Zbrush’s UV Manager has become so important and dear to me. I use Daz Genesis 2 models and nothing else can unwrap a G2 mesh even one tenth as pretty and usable. However, I have a big problem with the FBX import/export plug in and I hope its just me doing something wrong. Daz creates this gorgeous weight map (one I could never even hope to duplicate) which doesn’t survive the FBX import into zbrush. So I’ve got a beautifully uv mapped model and a beautifully weighted model but I can’t figure out how to squoosh them into one beautifully mapped, beautifully weighted model. Maya has an Attribute Transport thing but that hasn’t worked so far though its another line of investigation I’m currently following. Bottom line, I got a whole bunch of deformations and facial controls and other stuff the zbrush fbx exporter page says isn’t supported. I’m using FBX 2014 though I’ve tried others in both binary and ascii. But the save file that gets exported out is way way smaller than the one that I imported. And that makes me unhappy. I hope someone can help.
DAZ can send models via GoZ to ZBrush, complete with any poses and morphs you applied in DAZ.
The FBX plugin doesn’t support some features of the FBX format because there are no equivalents in ZBrush. As weight maps, for example, can’t be represented in ZBrush in a meaningful way they are discarded. It’s not possible to store the relevant data and then include it again on export.
Are you saying that I can apply the new uv map in zbrush, bring it back to daz, and then export as an fbx? Hmmmmm…I’m gonna give it a try.