ZBrushCentral

Poser Question

This is a tad embarassing. Friend of mine interested in buying
Zbrush.
As part of the reasons, told him you could import a Poser head, texture
it in Zbrush and import the map onto the figure in Poser.
Sort of a “face room adjunct”
I distinctly remember doing it about two years ago.
When I imported the head, used projection master, the resulting map looked
like a plate of vegetables.
Simply put, are there special steps involved in doing this?
Know it can be done, but with the new Z3, am at a loss.
Am only interested in texturing, morphs not an issue.
Many thanks any help!!!

I haven’t ug to 7 so don’t know if things have changed…but their uv’s suck…I always redid them in uvmapper (which you can do quickly by groups). They always over lap and just generally suck so that’s what I did and it all worked fine.

Having said that I haven’t tried it in z3 but will and let ya know…with a p6 head anyways.

Nut’s thanks.
Had fooled around with the theory about two years ago.
Got it to work.
Talking to someone who is interested in this stuff and was
trying to talk them into buying Zbrush.
Things went well until I got to the Poser part:lol:

Do not try it with Victoria 4.
Although they don’t say so on the site, if you call the
Daz tech people, they will tell you that Victoria does not work
in Carrara 5 pro, Vue ( any version) and converting to Photoshop CS3
is impossible.
Does work in Studio and Bryce ( wonder why:confused: )

I don’t know if this helps but I’m running Poser 7 and exported a file I had done as an .obj and imported it into ZBrush 3 without any apparent problems. It didn’t retain any of the color or materials information but other than that it was fine.

I can import it fine as an obj.

My problem is to apply a face texture and export it back

to put it on the model in Poser.

The texture is fine when in projection master, when I pick

it up the resulting texture looks like a horrible disease.
Thnx

bicc try this

clone the head, create a blank texture, go to tool:texture and hit guvtiles, go to pm color it quickly and pick it up
and see if it does the same thing. I tried it with p6 head…and yeah it was messed up but cuz of uv’s suck.

also I believe you need to flip v for the textures…perhaps that is the problem?

Nut’s nope ( poetry?)

Steps:( briefly)
go into poser, export head as obj file ( in this case Simon)
Import it into z3.
Crank polys up to a million ( problem makes it incidental)
Go into projection master.
Create plane with texture attached ( only rgb turned on)
Attach texture to head, pick up.
Before it is picked up, it looks ok.
before.jpg

Funny thing is friend getting program anyway, doesn’t
care.
Now, I do!!!

Attachments

after copy.jpg

What if you polypaint and then convert that to their uv set?

Nope, got desparate, went to z2 and tried Pm zapplink there.
In Photoshop looked fine, ended up with this.
Using photoshop cs3, but don’t think that’s the problem.

after2.jpg

take it to uvmapper…check for flipped normals and fix them with that and try again.

What is it about their UVs that are not right?

bill don’t know about 7 but all previous versions had really bad overlapping uv’s that made texturing a nightmare for me…not to mention if ya wanted to play with displacements…no overlapping allowed there understandably.

just trying to find the reason bicc is having troubles with it without him having to send it to me.

Textures for a Poser Model are fairly easy to do.
Any given model has a texture map already.
All you do is copy it put it in photoshop,create a new layer
over it, paint or copy the new texture, save and reapply in
the material room…done.
The object is to do the job with the new kid.

From what I have seen, does not seem possible.
Will be moving on, wish to thank you all for your help.
Sorry to have wasted your time.

From having worked as part of the development team on the figures that ship inside Poser for some years now, I can point out a few things that might help you out. First, the problem you are having, in my experience, comes from not necessarily having seperated the mesh into seperate groups based on it’s material assignments before (or upon) bringing it into Zbrush. My suggestion here, in z3 is to set your preferences to load mats as groups. This will seperate all the materials in the model into groups that you can then show/hide and thusly, seperate into subtools. The tricky part is knowing what parts/materials go with what uv set and breaking it all up that way. Personally, I always wanted to keep the uvs as a single, continuous shell, but for various reasons the management behind Poser wanted seperated shells for the inner mouth, teeth, and any areas with transparency (eyebrows, lashes, etc.). For what you look to be trying, you’ll want to keep the skin and lips together, most likely. See, if you have multiple uv zones on a mesh that you projection paint on, when the projection is interpolated back out of projection mode and into the model’s uv space, any overlapping uv shells will result in very ugly artifacting all over the place. So, always make sure that you get things seperated properly. It will prevent a lot of headaches later. :slight_smile:

Sixus: thank you!!!

Now.

Have waited all my life to speak to you:D
Have just returned ( got refund for) Poser Pro.
Basically because of import issues ( V4 will not import into Maya)
Can you tell me if this will work with DAZ figures.
Will save me lot of time in the long run, but will take
time now when I don’t have it???
Thank you.