Zbrush 4 to Blender Pipeline
I hope everyones fine here. Long time I have been away from these forums.
I am back as I have been looking for zbrush 4 to blender pipeline.
I believe Goz doesn't work for blender.
Been searching these forums from last two days but there is no real guide or video for exporting zbrush models to blender.
Can any one post any links of videos or steps?
Aurick any help please.
I am very much confused with this link I found on that page.
The reason I wish to take model from zbrush to blender is to rig it there.
Now do I need to first take base model from zbrush to blender, uv map it properly, then reimport, do all the high level sculpting in zbrush then export it with a normal map as a dxf?
or can I do all the texturing and detailing first in zbrush and then fix the uvs only one time in blender?
In my experience you want to use the former method.
Attempting to export a mesh from ZB to Blender and then trying
to re-import UVs 'only' is kind of tricky. More often than not, you get
vertex order problems, particularly (for some reason) on the 'active'
polygon that Blender had selected at export time. Often ZB (4.0) will
be able to correct minor problems, but I'd hate to rely on it!
Low res mesh from ZB to blender, UV, then re-import OBJ back
to ZB, will work more reliably. Then you can go ahead and detail before
For non-organic stuff I always start in Blender in the first place.
Just my 2-cents worth.
That is helpful will give it a shot.
Anyone has any video for the above process or any link?
I am looking for a tutorial myself
Here I found our Canned Mushrooms tutorial on youtube
this will surely help both of us
I'm testing out some clothes for my character moving between Zbrush and blender through trial and (lots of) error for the past week. Here's what I ended up doing.
I sculpted a shirt in Zbrush, problem was mesh extract created a lot of tris so I can't divide or calculate lower subd. I obviously can't export the subtool as is (1.5 mil polys... yeesh) so I used decimation master. I decimate the mesh at about 5% and ended up with less than a 17k, I think 15 or 20% will result in a crisper mesh without making you suffer in blender. With that I imported to blender, fixed up some artifacts and rendered the mesh smooth. Made a quick retopo then export back to ZBrush, then project.
That's all I have for now, I have nothing on UVs or Baking yet.