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Problem exporting with multiple materials on one object

Hello all,

I have a quick question for a hopefully simple problem. I have searched for hours for a solution but haven't came across my exact concern. I am trying to export my model which has multiple materials assigned to its mesh for a final render, but when I export, I've tried FBX and OBJ, it somehow loses the M values that I've assigned and just uses the base material.

Here you can see the materials on my mesh with blending in Zbrush

and here you can see the model exported, only using one material

Attachments

WRQtBkP.jpg

7raKAD5.png

You’re rendering in what?

|This is a hard thing to do sort of.
|
If you separate the diferent material parts into polygroups it might help, but it might make things worse as the line between polygroups is often a mess, sometimes you can blur this but that only helps in ZBrush.
There is however a plugin called MatCap Baker ( http://www.zbrushcentral.com/showthread.php?170886-MatCap-Baker!-unofficial-Information-Installation&p=1156221&viewfull=1#post1156221 ) that could help a lot, but you dont end up with diferent materials in the export unless you use polygroups or even subtools (as far as I know).
Matcap Baker takes your object and turns what it looks like into an actual exportable texture, it is actually a wonderful tool, but you are not going to be actually exporting matcaps, its just an image (or rather collection of them, texture, Normal Map, and Displacement map I think).
I think it ought to be built into ZBrush because it makes rendering things inside of and outside of ZBrush look a lot better in almost all cases.

Your render looks like Cycles, but then Cycles looks a lot like other stuff too (and tastes like chicken), so Im not sure, but if it is cycles, having PolyGroups could help you a lot as they will import into Blender as, well, polygroups which you can grab in the list thingy in the upper right of Blender. Check the Export Pallet, its down at the bottom and make sure Groups (GRP) are on. I think its on by default but that might be something I set in ZBrush.

A great way (sometimes) to separate your object into PolyGroups based on materials is to paint M first, use the PolyGroups Pallet to Group By PolyPaint, then to your RGB stuff. If you just do it all at once your RGB paint will overlap your M and things will be a mess.
So:
Paint all the materials.
Separate into polygroups by PolyPaint.
Paint your RGB stuff.

This should work… I think.
Either way, Matcap baker has gorgeous results.|