ZBrushCentral

poser 6/zbrush?

I think I got the exporting down… but importing… the texture goes on the wrong body parts (head on body, body on head) and it’s all shiny, how do you fix it?

latches onto thread

How are you exporting and importing? Just with obj format? There may be tools to help assist cleaning up the poser export.

yea, obj

Flip the texture vertically. Everything else, shiny-wise, is down to the base material and lights. Gotta tweak them to suit.

okay… so I got the model fixed and unshiny… but now poser is only loading the “preview” and no textures… blah.

thats because you can only have one texture in zbrush.

I hate poser’s mapping and usually take em into uvmapper and remap em. If you are planning to create displacements you will want to do that because poser’s maps won’t work cuz they overlap.

You might find it better to export out in parts. such as the head by itself, the torso, etc. this way you can get more poly mileage and finer detail but I reckon it depends on what you are trying to do.

if I export it from poser, then it adds another thing in the materials and it still won’t use the textures… gah… hell with modeling >;[

You give up too easily … once you’ve nailed it, it’ll never be a problem for you again. Aminuts has the answer … what follows is just a bit of extra detail. I’ll try and do a tut on this when I get a chance:

After you’ve modelled a fairly low res model in ZB, make sure you’ve created polygroups for all the parts you’ll want as separate ‘actors’ (jointed body parts) or material zones in Poser. Normally there’ll be more ‘actor’ parts than material zones initially, as a material zone will probably consist of several actors (eg you’ll want separate actors for upper arm, forearm, hand and fingers, but will maybe only want a ‘sleeve’ and ‘hand texture’ material zones). When you export as an obj from ZB, open the model in UV Mapper, select each of the Groups in turn (ZB gives each polygroup a numbered reference) and assign each to a new Group and Material (in the Tool > Assign menu).

Example: In the ‘Select by Group’ menu you find a list of groups for your model. Let’s say one of them is called ‘Group1547’. You select it and see that it relates to your character’s right forearm for example. In the Tool > Assign to… menu, assign the part to a new Group and call it R_Forearm (or something similar) > Do you want to create a new Group? > Yes. With the same part still selected, then click on Tool > Assign to … Material, and create a new material called Jacket (assuming your character is wearing one) or Body if he’s nekkid.

Another group exported from ZB might be Group35510, for instance (I think the numbering relates to the vertex order and the order in which you create the polygroups, but that’s not really important). When you select it, you find it’s the right upper arm. You’ll want to give that a new Group name in UV Mapper (eg R_UpperArm), but it’ll want to go in the Material group you’ve already made for the right forearm.

When you save the model out of UV Mapper, all the ZB group names (eg Group35510) that have been re-assigned to new Groups or Materials will be removed from the obj, making things much neater in Poser. But you haven’t lost the actual polygroups if you load the new obj in ZB. Anything reassigned to a new Group in UV Mapper will show up as a polygroup in ZB. Just be aware that saving the obj again in ZB will turn all your nicely named groups back into numerical references again.

Open the obj in Poser (you might want to fling the model through PHI Builder first, if you want to get the hierarchy and rotation orders sorted out before loading in Poser). The model will now have both actors and material zones set up as you wanted. Hoorah.

holy confusing batman lol O_O -blankstare and eyetwitch-

Heh heh … no-one said it was easy. But it works, which is the important thing. And after you’ve done it once, the whole process makes sense and takes a fraction of the time the first one takes. Like any new skill, do a simple version to start with. Be comfortable with any mistakes you make. And keep a note of the steps that work.

yeah it sounds a lot harder than it is…a pain in the arse…sure but it works and it’s really not as hard as it sounds.

thanks for the explaination moochie, I was trying to type one up but the ol hand is givin me some fits lately and it was taking forever.:rolleyes:

I have no clue how to do any of that :expressionless:

its something with the exporting cause the preview thing is loading on the top and daz’s loads on the bottom

AHHHHHHHHHHH WOOOOOO I fought ZBrush and I won! rahahahahhaha

I finally just done the whole thing as morph targets… I’m not completely happy with the face yet, I LOVE her lips… love love love… gonna re-work the nose cause its just ugly… but yea, YAY FOR M :o EE

Attachments

Chastity.jpg

still not happy with the face… but the body O_O yes. hah

Good for you! It’s cool to suss a new skill or technique! :smiley:

her all done