 2018 is set to 35mm. In Maya, lower values equate to stronger perspective. The value in Maya that resembles perspective as seen through the human eye (i.e., natural perspective) is between 80mm and 90mm. In ZBrush, the opposite is true. Higher values for angle of view equate to stronger perspective. A value of 28-30 resembles natural perspective. Consequently, a value of 28-30 in ZBrush will roughly match a value of 80-90mm in Maya. To match Maya’s default setting of 35mm, ZBrush’s angle of view needs to be set to around 90.

 

Please note:  This is an extension of @Christoph_Schaedl's solution.

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For those who are interested, the default perspective camera in Maya 2018 is set to 35mm. In Maya, lower values equate to stronger perspective. The value in Maya that resembles perspective as seen through the human eye (i.e., natural perspective) is between 80mm and 90mm. In ZBrush, the opposite is true. Higher values for angle of view equate to stronger perspective. A value of 28-30 resembles natural perspective. Consequently, a value of 28-30 in ZBrush will roughly match a value of 80-90mm in Maya. To match Maya’s default setting of 35mm, ZBrush’s angle of view needs to be set to around 90.

 

Please note:  This is an extension of @Christoph_Schaedl's solution.

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