Dominik Susmel
01-11-02, 06:02 PM
Hi,
I've downloaded Zbrush demo and was amazed at those demo's by Pixolator. Now, this looks pretty nifty, like Artisan, but cooler, or should I say: "Just different". What bothers me is this, I use MAX and Maya in my everyday job. What I would like to know is how Zbrush models and textures translates to this environments, that is, if they do at all. I've seen there is a .obj export that also exports textures, but this is disabled in demo.
If someone could export any of those Pixolators heads into .OBJ file with textures so I can take a peak in MAX or Maya to see what do I get as an output there. Also, VERY IMPORTANT is, is it possible to get a same vertex count and numeration when exporting modified object out from Zbrush. I say this because I have morph targets in my mind. Thus, making a head in Zbrush and all subsequent morph targets in it and exporting them out as .obj (or whatnot) into MAX or Maya.
Next, I've seen this great demo samples from Pixolator (the guy that made Zbrush, right?), but he only made heads, now has anyone tackled with body merging of heads from Zbrush later in some other 3D application like MAX or Maya?
I hope I was clear on my question and I hope you will provide some constructive feedback.
sincerely,
Dominik Susmel
retro Force Croatia
dsusmel@rocketmail.com
P.S.
I insist on Pixolator's head to be exported into .obj so I can compare them with result in Zbrush, since they are included with it.
I've downloaded Zbrush demo and was amazed at those demo's by Pixolator. Now, this looks pretty nifty, like Artisan, but cooler, or should I say: "Just different". What bothers me is this, I use MAX and Maya in my everyday job. What I would like to know is how Zbrush models and textures translates to this environments, that is, if they do at all. I've seen there is a .obj export that also exports textures, but this is disabled in demo.
If someone could export any of those Pixolators heads into .OBJ file with textures so I can take a peak in MAX or Maya to see what do I get as an output there. Also, VERY IMPORTANT is, is it possible to get a same vertex count and numeration when exporting modified object out from Zbrush. I say this because I have morph targets in my mind. Thus, making a head in Zbrush and all subsequent morph targets in it and exporting them out as .obj (or whatnot) into MAX or Maya.
Next, I've seen this great demo samples from Pixolator (the guy that made Zbrush, right?), but he only made heads, now has anyone tackled with body merging of heads from Zbrush later in some other 3D application like MAX or Maya?
I hope I was clear on my question and I hope you will provide some constructive feedback.
sincerely,
Dominik Susmel
retro Force Croatia
dsusmel@rocketmail.com
P.S.
I insist on Pixolator's head to be exported into .obj so I can compare them with result in Zbrush, since they are included with it.