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View Full Version : Z-Brush 3.1 & external UVs workflow. No more exploding OBJs!



Norman3D
01-13-08, 08:53 AM
th.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781685%27,%27th.jpg%27,1,0%29)
So after countless hours of frustration and headaches, I have found the ultimate solution.
First of all I'm going to explain how my workflow used to be:

1. Create a basemesh, with ZSphere or from another package.
2. In Zbrush I would model and polypaint the mesh without paying any attention to the UV.
3. Then I would go to the 1st subdivision level and export it.
4. Unwrapp the mesh with headus UVLayout and export it.
5. In Zbrush I would replace the 1st subdivision level with the unwrapped one.
6. Everything would work perfectly.

(Note: I'm using headus UVLayout, but this tutorial may apply to other external apps, such as 3dsmax)

This workflow does NOT work with Z-Brush 3.1. And who’s fault is it? It’s not the OBJs fault as everybody claims it is… it’s Z-Brush 3.1. This tutorial will be very helpful for those of you, who have your finished model sitting in Zbrush 3.1 without proper UVs.

You will need Zbrush 3.0 and Zbrush 3.1. You can either install both on the same machine or uninstall and install the different versions when the time comes. To avoid the whole flip flop, I would suggest installing both versions.

Alright, all set? Here we go!



This my noseless alien I did a while back. I never managed to give him proper UV’s till now. The model has 5 subdivision levels and is polypainted. I applied GUV tiles. It doesn’t really matter how your UV look, as long as it has one.

Step01.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781663%27,%27Step01.jpg%27,1,0% 29)

The first thing we will need to do, is to transfer the color information to a bitmap, so that later on, in Zbrush 3.0 we can transfer that information back from the bitmap to the ZTool.

Click on “Texture” and set the Width and Height to a high number. The bigger the bitmap, the more color information will be stored. Now click on “New”. Your model will turn into the color you have selected. In my case it would be white.

Step03.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781664%27,%27Step03.jpg%27,1,0% 29)

Now go to the “Texture” palette and click on “Col>Txr”. This will transfer the colors to the bitmap.

Step04.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781665%27,%27Step04.jpg%27,1,0% 29)

Now export it, and save it as a psd.

Step05.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781666%27,%27Step05.jpg%27,1,0% 29)


Fine. Now we will have to export the Ztool as an obj. First of all, make sure the “importexport” configuration is like the one in the screenshot.

Step06.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781667%27,%27Step06.jpg%27,1,0% 29)

Step07.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781668%27,%27Step07.jpg%27,1,0% 29)

Now you are ready to export. You’ll have to export the lowest and highest subdivision level. The highest subdivision level may take a while to export. Also, remember how many subdivisions your model has, we will need this information later on.

Step08.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781669%27,%27Step08.jpg%27,1,0% 29)

In Zbrush 3.0 we will make sure our “importexport” configuration looks like this:

Step09.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781670%27,%27Step09.jpg%27,1,0% 29)

Import the lowest subdivision level and draw it to the canvas if you want.

Step10.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781671%27,%27Step10.jpg%27,1,0% 29)

Divide the mesh until you match the same amount of subdivisions your Ztool had.

Step11.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781672%27,%27Step11.jpg%27,1,0% 29)

In the highest subdivision level, import the high res OBJ. It may take a while, too. At least with my PC it does. It should look like this:

Step12.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781673%27,%27Step12.jpg%27,1,0% 29)

Go up and down through the subdivision levels, and make sure they all look fine. Go back to the highest subdivision level and import the psd file we generated at the beginning.

Step13.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781674%27,%27Step13.jpg%27,1,0% 29)

Now we will transfer the color information from the PSD to the Ztool. To do so, go to the Texture palette and click on “Txr>Col”

Step14.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781675%27,%27Step14.jpg%27,1,0% 29)

Your screen should look like this. (Notice, there is no texture active, it is embedded in the Ztool :D )

Step15.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781676%27,%27Step15.jpg%27,1,0% 29)

Alright. Now go back to the first subdivision level and export it with the following configuration.

Step16.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781677%27,%27Step16.jpg%27,1,0% 29)

Now run headus UVLayout and load the obj you just exported. Make sure the “New” button is pressed.

Step17.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781678%27,%27Step17.jpg%27,1,0% 29)

Now unwrap your model, and when you are done, click on “update”. Select the obj you exported and hit the big green “Update” button. Now you can close headus UVLayout.

Step18.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781679%27,%27Step18.jpg%27,1,0% 29)

Back in Zbrush 3.0, go to the lowest subdivision level and import the obj with the “–uvlayout” denomination at the end.

Step19.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781680%27,%27Step19.jpg%27,1,0% 29)I suggest you move your way up slowly to the highest subdivision level. Let Zbrush adjust the new UV to the different subdivision levels. You are pretty much done now. Save the Ztool, go back to Zbrush 3.1, open it and generate the textures, displacement maps or whatever!

Step20.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781681%27,%27Step20.jpg%27,1,0% 29)

Hope it helps! All I’m asking in return is a job! Lol just kidding… (not really lol)

Frenchy Pilou
01-13-08, 10:17 AM
...tut! :D
This will help with no doubt many people :tu:

SNARK
01-13-08, 11:02 AM
Hi.

Looks good.

What is 'headus' ?

~S.~

Norman3D
01-13-08, 11:08 AM
Hi.

Looks good.

What is 'headus' ?

~S.~headus UVLayout (http://http://www.uvlayout.com/) is the name of a unwrap software. It is my favourite. You can use any other application instead. Maya, 3dsmax, XSI, whatever you are using.

SNARK
01-13-08, 11:16 AM
Thanks, Norman, for the quick response.

Will 'Blender' (Share Ware / Free Ware) work for this?

~S.~

Norman3D
01-13-08, 12:59 PM
yes, it should work. If it doesn't, it's because the application screws the vertex order. You'll need a plugin of some sort to properly import and export the objs.

NoobVee
01-17-08, 06:50 PM
how do i install both version at the same time? if 3.1 is only a upgrade for 3? :rolleyes:

cannedmushrooms
01-17-08, 08:44 PM
http://www.zbrushcentral.com/zbc/showthread.php?t=53087
lesson 5 for blender
yes it will work just the same.
I almost like it better.
Of course if your new to blender it can look pretty scary

Norman3D
01-18-08, 03:49 AM
I installed Zbrush 3.0 first. Then I made a copy of the folder and renamed it. Then I updated Zbrush 3.1. You should have the 3.0 version working well in the copied folder aswell as Zbrush 3.1 in the default folder.

Max the Artist
01-28-08, 04:20 AM
Good tutorial, thanks a bunch :)

But i'm wondering how this is done in Zbrush 3.1 now ?! if it can be done and if so how. Or if there's another method to do this..

/ Max

Norman3D
01-28-08, 04:36 AM
well, it just cant be done. this is just a workaround. But notice its still Zbrush 3.1 in the end. You need to bring Zbrush 3.0 in the workflow tho.

Sile
01-28-08, 04:58 AM
th.jpg (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2781685%27,%27th.jpg%27,1,0%29)
So after countless hours of frustration and headaches, I have found the ultimate solution.
First of all I'm going to explain how my workflow used to be:

1. Create a basemesh, with ZSphere or from another package.
2. In Zbrush I would model and polypaint the mesh without paying any attention to the UV.
3. Then I would go to the 1st subdivision level and export it.
4. Unwrapp the mesh with headus UVLayout and export it.
5. In Zbrush I would replace the 1st subdivision level with the unwrapped one.
6. Everything would work perfectly.

(Note: I'm using headus UVLayout, but this tutorial may apply to other external apps, such as 3dsmax)

This workflow does NOT work with Z-Brush 3.1. And who***8217;s fault is it? It***8217;s not the OBJs fault as everybody claims it is***8230; it***8217;s Z-Brush 3.1. This


I use this same workflow since ZB2 days and it always works... maybe its one of your programs that is messing around with the .obj point order.

I frequently make the UVs in Blender, Wings3D, Modo, XSi, Roadkill etc (so at least 4 diferent programs) and I dont have exploding Meshes unless I change the point order.

Norman3D
01-28-08, 05:17 AM
Im using 3dsmax and headus UVLayout. Both do not work with zbrush 3.1 they work perfectly with zbrush 3.0 tho. So I guess it's not the objs problem. Again, they do work perfectly with 3.0

Sile
01-28-08, 05:35 AM
Humm.. I dont have use neither Max or Headus, can you test a simple thing? Grab the Free Blender or Wings 3D and import the UV .obj into them, then export it from there and see if ZB 3.1 still has issues.

Norman3D
01-28-08, 05:46 AM
I will! I'll post the results as soon as I find some time.
Another thing that is kinda okward... When I export the obj from zbrush, and I bring it in right after (the obj is untouched) it explodes! Which makes me believe that Zbrush 3.1 has trouble importing objs... even the ones it just exported!

Sile
01-28-08, 05:56 AM
Now thats a really strange thing, ZB3.1 should not do that and I have never seen that happen, the only thing that ZB does and it is retarded is Exporting the 16 bit .tiffs and then it cannot load them back, we nedd to go to PS and re-save it as a .PSD file... yes it is retarded to say the least.

I was browsing other forum and noticed that a User was having problems with LW and Headus UV... maybe Headus is re-ordering the point order.

Take a look:

http://www.newtek.com/forums/showpost.php?p=647076&postcount=15

Norman3D
01-28-08, 06:11 AM
I have had no problems with headus UVLayout and 3dsmax. When I hit the update button (which theoretically should not touch the vertex order) and import it to 3dsmax, its fine. To test if the vertex order is untouched I apply a morpher to the original obj (with UVs untouched) and assign the obj from headus UV Layout to one of the channels. I then move the slider, and everything is perfectly fine, so no vertex order is changed.

I was going to say that maybe Zbrush 3.1 cant handle objs with triangles or npolys, but the model i used has no triangle at all. Its all 100% quads. I'm running out of possible explanations here...

Also, the mayor problem here, is that it _works_ with Zbrush 3.0 but for some weird reason it doesnt in 3.1. Lets suppose the obj that headus UVLayout or 3dsmax exports, has the vertex order changed. Well, it doesnt seem to be a problem if you are using Zbrush 3.0... But if you are using 3.1, it just wont work...

andreseloy
01-28-08, 07:20 AM
Can you more specific about what is not working with ZBrush 3.1 and UVLauout?I made a quick test following your step and i imported the update obj in the first level and work fine.
Andreseloy
UVLayout.jpg

Norman3D
01-28-08, 08:04 AM
ok. now I'm confused. Maybe it's my Zbrush's fault. But I tried reinstalling and the problem was still there. oh, Transpose master doesnt work either. But besides these two problems everything is fine... Read the first post, at the beginning with the workflow, thats how it should work. It seems it does work in your case. I'm going to install zbrush on a fresh formated PC, lets see what happens...

WailingMonkey
01-28-08, 09:42 AM
Similar to andreseloy's experience, I've had no problems with UVLayout and
3.1 (as I think I also posted in another thread of yours about this). Based
upon the sheer number of threads relating to 3dsmax and Zbrush, I'd be more
apt to think something is going on with .obj export from there (and point
order).

Also, I thought it was impossible to export from XSI 6.02 to Z3.1 without
exploding, but there's an option to use local coordinates instead of world,
and that retains the proper point order...so I'm guessing there's something
similar going on with Max.

WailingMonkey

andreseloy
01-28-08, 09:43 AM
For a clean installation:
"IMPORTANT:
1. You are using the latest ZBrush version.

2. You have a 'clean' ZBrush install. i.e. remove any items which you have added (such as older ZScripts and other startup items) which may result in unexpected - and difficult to resolve - problems.

3. You did not increase the PreferencesMax polygon count or Compact Mem to a level which can not be supported by your system specs."

Andreseloy

robinmitra1
03-17-08, 06:49 AM
thanks for the tute norman3D. But in my case zbrush 3.1 worked for the kind of workflow you mentioned doesnt work, when i tried countless times to do it for exporting displacement maps correctly. But after upgrading to 3.1, it just worked! I thought it was the problem with how 3dsmax managed obj file when i had the problem with zbrush 3. But after trying days searching for it to work,i was disappointed. But after upgrading to 3.1, i just tried the same thing all over again and strangely it all worked...

Norman3D
03-17-08, 06:55 AM
OMG! I totally forgot about this thread. In the meantime I've been able to install Zbrush on another PC (at work :D) and I have installed XP here at home again, and it's working fine now. I have no idea why it didnt work before.

robinmitra1
03-17-08, 07:14 AM
computers - u cant blame them :D

pitchepuck
03-23-08, 02:46 AM
hi,
I hope you can help me. your thread was a little helpfull but my problem is still there.
I´ve no problems to reimport obj into z-brush 3.1 with new UVW created in UVLayout V2 pro.all looks fine in ZB.
but when I then export the displacement map and the basemesh in the way you posted here, the final render in max 9 kooks bad. I use Vray without any smoothing on the object. the picture below shows all settings. hope you can help.

disp.JPG (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27%27,%27disp.JPG%27,1,0%29)

Norman3D
03-23-08, 04:01 AM
hmmm... I dont really know whats happening there. Is it possible that those errors were in the zbrush tool aswell? Also, try to use 3D mapping instead of subdivision, it's a lot faster as far as I know.

bisenberger
03-23-08, 01:57 PM
pitchepuck,
Try setting Vray: Default displacement Edge length to 2 pixels.

bizkit01
03-23-08, 07:15 PM
I installed Zbrush 3.0 first. Then I made a copy of the folder and renamed it. Then I updated Zbrush 3.1. You should have the 3.0 version working well in the copied folder aswell as Zbrush 3.1 in the default folder.By the way, I just did it the opposite way and it worked: Renamed the Zbrush 3.1 folder, and installed 3.0; they both work now.

Thanks for the tutorial.

LabMonster
03-23-08, 10:00 PM
Ok folks, here is the deal. Zbrush 3.1 will change the vertex order (If you let it) For those of you out there with exploding meshes, you need to go into your preferences and under importexport, turn everything off. (This is what is changing the order and giving you a headache) Then export your obj and wander over to wherever you are unwrapping UV (Headus works great by the way) and then reimport your obj with the new Uvs, no problem. Oh and one last thing be sure to save this has your configuration as well. Please note that the obj may be flipped in external programs. (Though if you have spent hours of research and wasted time this should be something that you are willing to except.) I hope this solves this issue and please remember that your computer is stupid, it will only do what you tell it to and besides do you really want it to think for you? Try getting married.

Oh yeah one last thing, let me know if this helps.

pitchepuck
03-24-08, 04:44 AM
thanks for these informations. but there was no solution for my problem. It´s still there...
I turned in z-brush I/E presettings all off. tried all kinds of export settings. it didn´t help.
maybe my mesh is simply to bad modelled...

now I have changed VRay disp mod to 3d mapping with turbo-smooth mod. this works perfect. but I have to understand why it does not work with subdivision disp type !!!!!!!!!!!

when I export an UV map generated in Z-Brush, subd.-disp.-type works perfect without any smoothing... WHY IT DOES NOT WITH HEADUS UVWs ?????????????????????????????????

what ever... thanks

yukon_28
03-24-08, 04:58 AM
I use this same workflow since ZB2 days and it always works... maybe its one of your programs that is messing around with the .obj point order.

I frequently make the UVs in Blender, Wings3D, Modo, XSi, Roadkill etc (so at least 4 diferent programs) and I dont have exploding Meshes unless I change the point order.Agree. I am using Max & UVLayout 2 (also RoadKill before i got UVLayout) mainly, with ZBrush 3.1 - never seen exploded obj. I suggest max users to use gwOBJ Exporter, its has built-in zbrush profile. Ouh, in preferences - import\export in zbrush is better to turn all "flip" buttons off - its change vertex order.

pitchepuck
03-24-08, 05:42 AM
it doesn´t help ;o( but thanks !!!

crazyzen
06-14-08, 03:22 AM
thx help:lol:

BazC
06-19-08, 01:49 AM
I'm struggling with this problem too and I don't believe it is a problem with vert order.

Yesterday I did some sculpting in ZB, the model I worked on was created and UVd in Modo. I exported from Modo and imported to ZB. Even at this stage 2 verts were moved way off into the distance but I carried on anyway. I stored the morph target, subdivided to level 6 and did my sculpting. All OK so far, back down to level one and swapped to the original mesh and exported my displacement map. Still all OK. The thinking I might tweak the sculpt a bit more I increased the subdivision level and the mesh explodes. Back down to level 1 and even that is now messed up with a chunk of geometry in the wrong place. Note I haven't reimported so the vert order cannot have changed.

This is driving me nuts!

Norman3D
06-19-08, 02:51 AM
The same thing happend to me. The only solution I found was to install Zbrush on a fresh installed Windows XP. Very, very weird, but it worked.

Rastaman
06-19-08, 01:34 PM
I mostly have no problems with reimporting my UV-layouted Subd-1-obj that I UVed with Roadkill, but sometimes it happens (exploding meshes after the reimport).
But I think you are not right saying the fault lies in ZB3.1, I think it's a fault of the UV-Layout-Apps.
I personally think most apps including C4D have lumpy programmed obj-import/export-routines, that's the reason why the Riptide-Plugin exists for C4D-Users. It's the only way for us C4D-Guys to get a proper handled wavefront-file.
And ZBrush 3.1 seems to be a little critical with unpropper created wavefront-files.

Anyhow, a very easy solution in that cases for me is, that I export two subd-1 obj from ZBrush 3.1.
One is used for the UV-work in Roadkill, the other one is left untouched.
Then I load both meshes via the Riptide-plugin in Cinema 4D.
I can then easily take the UV-Tag from my RoadKill-obj and transfer it to the untouched mesh, then I store this one again via the Riptide-Plugin.
Now I can import the obj with the transferred UV-Layout into ZBrush 3.1 without problems and all works fine.;)

Morph Division
06-21-08, 06:06 AM
senario: For whatever reason your mesh 'frags' when re-imported into Z3.1, how do you fix this?.....quite simply! ;)

1. import your obj and add it as a subtool to the original model.

2. subdivide it to the same level as original, then go back to the 1subD lvl.

3. With the obj as the selected subtool and on it lowest subd lvl hit the "project all" button, do this for each subd lvl.

4. If you get stray verts use the "project" brush to fix.

99% of the time this works off the bat, except when the orig model have holes in it or overlapping geometry or many seperate pieces i.e a car or character with clothes.
If this is the case then clone all the pieces and insert into one mesh then deal with the strays.
Also you could retypo the mesh once it is all in one piece to make it airtight but this would be an extreme case.

Cheers
:D

essclock
06-22-08, 11:01 AM
I've been fighting with this problem, as I know a lot of people have. It's certainly not specific to any external UV prog. I don't know what the issue is, but I tried all the solutions above and got explosions ( the original idea works, but I would love to find a way with just Zbrush3.1 . I do enough importing/exporting as it is ).

I have a semi-solution where you WILL NOT get an exploding mesh. Doubt it is to do with point order, since, in Maya, I chopped the model in half to save time doing UVs then mirrored geometry. even added a couple lines which I removed later.

The problem with my method, is you lose your xyz position relative to your other subtools, which sucks I know. But some stuff it's not so bad to use the transpose tool to move it back into place. Other than that, it works great. Maybe someone knows something I can change to make that happen too.

These are the steps:

1) exported subD1 to Maya2008. Went crazy doing the UVs with little regard for point order and such.

2) Export as .obj and bring into Zbrush3.1

3) Divide your Low Rez UV mapped model to have the same amount of SubD as the detailed model.

4) Unify both models. Obviously this is what messes up the xyz co-ordinates ( and sometimes scaling ), but it's also what will keep your model in one piece.

5) Append the one model as a subtool on the other model ( it doesn't matter which one is appended, just which you have selected when you do the next step ).

6) Put both models on highest subD, and hit ProjectAll.

You should now have the UV mapped model with your High Res detail intact.
Add it as a subTool onto your main model, and use the old non UV piece of the model as a reference for scale and position.

A tip for anyone who will touch the Deformations menu and use that for scale or positioning. Make sure all your subtools are on lowest subD ( easily done with subTool Master plugin ) and Zbrush won't crash every time you touch one of those dials. I used the Deformations menu to scale, and the transpose tool to move, but it doesn't really matter, whatever you like best.

Anything to add, change, correct, improve, is most welcome. At least I can paint on my model now. I would be quite happy with just using AUV in Zbrush to do UVs, but this model is for my reel, for modeling and texturing, so I gotta do it oldschool ( the long way ).

Morph Division
06-22-08, 04:11 PM
"The problem with my method, is you lose your xyz position relative to your other subtools"

1.Export all subtools to ext 3D app (in my case maya).

2.Create 8 cubes in maya and place them around your tools, like a bounding box.

3. combine these cubes so it is one object. Now duplicate the bounding cubes for as many tools you have and combine them to their respective tools.

4. Export each new tool back into zbrush and in will maintain its origin and placement.

5. When done delete the cubes.

When a mesh frags it is due to the vertex order, where why and how seems to still be a mystery. Considering the problem happens randomly and when all precautions have been taken and then to make it more confusing it doesn't happen every time, which makes it hard to pinpoint the where, why and how.

:tu:

essclock
06-22-08, 11:49 PM
Morph Division,

Very clever. Thanks :D

essclock
06-23-08, 07:25 AM
Grrrr, still having problems. If I sculpted my high res model. Now I have made UV's on the low res model in Maya.

If I use cubes, it will not be able to ProjectAll with the original mesh ( that has no cubes ). Plus, It still brings the problem with scale ( or placement ) comparing to the high res mesh. Unless I do all my high res detail after I UV my stuff, which is not what I am trying to do. A feature of Zbrush is to worry about UVs later right ?

I do appreaciate the idea though, since it helps with other issues. Maybe I'm just being a dork. Let me know if I missed something vital.

Anyone seeing the light ?

Morph Division
06-23-08, 08:09 AM
Sounds pretty extreme,

Maybe...You might have to retypo :confused:

or

Cut your original model into small pieces and convert to subtools (head,arms,body etc), then export them at low rez to maya to do uvs.
Import back to ZB and project all for each subtool. If you need them to be one single mesh do the cubes trick on the new subtools afterwards to bring it together.

Also you can mask/hide to only effect specific areas of the mesh when you project all

I have run into this issue so many times now that I simply test each model before I get to the hirez stuff. Export the model to maya, open it and export straight back to zbrush just to see if it frags or not.

All the methods I have suggested have either worked trial by error or in combination for me, in other words you got to beat it into submission :D

I really don't think it is the UVing which is causing the issue but more likely the model is corrupted and maya 'fixes' the problem by assigning a new vertex order?......my two cents

Good luck

Morph Division
06-24-08, 05:43 AM
essclock

Just a thought,
Try taking your orig model to the highest subd lvl and delete all lower, then convert to polymesh and reconstruct the lower subd lvls, then export lowest lvl and see if it will import back into ZB without fraging.

The idea being to create a stable vertex order within ZB so maya has no need to make a new one.

:tu:

okwang
06-28-08, 07:06 PM
***24456;***22909;***24456;***24378;***22823;***65292;***21621;***21621;***65374;

Erik Heyninck
07-01-08, 10:18 AM
Many people here refer to headus for uv's. I went to their site and saw there is a commercial version and a non-commercial one. Can this non-commercial version do all you need to do? I'm not talking about very high-end specific tasks, but simply unwrapping uv from zbrush.

thanks.

essclock
07-01-08, 10:28 AM
Thanks to everyone who has been adding to this thread. It is one of my only Zbrush related "thorns in the side".

I have taken a little break from the problem the last few days, and just got on with modeling more stuff. Tomorrow, I'm gonna play around and will definitely use this thread for ideas. I'll let you guys know what happens.

Erik Heyninck,

Thanks for the suggestion. I have played with Headus briefly at my old job. It seemed very powerful, but I didn't have time to learn it very well. I will check out their non-commercial version. Thanks.

Gonna try it in combination with Zbrush and see if I still have any hassles.

Thanks guys.

Morph Division
07-01-08, 03:06 PM
The non-commercial version will let you un-warp a mesh and flatten it, the extra stuff is very useful but you could get by without it by importing the mesh back into your ext 3D app and using its uv tools to layout the flattened UV in 0-1

MichaelMaehring
07-02-08, 12:13 PM
Today I have spent some hours on this topic... I had a high detail mesh in Zbrush 3.1 with 7 subd levels and wanted to export the lowest level to maya to create UV´s.
When reimporting the UV-layouted mesh to ZBrush, the painted polys changed, and when I switched to a higher subd level, the geometry "exploded".

I tried some of the approaches from this thread, but it didn´t fix the problem.

*** I forgot to uncheck the "create multiple objects" option in maya 2008 import ***

:lol:

update:

i am getting the exploded meshes again, no matter what i am importing and exporting between maya 2008 and zbrush (also with a simple cube with one subd level)

:mad:

cheers m°

Morph Division
07-02-08, 04:11 PM
It seems like people are afraid of getting theirs hands dirty with regard to fragging meshes on import (including work collegues who let out a big D'oh when I explain the solution to them) even to the point of having two versions of maya installed.
I can honestly say I have over come the problem and lost no detail/work on any mesh and it was all on jobs with tight deadlines!

The best method is to develop a sixth sense and make sure your model is clean before you go and do all the fun hi rez detailing.

The techinque is to export and import, if it frags then fix it! And get the UVs out of the way while your at it. You know your good to go when there is no issue with the import. (D'oh)

All of the problems so far have a similar tune, la la la la la la, oh no no please god NO! WHY! TAKE ME INSTEAD! followed by calm acceptance and then denial and then blame (ooh ZB shouldn't be so buggy)

Then again maybe I'm preaching to n--bs:rolleyes:

robinmitra1
07-03-08, 08:52 AM
It seems like people are afraid of getting theirs hands dirty with regard to fragging meshes on import (including work collegues who let out a big D'oh when I explain the solution to them) even to the point of having two versions of maya installed.
I can honestly say I have over come the problem and lost no detail/work on any mesh and it was all on jobs with tight deadlines!

The best method is to develop a sixth sense and make sure your model is clean before you go and do all the fun hi rez detailing.

The techinque is to export and import, if it frags then fix it! And get the UVs out of the way while your at it. You know your good to go when there is no issue with the import. (D'oh)

All of the problems so far have a similar tune, la la la la la la, oh no no please god NO! WHY! TAKE ME INSTEAD! followed by calm acceptance and then denial and then blame (ooh ZB shouldn't be so buggy)

Then again maybe I'm preaching to n--bs:rolleyes:
lol good one :D

essclock
07-04-08, 09:26 AM
Ok.

I seem to get good results if:

1) I take the Un-UV'd model back down to SubD1.

2) Create Morph Target.

3) Import UV'd model ( it is waaaaay too big )

4) Switch Morph Target

5) ( this is the step I think leaving out was the problem ) Click Reproject Higher SubD.

cc909
09-09-08, 07:54 PM
So, I just ran across this thread and I think this is part of the same problem I am having. What do you all think?

I have not had any issues with importing my base level mesh back into my models, nor have I had my model blow up upon re-importing my base mesh back in at level one after I have polypainted. However, I am having issues with not being able to use the Fix seam option from my color map texture. Also with using Zmapper for generating my Normal maps.


Has anybody else has had the same problem? I created a model in Maya and then layed out the UVs Using Headus UVLayout. Now I am having problems in Zbrush when it comes to creating my texture maps and Normal maps.



I am able to create my texture maps fine but I am unable to use the Fix seam feature. It will not increase the borders for me at all. Then when I try and use Zmapper I am unable to make a Normal map. It’s as if Zmapper locks up and Zbrush crashes.



Today I did a simple test. I created a cube in Maya. I saved the file out three times for different test. One of the cubes I used Maya and laid out my UV’s. The other two I used Headus UVLayout for my UVs. One of them I used the Normal Poly type. The third I used the SubD type.



I was able to create texture maps and normal maps just fine with the first cube, where the UVs were laid out using Maya. I was able to use the Fix seam feature and I had no issues with seams when rendering. Zmapper worked just fine.



The two other cubs that I laid out the UVs using Headus caused nothing but problems. I was unable to correct the seam issues with the Fix Seam and fs border tools. Furthermore, Zmapper did nothing crash.



So, I guess the question I have is, Has anybody else had problems with their models when they used Headus UVlayout? If So, was there anything that you were able to do to make the model render out ok?



Please Help. I really hate laying out my UV’s manually in Maya. Headus is such a great program. It would be such a waste if I could not use this amazing software.





Thanks in Advanced



Brian.

Norman3D
09-10-08, 03:09 PM
Have you tried using the update button instead of the save button in uvlayout?I think you should try asking at their forums, they should be able to help.

cc909
09-10-08, 07:22 PM
Normand3D

Yea, I was given similar advice. I guess that my UV’s were not welded together when I use the save feature with UVLayout. I re-imported my Mesh, welded the UV’s and used the update feature. I then re-imported my base mesh back into my model and it fixed all of my problems. What a strange thing. You would think that by saving you would have no problems.



Thank you all so much for your help.



Brian

dustinbrown
09-11-08, 03:27 PM
For anyone looking for a free UV unwrapper, check out RoadKill. You can't beat the price (FREE) if all you need another 3D app for us UV layout.

http://www.pullin-shapes.co.uk/page8.htm

-Dustin

robinmitra1
09-11-08, 04:06 PM
For anyone looking for a free UV unwrapper, check out RoadKill. You can't beat the price (FREE) if all you need another 3D app for us UV layout.

http://www.pullin-shapes.co.uk/page8.htm

-Dustinx2
yes its an awesome little app

A_HUGHES
09-14-08, 09:48 AM
Hi everybody ,,,, i deal with this problem about 1 out of every 10 models i do.
and it used to make me loose my hair ,,, it used to just happen when i have brought a model back from posing it in maya ,, but now it decides that it will do it "sometimes" when i am just doing the uvs ,,, i tryed so many things .

trying to have the cleanist UVs to having te best topology posible but ,,,,, the big thing is ,,if it is going to happen it will happen ,,,, i have checked all normals on each subd level and if the vertex orders are diff it would explode asoon as you bring the inport in to zbrush ,,, or it will just not alow it to import in,,,, so iam guessing that it happens when you do your first subdivision in zbrush ,,, but enough crap"n on ,,,, heres my fix

this must be all done in order or for some strange reason it wont work, (and i mean the strangenes is with the "saving tool"after nearly every action)

ok
- go to the highist subd level and delete lower
-"SAVE"-RE-OPEN"
-reconstruct the levels to the lowest sub
-"SAVE-RE-OPEN"
-make a morph target and export it with the export "drop down box" (not where it says load tool "import "save 'export ( allso do not clik the merge button just leave it as group)
-SAVE
- ok now i have found that it freeks out half the time if i go stright to headus or maya and layout the uvs the way you want them ,,,

so i leave that alone and go to maya (NOT even going into vertex or any other mode) just simply giving it an "auto mapping" and bring it back to zbrush

ok ,,
- import the new obj in press the switch button for the morph target and move up to the highest subd level
and YEAH! save and re-open (must state save at the highest level)
(i know there is no reason y the mesh would be still giving problems now it is switched over and you are at the highest level , but i have found my smiles
quickly hang down if i dont save it at this point)

- open back up and make another morph target exporting with the murge uvs button checked and go do your uvs ,,,,,


these steps seem enoying and pointless with the saving and re-opening all the time but it workes "EVERY TIME ""

and i think not seeing an exploding mesh for a while is make'n my hair grow back

Anhslaught
09-18-08, 10:45 AM
awesome. Hadn't tried this yet, but I've been trying to figure how to do this for a long time now, couldnt so I gave up and tossed my old models to the side. It kept explodddding, with this I can go back without starting my zbrush project over because of UV's screwing up everytime I bring it back into maya.

3DTerry
09-25-08, 10:29 AM
I think cc909 already covered this but here it is again.

http://www.zbrushcentral.com/zbc/showthread.php?t=62810&highlight=fix+normal+map+seams (http://www.zbrushcentral.com/zbc/showthread.php?t=62810&highlight=fix+normal+map+seams) vbmenu_register("postmenu_487712", true);

cc909
09-25-08, 12:10 PM
Hey guys,

So, I was doing some postmortem on my problem with my UV’s and I have found that there is another possible candidate for causing errors on a models UV sets. After a model has been imported into Zbrush, altered and then re-exported for any number of reasons then brought back again, a simple Zbrush setting can help eliminate some huge headaches.



I found this information in Scott Spencer’s Book ZBrush Character Creation – Advanced Digital Sculpting. Scott states on page 249 that you should go into Zbrush setting for Export and make sure that in the Export feature Mrg is turned on and that Grp is turned off. He states that by having the Mrg button unselected Zbrush will export out your model’s UV’s were each UV is unmerged.



I am not sure if this is where my error was derived from or from UVLayout, But none the less when I looked at my UV’s in Maya everything looked just fine until I selected a single UV and tried to move it. Yes in fact all of my UV’s were separated out but looked just fine. So, Make sure that your MRG button is selected if you want to avoid any problems when exporting out your Obj’s that have existing UV’s assigned to them from outside software.



Also, If you have not had the chance to pick up Scott Spencers’s Book I would highly recommend it. I have a lot of Gnomon Training tutorials and they are all fantastic. But when it comes to looking for a solution to a problem it just sucks looking through each video to find just the right answer. Well This book is a great desk reference tool that every Zbrush user New to advanced should have handy. You never know when you will need some quick advice.



Brian.

ne0lith
09-25-08, 02:49 PM
One thing that saved me when i was having these kind of problems was using the ProjectAll option from the Subtool menu.Basically,i export the lowest subdiv model,unwrap it(in UV Layout),than i go into zbrush,import the unwrapped model,subdivide it as many times as the high poly version is subdivided,than i add the high poly version as a subtool(with all the lowest subdiv levels deleted) and hit project all.All i can say is that it worked for me everytime,making me wonder why zbrush does not have any errors importing/exporting objs when doing this.At least on my PC it doesnt :)