View Full Version : ? around OBJ import and manipulation
Hello
Well I touch Zbrush from the finger tips since a few weeks and decided to struggle with the beast.
I read here and there the doc, the forum... melting a lot of things, and my questions are basic I must admit....
My first test is to import a mesh (let's a low poly even if the count is already high) from 3dsMax as a dxf or obj file and to enhance it with Zbrush sculpting tools
Even with a brush size of 1, it's still to big compare to my mesh size, so I scale it with the gyro, but it's to close so i can't see it (with the alt+right mouse button i zoom out (or I scale it down again?)
when you zoom close to a mesh (close enough to cannot have empty canvas) how can you navigate (pan and rotate? since you need to clic somewhere in empty canvas?).
The brush size is in relation to the model in ZBrush units. Scaling with the gyro doesn't change the model's true size; it only changes the scale of the instance on the canvas. To resize the model in relation to the edit brush, use the Tool>Modifiers>Deformation>Size feature.
Regarding the other matter, the gray area surrounding the canvas is also clickable space. In fact, clicking on it always counts as blank canvas for purposes of clicking to scale and move your model.
stepanich123
11-26-03, 03:25 PM
i know how to navigate when you cannot see empty canvas :)
http://www2.zbrushcentral.com/uploaded_from_zbc/200311/user_image-1069889107fst.jpg
i hope this will help
:)
stepanich123
11-26-03, 03:27 PM
i was posting this before Aurick answer appeared :o
ok thanks both of you
to be sure alt+right clic = scaling with the gyro?
Is there a relation shipt beetween obj/dxf units and zbrush units
In every 3d soft importation of those format often leads to very small objects needed to be scales up 1000x times, i never understand why
Yes, it is the same as using the gyro.
ZBrush automatically resizes all imported objects to 1 ZBrush unit along the longest axis. When you export the mesh again, ZBrush then resizes the object back the other way.
I played a bit with zbrush and Texture Master and my problem now concern the UV
I did in 3dsMax my texturing by unwrapping manually the mesh (with unwrap), i also use 3 differents channels, means on 3 differents unwrap a part of the mesh is unwrap (1, the head,2 the arms,3 the hands) can this fools Zbrush ? because when I import my model as a .obj the UVs are all wrong, I can only reassign planar or spherical, cylindrical uv which is not good at all
As long as I drop the mesh it's fine but when I pick the texture is badly applied on my mesh
Jaycephus
12-01-03, 03:57 PM
Check this thread (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=013092).
The summary of it is that you need to verify that your Max .obj exporter is truly exporting the UV map properly, perhaps by looking at it in a 3rd party program like UVMapper. Also, don't try to texture an object that has been placed on the canvas with Perspective on. There may also be the issue that the UV coords as exported from Max by whatever exporter you are using are flipped on an axis in relation to the coords in ZBrush.
I really don't find the way to do that :confused:
Max modelisation-> zbrush via Obj importer (i use both Habware and Crytek plugins
I join a file, very low poly mesh, even that don't work, the Uv are unwrap in MAx, imported into zbrush and all is wrong;
I greattly appreciate any help to understand the principle of importing and texturing a Max mesh into ZB and back into Max
Btw the file is a rar (i rename it in zip to upload)
the file :cool: Groll.zip (http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_file-1070493316vsj.zip)
Your zip file cannot be extracted.
arf, make s**** :cool:
well any simple exemple will do the tricks
the question is to import the same UV from Max to ZB and vice versa
something
i don't understand about smoothing
with opr without smooth (modifier, for display) or even with smooth from deformation my mesh looks like a boxy open gl preview :confused:
http://www2.zbrushcentral.com/uploaded_from_zbc/200401/user_image-1074296431sze.gif
I can't tell for sure without seeing the polyframe, but it looks like your mesh has a lot of triangles in it. Triangles are unaffected by the smoothing algorithm, and the result is what you see.
You should select the Polymesh3D tool and then in the Inventory menu maximize the Tri2Quad slider. This will convert as many triangles into quads as possible when importing the model.
travart
01-16-04, 04:53 PM
also under transform make sure 'Quick' is deselected
Hi junk,
i also work with max and i would have thought that you would want to do the texturing and uv mapping in zbrush rather then max. by using texture master, you can apply any texture you have, to any surface of the model depending on it's orientation when you DROP the model on the canvas. this means you can recreate and also surpass any mapping otion in max. you should play the texture master tutorial script to understand this better.
when i have imported a model from z as an obj (using habware (http://www.habware.at/duck4.htm)) into MAX with a file name of more then one word, i have sometimes had to research in MAX's material editor for the bitmap's location on my computer. after finding it the texture has always mapped perfectly to the model.
the texture information is just diffuse channel , but you can add to that in any way you normally would in MAX.
also, if you are importing a mesh into zbrush from MAX try applying a "poly select" modifier in MAX before exporting as an OBJ. this will remove tri surfaces from the mesh.
my workflow is basically:
model/texture: ZBRUSH
Lighting/animation/render: MAX
because of this it does't matter how my mesh looks in Z as i can apply a "smooth" modifier to it in MAX later.
i did have some difficulties when i first tried bringing zbrush work into max, but have since solved most of these problems so if there is anything else you need help with please ask
:)
aurik
what show the pic is the smooth version (display), the mesh is made or quad almost everywhere (in Max) after the conversion in obj maybe introduce bad tesselation
Well if it's only a bad display i don't really care right now, it's for texturing in zbrush and reimport into Max
http://www2.zbrushcentral.com/uploaded_from_zbc/200401/user_image-1074374398flh.gif
tjaden
I wanted to try Z brush texturing with that mesh, modeling and unwrap is made in Max, it seems that the uv are imported into zbrush correctly (I have try dxf, and obj both with habware and crytek, they basically all do the job the same way, after dealing with reorientation and scale)
In texture master uv coordinates are good if you model into zbrush but imported objects don't work well
Well i will try maybe on a simplier objet and add the poly select modifier too
Powered by vBulletin® Version 4.1.11 Copyright © 2012 vBulletin Solutions, Inc. All rights reserved.