Hi,
Meshes imported back from ZBrush do not have original materials. In fact, they bring _ncl1_x material with them.
Is it something we need to cope with or is there a remedy for it?
Cheers,
DS
Hi,
Meshes imported back from ZBrush do not have original materials. In fact, they bring _ncl1_x material with them.
Is it something we need to cope with or is there a remedy for it?
Cheers,
DS
Hi @DigitalShamans
I am not sure to understand what you mean, can you confirm that :
accordingly to what I can found about that issue with FBX this might be a naming conflict.
as when you export from Maya and you have two mesh which got the same name the plugin automatically rename the second object with the suffix _ncl1_x where x is a id of the instance.
you should really get in touch with the Support Team with a complete step to reproduce your issue.
Hope it helps,
Nicolas
Thank you for the reply,
Maya → ZBrush → Maya
Your quess seems to be right. It is not exactly about the conflict tho.
Imported from ZBrush asset into empty Maya scene is also creating a new material with ncl1_02.
I would like ZBrush to do nothing about the material. Like other programs.
If I export and import asset from Maya to Max. I have no junk materials in my Hypershader afterwards.
My convention:
SM_AssetName
M_AssetName
I would like imported SM_AssetName use existing in Maya Scene M_AssetName material instead creating new M_AssetName_ncl1_02.
Max handles materials differently. Looks like it uses the asset’s name (which is not right either, but I’ll leave it for now).
Thanks,
DS