I import an object into Zbrush.
After edit, I select in polygroups “autogroups with uv”,
It is successful.
At this point the object, itself is showing the correct parts broken down with the correct
uv’s.
But it is still one object.
Can I make the parts the subtools keeping the uv’s.
Thank you.
Yep!
In the Subtool Pallet under Split use Group Split.
There are two problems that I know of:
One is the number of subtools you could end up with, and ZBrush has a limit of around 1000 or so. Other than that it works great.
The other is if you then Merge the Subtools you will need to re-UV and you will aso lose textures and stuff.
Im not totally clear on how this all works with chopping things up and then putting them back together, so dont quote me on that last bit, there may be a workaround that I am unaware of.
Thank you will try, will all end up in keyshot anyway!!!
Did not work.
To elaborate, I import a human figure from let us say DAZ.
In the daz program I have texture maps assigned to the body parts.
I bring that model in to Zbrush.
Under polygroups I select autogroups with uv.
If you then view polyframe mode all the parts are correct.
If I select a part (and hide rest) you can import the map and it will fit.
At this point we are still talking about figure being one object.
If I sent this to KeyShot, the map that I assigned to that body part will come in intact.
But, I have to select and hide all the parts to do this, not an exact science.
If I go to subtools and split by group, end up with 87 subtools, do not mind that but
the grouping is incorrect as are the maps.
Any other way you can think of to keep polygroups(uv) the same when splitting?
Other Zbrush Keyshot users will thank you also
Instead of using “Auto Groups With UV” you should use “Uv Groups”. That should only assign polygroups based on the UVs whereas the button you used takes the topology into account also.
HTH,
Hi Marcus, thank you.
Does not work.
Figure in DAZ for instance, has individual maps for face head torso etc.
If that figure is sent to Zbrush and the autouv is selected.
The polygroup will show each part correctly, if that part is selected and isolated
the individual map can be applied correctly.
It will retain it, when sent to Keyshot
Problem is isolating.
If Subtool could be created from the polygrouping and the uvs kept intact , would be
of enormous help. You would still have to select and apply maps but would be much
faster and less frustrating.
UV group combines all the body parts into one large figure, no part can be selected.
No map can be applied
I have reread what I wrote, I understood it. Congratulations to me
Ohhhh… I figured it was something you made in ZBrush.
I dont know anything about daz, but if your object is showing up as polygroups in ZBrush than your object was divided up in some way in daz when you created it… right?
Maybe try exporting differently?
Object as was imported (go z), one polygroup.
In polygroup settings autogroup uv gave polygrouping and uv same as on the
original program
Benefits:
You do not have to worry about UVs.
You can use preexisting maps as part of larger figure.
And…wait for it…
When you send the figure to Keyshot the maps go with it.
So you only have to change the material type and perhaps import the original bump, spec, opacity maps.
Do not say it is easy, but it is efficient.
it goes without saying that this is one method of beating the restriction of the zbrush Key shot version.
ok…
So why didn’t the methods Marcus and I suggested work?
When I break up an object into polygroups based on UV’s into subtools, the subtools retain their mapping no problem, I wonder what you are doing differently.
Do you have subdivisions?
Marcus suggestion was uv group.
It took the whole figure and made it one group.
When you view… only one polymesh
When you subtooled, broke it down differently no maps worked.
If you select auto uv, it broke figure down to components and kept uv for
each correct.
You selected and isolated the head for instance. You import the map.
You apply that map to the head.
Next body part, eye, same thing.
Work your way down.
Then
Keyshot is used.
Keyshot opens with the maps you used applied ,you have to make minute adjustment ( material type, bump, etc)
But by applying the maps you have, in sense, individualized sections for key shot to work on
Without it maps do not work, if you subtool 87 items you have to create 87 uv texture maps.
You then apply them to figure then to Keyshot.
Pain in the ass and not worth it.
You can bypass this with keyshot 5 regular version,
You export the object from daz, import it into keyshot and sections and maps are already set up.
But in the knockoff Zbrush version you are not allowed to import obj file.
My way is a detour around the obj limitation, am helping a friend with this.
Can be done without the subtools option but a lot more work.
I have a suspicion:
Try what we suggested above, but in the Texture Palette (under Tools, near the UV Palette) hit New From PolyPaint for each of your subtools. Possibly hit Clone Txtr after doing this, but Im not sure on this part.
What I think might be happening is that your not re-exporting the textures for each subtool into KeyShot.
You might need use the Color Menu to convince ZBrush that you actually want this texture attached to your object by using FillObject, but thats sort of unlikely since things apparently look normal in ZBrush… Right?
I can PolyPaint and then UV things, divide them into PolyGroups (using group by UV) split and then and make textures for some or all of my subtools and they export just fine. The thing here is all of this is done in ZBrush, not some other program.
What interesting is that I can export to keyshot with part of my object PolyPainted and parts of it textured with the Texture palette and UV’s after doing all this and even then its not problem.
This means that I am able to render an object in KeyShot that is many subtools, has not only several textures but is ALSO PolyPainted in places, and the UV’s simply work. Where I have texturing the polypaint is gone, but the UV’s still work.
This is why I think its possible that you might have to apply a texture that already seems to be applied.
Just a guess though.
Thank you but would not work.
In DAZ, the figures are created with maps allocated for individual parts.
There are maps for head, lips, nostrils, torso, limbs etc, in some cases different
parts share same map, Setup also includes bump, spec, etc. Keyshot makes use of these
types of maps.
When GoZ or import is used in Zbrush when the figure comes in and you view with the Polyview
on the bottom you will see in the window the figure with only one polygroup. No pre-existing map
will fit this. If at this point you select in the polygroup window autogroup with uv.
The program now breaks down the polys to correspond to the original breakdown in DAZ.
Now the fun starts you ctrl select the head. Head is now in window you go to main texture window and import
the previously created head map. In the texture map window on the side you import that map texture on. Map fits
exactly. You now ctrl click and show rest of figure, head is ok, rest is mess.
Now.
If you use KeyShot at this point the figure would go to Keyshot with the head mapped, but the rest a mess.
Further, key shot would only show in the scene listing one item the main figure.
What you did in Zbrush was to define and map the uvs for that section.
What I am trying to accomplish is to have Zbrush breakdown into subtools the predefined polys by assigned polygroup.
I can then take each section and apply the map, further zbrush would have created the parts for individual use
inside of KeyShot.
The solution given by Marcus and You creates a subtool of the whole figure, not the mapped parts.
I know this is confusing but I really do what I am trying to do and it is worthwhile and not just to me.
Zbrush version of KeyShot will not let you import obj files. So previously created objects created elsewhere
with their maps cannot be used.
But.
If you import the obj into Zbrush, you can with autouv by group end up with the object that was exported elsewhere
the uvs will be the same and the maps will fit.
As I mentioned it is a workaround for the ZBrush Keyshot limitation.
My apology forgot to mention my thanks to you and to Marcus.
Having to read boring. dry material like this cannot be fun.
Appreciate the help.
I do truly consider this a worthwhile problem to solve.
Over the years I have accumulated many figures and maps that are starting to look really
great in Keyshot.
The ability to bring them into zbrush, make modifications and send to keyshot would be great.
Again I thank you
Basically I started this to try and help a friend of mine.
He has the Zbrush Keyshot version, I have the regular.
Since I am stubborn and will not quit, will keep on going.
But.
He has voiced the opinion we have gone far enough, evidently the workaround was too much
work for him.
When I asked the question I thought there was an obvious solution that through my ignorance
I was not aware of.
Guess not.
I thank you both for your time and help with this, do really appreciate it.
But will quit here.
If I find a solution will post it for anyone interested.
But if it is any consolation some of this does work.
Luck!!!
For the ZBrush 4R7 P2 release I added in a new option in the FBX ExportImport plugin - Import Mats as SubTools. If you export a figure or prop from DAZ Studio as an FBX file and import into ZBrush using the FBX plugin with this new option turned on the model should be split into subtools with the correct texture maps applied. I’m not an expert with DAZ Studio but it worked well for the models I tried.