ZBrushCentral

can I change the Maya standard (blinn) material when exporting with goz

Actually the title says it all.

When a goz file opens in maya it uses a blinn as a standard material in maya.

Can I change this material in a mentalray material ?

yes i would like to see if this is possable. i am doing a SSS shader and it would be great if you could change that material.

I don’t think this is currently possible. It would need hard coding into the GoZ plugin.

i have also had NO end of issues with the "invert Y " on import/ export as its different when useing GOZ over just using the export button in ZB. I end up having to try 3 times each time i export an OBJ , its either upside down, or the normals have been inverted or its the X value thats 180 degrees wrong. i have to go through all of the preferences one by one to find the correct value so that my OBJ is in the exact postion that i had it in , in Maya. VERY frustrating…
You also have to keep clearing out / renaming your files in the GOZ project folder otherwise when you go to use GOZ between Maya you end up with dissapearing geo , which is what happened yeaterday. I was very Mad. I spend the entire evening 2 nites ago working on a scene and i used GOZ to do some sculpting and then i went back into maya only to find that another part of the scene had dissapeared, GOZ had loaded an older scene file and it was running the wrong script.

I work alot between Maya and ZBrush , and i dont want to spend ages importing/exporting each and every little sub tool manually so i thought that GOZ was a Fantastic way forward, but all i do is “battle” with it.

sorry to take over your thread by the way , but i just got fed up with this…

thanks

I think this would be possible, if not in the compiled Z-Brush script, then as adding as a post-import MEL script, for example to the “GoZbrushToMaya.mel” script.

I’m not very good at scripting but I could think of a couple places to start. Has anyone had any luck with this?