ZBrushCentral

MME exporting Issues

Hi all!

I am fairly new to Zbrush and working through some kinks as I dive into the program. I have a very basic subtool that I have polypainted. I am trying to utilize the MME to export the textures and mesh so I may bring it into Unity for an application I am building. The issue is that whenever I try to export them, nothing shows up in the folder. I found some forum posts that sort of dealt with this that recommended filename special characters and folder pathing but those do not seem to be the resolution. Attached are my steps in photos of what I am attempting. I also followed this tutorial to no avail;

import from Zbrush into Unity

Please assist. Thank you!

Tom1 2 3

Does your model have UVs? And does it have sub-division levels?

If you can post the model to Dropbox or somewhere, I’ll take a look to see if I can see what’s going wrong.

-Marcus

Hi Marcus!

Thanks for replying. The model does not have sub d’s and it is just poly painted. I have google drive.

[https://drive.google.com/drive/folders/1MNmtQCq9lryLVfMDh7SVTSqPOL0Qp_bs?usp=sharing](http://Model in Question)

Thanks for checking it out.

Tom

Hi Tom,

The main problem with your model is that it doesn’t have UVs. UVs are the coordinates necessary to map a 2D texture image to the 3D model. Without them ZBrush has no way of knowing where to put the color on the maps it is creating. This is why you don’t get any maps out of the MultiMap Exporter plugin.

Your model also has a very high number of polygons for use in a game engine like Unity. (It is really too high for creating good UVs as well.) Most of these polygons are concentrated in the buttons. I think you need to consider remaking these with much simpler topology.

Normally complex objects intended for game engines are created with subdivision levels. The low resolution mesh is what is used in the game. The high resolution is where the detail (color and sculpting) is added. Displacement and normal maps are then created which map the detail from the high res to the low res. These maps are then applied in the game engine creating the look of the high res but on the low res model.

HTH,
Marcus

Hi Marcus!

Awesome, thanks so much for the reply. I kinda thought that the res might be a little much. I will work on remeshing it and getting way down. It is pretty primitive so that shouldn’t be too much trouble. UV’s, haha. I guess I thought those would be assigned automatically once it was poly-painted. Doh. If I manage to get it all corrected I will post it and let you know how it turned out. Thanks again!

Tom

Hi Marcus!

That worked. Thank you very much!

Tom

Great! :+1: